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Messages - cbass

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61
Off-Topic / Re: Starcraft...
« on: 2006-01-11, 12:09:08 AM »
I'm in the same boat as you, I love this game.  I have tried several other RTS's in the last few years, but I don't play them for more than a month.  I've been playing SC for at least 6 years.

I still have one of my first accounts too.  About 1000 games played on him.


Master of Orion 2 is also a game of around the same era that I still play today.  Although I only play this one single player, never tried multi.

62
Projects / Re: Family Reunion [Game Submission]
« on: 2006-01-11, 12:04:04 AM »
I haven't got a chance to finish it yet.  I quit because I think I encountered a bug where I couldn't attack or equip the sword or hammer.  I'll see if I can finish it tomorrow.  From what I saw so far, the game is very good.  Great job on finishing this one!

My biggest criticism has to be the controls and sound/voice.  First, having to use arrow keys + Button to attack makes the attack controlling awkward and difficult.  I got used to it after a while, but it would still be nice to attack while standing still.  (I realize why you didn't add this feature/; difficulty in implementation and to possibly add some difficulty to the game by not having it, but it would still be nice to have:))  I also don't like how you have to perfectly center yourself to go through vertical passages.  This is a very difficult problem to get around without script, but I have solved it in the top down games I am working one if you care to know how.  Don't have time to explain right now, sleepy:) )

I really like the menu as well, although a bit awkward, very good for a non-scripted.  One improvement for it would be the fast map switching method described by bluemonkk in this forum.  I think your game could benefit greatly from this.  I hate having to wait 3-4 seconds while music fades out to get to a menu.

The voice overs were a nice touch, but it would be nice to have the option to not have them.  At least you can hit a key to skip them.


It seemed like my criticisms outweighted my positives, but don't get me wrong.  I really like this style of game, and it pains me to see a good game riddled with bugs/annoyances. Fromm the little I saw, I would definitely give it 4 stars and an easy 5 it was polished a bit more.

63
I haven't tried it myself yet, but I am 100% certain it will work.  Most likely it would be a simple cut and paste, but if that doesn't work due to either layer numbering or sprite templates or special functions getting in the way,, either me or bluemonk could figure it out and reimport the xml's into a working project.

If you are having trouble arcus, feel free to attach your project.

64
As we are on the subject of XML, I will hijack the post  ;)

Is there no way to edit path's that are already made?  I see we can change the relative position of the paths, and add delays.  But i couldn't find a way in the IDE to: add points, change relative positions between points.  I remember trying to find a way one time, but I ended up editing an XML of the project.

I guess its easy enough to delete paths and recreate them again, but if someone wants the path points to line up better, like perfect 45,90 degree angles, or make certain points sit perfectly on a tile, eyeballing it in the map editor is difficult. :)

65
Projects / Re: Screen Shot Topic...
« on: 2006-01-04, 06:12:13 PM »
I have one question though, will each character have their own personality? I really love it when there are multiple character's, but I also love it when they're all unique and interesting as far as character development goes.

Don't think I'm gonna put too much dialog into this game, or really none at all said by the player characters.  Im going to center the game around combat and exploring.  To add a little depth, Im going to make a few "quests", but not have too much more than "Save my Son!, the evil King's men took him." or "Find the Sceptor, the hobgoblins have it in the cave to the south."  Simple stuff like that.

One neat thing I have done is made the content creation very simple dispite the complex scripting.  All enemies (enemy sprites) are created not with paths, but by placing tiles, and the runtime code creates the sprites out of tiles.  I want to try to encourage other SGDK users to create custom maps for this game since it is so easy and shouldn't take more than a few hours per map.  No sprites have to be defined, and no special functions beyond "switch to map" ones to connect it to the rest of the game are required, but making more special functions can help add depth, fun, or story to each map.

No more screenies yet..

66
Script / Re: Inventory question
« on: 2006-01-04, 05:42:49 PM »
I wrote and tested a quick script and it does work.  (durdurd must of did his response while I was working on it)

here it is, just cut and paste it into your current script.:
Code: [Select]
sub Player_OnSpecialFunction(SpecialObj)
  with specialobj
    if .name = "ScriptConditionalWarp" then
  if ProjectObj.GamePlayer.InvQuantityOwned(0)>"1" then
    call ProjectObj.GamePlayer.ActivateFunction(ProjectObj.GamePlayer.rmap.Specials("WarpToMapA"))
  else
    call ProjectObj.GamePlayer.ActivateFunction(ProjectObj.GamePlayer.rmap.Specials("WarpToMapB"))
  end if
end if

'if .name= other function then
  'perform action
'end if
  end with

What is required for this script to work is 3 special functions.  One I called "ScriptConditionalWarp" which is activated whenever the designer needs, and effect is "raise an event" which lets the script handle the effect.

The other 2 functions are 2 functions that have no activation parameters (only able to be activated by other functions).  The effects of these 2 functions are simple "Switch to Map"  Whichever to maps you used.  I called the 2 functions "WarpToMapA" and "WarpToMapB"

You can name the functions whatever you want provided you change the names in the code too.  Also I used inventory "0" in code, which is #1 in SGDK IDE i believe, and I only required 1 insead of 15000, but these two numbers can be changed to suit your needs as well.

67
General Discussion / Re: My Thoughts on the SGDK...
« on: 2005-12-30, 04:29:27 PM »
I think he ment his graphics card is integrated in his motherboard.  In which case, the performance of integrated chips are ussually much much lower than addon cards, and drivers are not nearly as optimized or updated frequently.  This shouldn't affect 2d much however.

