The Arenafront Project- Line of Development

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Re: The Arenafront Project- Line of Development

Postby skydereign » Mon Dec 14, 2009 11:36 pm

First off, if you ever need to see how to use a function here is a good place to look. Not sure if you have seen this or not, but there is a small explanation of all of the functions here.
http://game-editor.com/docs/script_reference.htm

To do random movement, it depends on what you will be using it for... The problems are what defines smooth, where the movement is confined to, and how random is random. There are many ways to accomplish this, but it all depends on what you want it for. Some methods are to constantly alter the xy velocity variables, or just the xy values. You would either have this happen all the time, or once a second, depends on the level of smoothness. You would either set them with a rand, or alter them, altering would allow for a higher sense of smoothness. You could also use a variable that determines what type of movement the actor should be doing at the time, and set that with a switch... The list can go on, but it would help to know what you want it for to be able to give you a really good answer.

As far as timers go, they are pretty basic. You can create a timer event, and after the given time, it will trigger the event for a specific actor. So if I create a timer for the actor test set at 500ms, 500ms from then test will receive an event. This does not much matter, unless test has a timer event. The timer event is made by adding an event, Timer, and then you pick which timer you want to trigger the event... Not sure if that made sense, I can make a demo of it if you want, though there might be some already on the forums.
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Re: The Arenafront Project- Line of Development

Postby OmniArts » Tue Dec 15, 2009 3:45 am

This project sounds interesting.. although its definitely a big task.
What experience do you have in making games?
And also when will concept art be available?
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Re: The Arenafront Project- Line of Development

Postby TheArenafrontTeam » Tue Dec 15, 2009 6:28 pm

Our team is mostly inexperienced. I (Max) have plenty of experience with scripting games. We are looking for animators just because Ive never done that part of things. Any offers for help should be sent to either maxhefley@yahoo.com or collinkindred@sandpointcharter.org.

Thanks,

Max
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Re: The Arenafront Project- Line of Development

Postby TheArenafrontTeam » Tue Dec 15, 2009 10:36 pm

The concept art? Well right now our concept art team is busy with the holidays and the domestic chaos that comes with. Though our animation concept art (the basis) is being worked on right now, and we'll be releasing some of that animation concept art, though only the ones that help visually define some of the features in the product.

As far as experience goes, I don't have much, I've had some connections here and there, and the most I've done other than this project is help develop some of the technology that is used in the game Section 8. Though since I'm not of age, I couldn't get hired to do that unfortunately. Though we'll be asking some 17,000 potential game developers for specific volunteers, as to swell our team to the desired size. Additionally, this is our first delve with Game Editor, so we're learning as we go, but we're expecting our first product with this engine to be the last. Due to the fact that, when we've developed this game enough (mentioned before that the game will be in continuous development), we'll be going straight to full-scale 3D Game Development. The jump between the two won't be as enormous as it may seem however, because this game is going to reach the market once Ceti-Testing has been completed, and our business development design will help us efficiently implement growth to a near-perfect level. Though we have much to do, and we'll post what we can when it's fool-proof.

Right now, we're trying to avoid the A.I. using pre-defined paths, and to use a random path generator, at varying distances and intervals. We were almost going to go with the A.I. using three pre-defined paths, that followed it as it moved, and it'd switch between the three paths, as to recreate randomness, though not fully. Though now that we've found the script reference, and can see the coding this engine functions on, we can change our design to a system of true random path travel. Then we'll be working on A.I.-Avatar recognition.

The team also can only contribute about three hours every other day during the week due to the required schooling hours, so we won't be able to produce as fast as we could, though we're working hard and we're getting used to Game Editor, so in the future, we'll be able to produce more, and faster, as we're doing now, compared to last week.

We appreciate the help of the members who posted helpful information on this forum
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Re: The Arenafront Project- Line of Development

Postby OmniArts » Wed Dec 16, 2009 12:32 am

Well there is always the option of adding what you need to the source code!

I wish you the best of luck with the project, you are approaching it with a business sense atleast, which is very important, but too often I see projects which aim too high crash and burn because of it.

