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What concept would be the best?

PostPosted: Mon Dec 19, 2005 4:43 pm
by Diana Kennedy
Hi to all,

Well, After trying out what is possible, I now start to do a "real" game. It will probably take me months to achieve it, if ever.

But before I continue I have a question about what would be the best concept. I must ask this before I eventually start drawing animation frames for hours that are of no use.

But first what about my game is planned to be: It is not a classic game with scores ad so on, but more of an interactive adventure with my characters, It is a hunting expedition into a lonley tundra with pleistocene game (like Irish Elks, mammoths and so on) The Idea is to create as many variations, using randomness as much as possible to create so many different possible scenarios, that each hunt will be different.

The player takes the role of the main character, so it is not a first person game, with subjective camera.

Here you can find the first step: http://www.kennedy-comic.de/Grass.zip (caution : has already 4 megs.)

What you see now: The hero is awaiting on a rock and two elks are passing by below. the first elk instantly, the seccond after a random time. When you press right ctrl, the rider gets in ready-to-shoot his bow position. But gets down to rest after a few instants. first deer reacts by stopping and staring. (I will make him run away later) seccond deer does not react at all. When clicking with the mouse on any deer, you shoot it.

And there's my problem, my initial question. Of course, I would like making the rider shooting. But how can I manage this? I may make an animation like in "Moondefender" with the rider aiming with its bow in all directions and allow the player to aim at the deer. But is is possible to make the animation follow the mouse only temporary? (i.e after pressing "shooter ready" with right ctrl.) Then the arrow could be a separate actor. But how making it flying toward the deer? The deer could fall down after collision with arrow.
Is this realistic? If not, is there another way to approach the problem?

Ah yes, another issue: As you can see, when you click on dead deer, they fall again. And when pressing ctrl right, deer resurects and stares. How can I make the dead deer really dead, reacting to absolutley nothing anymore?`

PostPosted: Tue Dec 20, 2005 1:36 pm
by makslane
But is is possible to make the animation follow the mouse only temporary? (i.e after pressing "shooter ready" with right ctrl.)


In the Script Editor, Variables button, add a new Actor variable (canShoot)
In the Key Down event, make canShoot = 1.
In the Key Up event, make canShoot = 0.

If you are using the Draw Actor event to control the animation, use a code like this:

Code: Select all
if(canShoot) 

    //your code here 


But how making it flying toward the deer?


In the 'Create Actor' event of arrow actor, you can use this code:

Code: Select all
angle = direction(x, y, elk .x, elk .y); 
directional_velocity = 10; 


How can I make the dead deer really dead, reacting to absolutley nothing anymore?


After death, you can disable the mouse events

PostPosted: Tue Dec 20, 2005 2:08 pm
by Diana Kennedy
Thank you Markslane, you are really nice and patient. I did not get all of it for now, but I recognize that it is theoretically possible to realize what I have in mind. So for now I will start to draw the necessary animations, than I will study your codes and try to get wise. If I get stuck (I will!) I hope I can come back.

PostPosted: Tue Dec 20, 2005 2:15 pm
by Diana Kennedy
I forgot, this:

makslane wrote:
In the Script Editor, Variables button, add a new Actor variable (canShoot)
In the Key Down event, make canShoot = 1.
In the Key Up event, make canShoot = 0.



This is probably a stupid question. But what do you mean with "key up"? When ctrl is no longer pressed or when it is pressed again?


If you are using the Draw Actor event to control the animation, use a code like this:


No, I dd not use the "draw actor" 3event. I am not yet used with this functuion. Until yet I worked with crate actor, change animation, mouse down, change animation and so on.

PostPosted: Tue Dec 20, 2005 10:23 pm
by Game A Gogo
key up is when you finish of pressing the key, its when the key pop up again to be ready to be press again.

PostPosted: Sat Dec 24, 2005 2:10 pm
by Diana Kennedy
Hi, ok here is where I stand now. I have of course new troubles. Point per pont:

Game A Gogo: Thank you! 8)

Markslane:

After death, you can disable the mouse events


Worked! 8)

In the 'Create Actor' event of arrow actor, you can use this code:

Code:
angle = direction(x, y, elk .x, elk .y);
directional_velocity = 10;


This worked too! But I realized that it is not the best solution for hunting: The arrow "seeks" the deer - even by flying back - as if it were a heat-sensored missile ;) Nevertheless the code is precious for me, I will certainly have use for it on a different occasion.

So this is my actual solution for now:

I used filled wire regions at the tip of every arrow position:
(There will be more, but here are the first:)

Image

In the game, the player has to click on the position where he want the arrow-point to be, this way, he can take aim. Indeed, the filled wires react on mouse down by changing the animation of the hunter to aim-taking and the respective arrow to be created.

Image

The arrow itself reacts on ctrl-right by shooting: For each arrow there is a path, key activates that path. If Elk crosses the path, colision is done with arrow, Elk falls down death. This way, player has to take good aim if he want catch the Elk.

Image

But now for my problems:

When I click on wire region 1 to create aim-taking #1 and then #2, (without shooting #1) #1 remains, so that we have now 2 arrows. Of course this will be the case with all the more arrows I will create:

Image

How can I make it that only one arrow is displayed at once?

My other problem is quite curious. While first arrow (the one at the bottom) shoots quite good: once and then gets stuck in the grass, or is destroyed after hitting Elk - arrow 2 keeps repeating shooting arrows all the way. I don't understand this - I "programmed" ist the same way as arrow 1.

EDIT For some reason it does not this anymore. Don't ask me why. So fo now at least this is solved.

My third question:

For now, it is possible to activate the aimings with the filled wire regions any time. I would like to make it only possible when Hunter is in the "attention" position and not in the neutral watching position. This would make the game a bit more difficult. I guess that here we come to this again:

In the Script Editor, Variables button, add a new Actor variable (canShoot)
In the Key Down event, make canShoot = 1.
In the Key Up event, make canShoot = 0.


But here, I don't know exactly how to proceed.

This ist for now. Always hoping for further help. But I must say that I am pretty thrilled by what was possible until yet...

Diana[/b]

And this one, too...

PostPosted: Sat Dec 24, 2005 4:38 pm
by Diana Kennedy
Another issue:

Edit
Solved. all arrows work now. So the problem that really reamains is how to dosplay one arrow at once. I.e making dosappear prevoiously created but not shot arrows when new arrow is created by clicking on new "aiming" point.

PostPosted: Sat Dec 24, 2005 8:39 pm
by Game A Gogo
Diana Kennedy wrote:Game A Gogo: Thank you! 8)

no problem

PostPosted: Wed Dec 28, 2005 11:26 pm
by Diana Kennedy
Latest EDIT:

I solved the problem with the arrows. When clickling on an aiming area this not only creates the respective arrow but disables visibility state of all other arrows. It works pretty good! :)