Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - gwal

Pages: 1 2 [3] 4 5
31
Projects / Game Title
« on: 2006-06-22, 01:00:27 PM »
I started working on a new game...sort of, but I can't decide on its title. Place your votes. I'll give more information at a later date.

32
General Discussion / Re: Isometric
« on: 2006-04-17, 04:18:49 PM »
Will SGDK2 have a lot of capabilities for isometric? Because I'm planning on making a sequel to my game* in that graphic style when SGDK2 is complete.

*If it's even finished by then...

33
Off-Topic / Re: OBLIVION GOLD!!!!11
« on: 2006-04-05, 11:08:47 PM »
My opinion on oblivion:

FPS: I bought it for computer, and well...I have to agree with you. I get a pretty bad FPS rate.

Bugs: In my playing of the game I haven't found too many.

AI: While the combat AI could be vastly improved, I think that the 'radiant AI' used by characters is pretty cool, and makes the world of Oblivion seem more realistic.

Leveling: I don't think there's anything wrong with Oblivion's leveling system, but thats just my opinion.

UI: I have to disagree, I think that the UI is fairly easy to navigate and use. At the least, its a huge improvement over the UI in Morrowind.

34
Script / Re: Hit Points script
« on: 2006-04-03, 06:22:04 PM »
This is a bit off-topic, but anyone who want to try a more 'simple' method of hitpoints should look at the script from the Dark Elf game. It uses UserData, and a variable for each enemy's hitpoints.

35
Projects / Re: Need some cool game features.
« on: 2006-03-30, 12:46:49 AM »
I not sure how the 'attack power' is used, but I'm sure you could do something cool with that.

Well, that's all I have to say tonight. Now I have to go play Oblivion some more...

36
Game Development Artistry / Re: Are these graphics any good.
« on: 2006-03-30, 12:40:03 AM »
Well sam, i think that I agree with hebedaymun; your graphics could use some more detail/depth. Adding a few shadows or gradients can really improve the visual look of a game. Recently with my own game, I threw out the graphics on the first two levels because I didn't think they had enough detail. I'll post a screenshot tommorrow.

37
Off-Topic / Re: What's the best 2D game ever created
« on: 2006-03-30, 12:16:48 AM »
I agree with durnurd and hebedaymun; super metroid is probably my favorite.

38
Off-Topic / Re: OBLIVION GOLD!!!!11
« on: 2006-03-20, 11:08:21 PM »
Yeah. I went all the way to best buy today, only to discover the game hadn't even arrived.

39
Yeah...the only pokemon game I ever played was the original.

40
Script / Re: Inventory Display
« on: 2006-03-05, 02:51:03 PM »
thanks once again for the code

41
Off-Topic / Re: OBLIVION GOLD!!!!11
« on: 2006-03-05, 02:48:22 PM »
Yeah, oblivion looks pretty cool. I like the elder scrolls III, so i'll probably get the new one.

42
Script / Re: Inventory Display
« on: 2006-03-03, 06:22:58 PM »
I think if we had a better idea of what you were trying, we could suggest a more specific solution.

Well, the first level of my game serves as a type of tutorial to teach players the controls and stuff. Anyway, I wanted to start out with no inventory items being displayed on the screen. Then, as the player learns what each one item does, the item is displayed.

As for your more recent question, I don't think it's possible to display inventory tiles as transparent; that really bugs me too... :-\

The reason I wanted to increase the length of the bar was because I was using the item as the player's HP. Since you can level up and increase your max HP in the game, I thought it would look good visually if the bar itself got longer. So how do you use InvSetBarInfo?

43
Script / Inventory Display
« on: 2006-03-02, 07:13:01 PM »
I have a couple of questions about changing inventory display with scripting. My first question is this: If I have an item which is normally displayed, but isn't on a specific map, how can I make it display? Something like the player activating a special function which triggers the item to be displayed.
My second question is this: If you have an item displayed as a bar, how can you increase its length? I experimented with InvBarLength. but it didn't seem to work.

44
Script / Re: collision question
« on: 2006-02-27, 07:02:50 PM »
This should be very helpful. Thanks once again.

45
Script / collision question
« on: 2006-02-26, 09:32:45 AM »
How do you reference a sprite collision in the script? What I mean is something like this:
Code: [Select]
Sub Player_OnSpritesCollide
If (collision between sword and boss1) then
'coding goes here'
End Sub
In addition, I want the code for collisions to be determined by sprite names, rather than templates or collision classes.

I have another question also. How do you create an 'itemlike' variable through scripting? So I have a letter like X, which starts out at a some value, and I can add or subtract to its amount. I know this could be done by using items, but I think it would be easier just to control variables through scripting.

Pages: 1 2 [3] 4 5