I will bring this up though.  My dad has an old p3 hp with integrated intel extreme graphics, and when opening many full-screen apps, the screen would flicker, but still show the image except very blurred due to the flickering.  To solve this, we power cycled the monitor, and the screen came up clear. :)

68
Help/FAQ / Re: Boomerrang Idea
« on: 2005-12-29, 10:21:35 PM »
to avoid the instant dissappear and solve some other problems, couldn't you just do this:

Create 2 different sprite defs/templates.

Make the first boomerang a simple shot created with the scripting wizard (shoots off straight in one directions, and deleted at end of path.)  Except "at end of path", or through script on a sprite collision, make a new sprite.

The second sprite can be simple as well.  Make it have no solidity,follow the player sprite.  And have it removed in a collision with the player sprite.

Each sprite must have its own collision class (shot-boomerrang, and returning boomerrang)

You can also make it pretty easy to have one on the screen at a time, make the function that shoots it require an inventory and remove it, and the final collision with the playersprite add the inventory back.  Be sure to get that inventory either at the beginning or when you pick the boomerang up.

69
Projects / Re: Screen Shot Topic...
« on: 2005-12-29, 06:51:41 PM »
I like the looks of the games in this post.  good job everyone. :D :D :D


I can't take credit for the graphics in my adventure game. :o  I got the spritesets and tilesets from one of the rpg maker 95 revisions.  I came accross them one day online and thought "what excellent graphics they were", and I thought i'd try to make a game good enough game to do them justice. :)

I did (and still am) making all the graphics for the shots and icons.  I also had to edit many of the tilesets because some of them just didn't match up, and some were just unnessary if multipule layers are allowed ;)

I incuded another screeny.

70
Script / Re: Scripting intergration with SGDK
« on: 2005-12-29, 04:43:16 PM »
if you have visual basic, and are interested in using a compiled COM component instead of script, here is a quick demo I put together a while back.  It gives you a working project to start from if you have no idea where to start.  Just load the SGDKCOMprojectgroup.vbg file in visual basic and hit f5 to play the project.

If you just want to start using regular script, there are dozens of examples to look at on how to start.  Just start from a premade script, or if you want to learn from scratch, the easiest way is to just start a new project and cut and paste a script in a new .vbs file in notepad, attach the script, and try to get the project to start with the script attached.  Once you do, try to add to the script, or add an error to the script (i=0/0) to make sure  its attached and the code is running.

Come here with any questions.

71
Projects / Re: Screen Shot Topic...
« on: 2005-12-29, 04:20:52 PM »
Past few months, when I got a spare minute or 2  ;), i've been working on an adventure game.  No title yet, its a top down game (no gravity), select from up to 8 different playable characters with unique abilities and attacks.  Fight monsters who can shoot back, controled by AI which can react and change tactics.  Don't have many maps made for it yet, but plan on making several dozen.  This game is extensively scripted but im probably done with 70% of the script, so I should get some content out soon enough.  I hope to have this done by this summer.

getting a little burnt out on the complex games, so about a week ago I started to make a game that I don't plan on doing any scripting for.  A simple puzzel game involving ladders, pushing around boxes, and possibly bombs, but i haven't thought of an easy way to implement them yet without script.  Tring to keep things simple, so only using 1 tileset and 1 map.  The map will be very large and contain about a 1/2 dozen levels or so.  Hope to have it done in a few weeks, depending on how much free time I have.  Tenitive Title "shoots and ladders.... and bombs"

72
Off-Topic / funny stuff
« on: 2005-12-15, 11:30:33 PM »
I was recently reminded of these classic comics:

http://www.penny-arcade.com/comic/2004/03/19

http://www.penny-arcade.com/comic/2004/11/03

warning profanity. :-X


Anyone else have any funny webcomics they can remember?

73
Off-Topic / Re: burning CD's
« on: 2005-12-15, 11:08:54 PM »
cdrw's generally have less light reflection than cd-r's, and cdr's have less reflection than stamped cd's.  Many older players have trouble reading cd-rs, let alone cdrw's.  If it can be read with cdr, then thats great use those, there only what $0.05 a pop nowadays.  If you need cdrw's you could try a different brand name.  Im not sure what is the best to try.

if its an older player, maybe the lense needs cleaning.  Which I personally have never done, so my knowledge stops there.

74
News and Announcements / Re: Want to review games?
« on: 2005-12-15, 10:41:13 PM »
I think the maximum number of smilies for a professional review is 0 or 1, so i guess yer SOL Zorbio  ;D

75
General Discussion / Re: How's the Star Rating System?
« on: 2005-12-08, 09:51:28 PM »
I think the rating system is pretty accurate.  At least for the top 5 games or so (Although I've never been able to download Chode, anyone have a copy?)

Its seems kind of wierd that some games have hundreds of user ratings and some of the older ones have less than 10.  Maybe we could have "guest" ratings and member ratings, if you are a member of the forum you can vote only once in the members section.

Almost any gamer, and especially game designers will all tell you that gameplay is king.  Good gameplay can make up for almost anything else.

For the offically ratings, I think the most wieght should be put in gameplay and replayability.  followed by graphics, sound, ect.  Also, good bonus points for all the following :
interesting gamedev features (especially without scripting)
doing something unique, or unique to SGDK
small download size
being a complete project
polished gameplay
user friendlyness

Going to a 10 star system might help make a better spread of ratings.
Also for sorts, it might be cool to sort by complete/incomplete, download size, completion time.

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