One very important rule about indy development is keep the team as small as possible. Your core group should be responsible for everything, once you start getting too many members the project will fall apart... It happens every time. Team members are often easy to find but good team members who are willing to stay on board for the long haul are not.

Another thing I'd like to add is contracts, I can't stress enough about how important these are. They'll protect your idea as well as the Developers rights, and if you do get your members to sign a contract you will gain more reliable workers.
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Thanks for the insight...

Postby TheArenafrontTeam » Wed Dec 16, 2009 12:55 am

Thanks for the insight, but as far as groups go, we're experienced with that. In 04, we had a group of about 240 scripters and graphic designers in a project we created in Florida. It was called Aura, which ran a fog system that reacted to physical objects, including artificial wind. It was a cool project, but we decided to drop it after we finished it, never thought we'd be creating an actual game at the time haha. Though the fog had really innovative dynamics, we had a couple of C++ programmers that inputted a few modifiers for the fog's roll, pitch, angle deflection, and some geometrical figures for physics relative to mass, speed, and direction. The only way it worked, was by developing a great group management system, in which a few teams relay directions and help lead operations, as well as keeping the testing teams in full-time communication, as to keep things flowing smoothly. Though getting that group required knowing the right people, and those guys aren't really interested in a game as simple as this however. Though yes, I have had trouble with finding the right people to work with. So I created a test called the 6Q Test, testing the 6 qualities of a person, Obligation, Decision-Making, Moral, Communication, Endurance (For whatever it is they're supposed to be doing), and of course cooperation. Though I need to update the test, and also find it in the recesses of my notes, ideas, and checklists haha. But, I have a few people who own LLC's, from fishing, to construction, so I have plenty of help with the legal functions of game development.The project, is aiming high yes, though we're using a system we call, continuous development. To build the game, ground-up, then simply add in features and such, making work less tedious and anxious. Though getting to that stage, is a different story, though we have our strong core, which is all we need really to keep a hold of things. Though my group manager is finding himself with little to do until our team swells a tad. We appreciate what information you've given us, and we'll return the favor by producing Arenafront.

Additionally for the concept art, we'll only be able to release some simple features in the art, which right now is more like sketches than anything, though it gets our ideas onto paper.

Thank you for the insight once again
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Re: The Arenafront Project- Line of Development

Postby Chai » Fri Dec 18, 2009 11:52 am

I wish you guys have the best luck.
and success with developing a game with GE.
Personally, GE is the best 2D English, I ever have.

Omniarts, I like your comments.
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Re: The Arenafront Project- Line of Development

Postby TheArenafrontTeam » Fri Dec 18, 2009 8:32 pm

skydereign wrote:First off, if you ever need to see how to use a function here is a good place to look. Not sure if you have seen this or not, but there is a small explanation of all of the functions here.
http://game-editor.com/docs/script_reference.htm

To do random movement, it depends on what you will be using it for... The problems are what defines smooth, where the movement is confined to, and how random is random. There are many ways to accomplish this, but it all depends on what you want it for. Some methods are to constantly alter the xy velocity variables, or just the xy values. You would either have this happen all the time, or once a second, depends on the level of smoothness. You would either set them with a rand, or alter them, altering would allow for a higher sense of smoothness. You could also use a variable that determines what type of movement the actor should be doing at the time, and set that with a switch... The list can go on, but it would help to know what you want it for to be able to give you a really good answer.

How do I set the variables to alter every second? Two seconds? I need true randomness but it isn't good without some sort of timer. And I tried using a timer event that repeats but that didn't do any good. Help please.
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Re: The Arenafront Project- Line of Development

Postby skydereign » Sat Dec 19, 2009 7:56 am

Well a timer would work, but you can also insert a count within the actor's draw script. I'll explain how you would set up both. First will be using a count within the draw actor of your random movement actor. To do this you need to add an actor variable, int, named count, or similar.

actor -> Draw Actor -> Script Editor
Code: Select all
count++;
if(count==30)
{
    // set variable to another type
    moveType = rand(5);
    count=0;
}


As you can see the count increases and when it reaches 30, same as one second if your frame rate is at 30, and sets in my case moveType to a random value. This method should work, though using timers is also an option.

I am presuming for this example that this actor will always be undergoing random movement, so in its Create Actor script, create a timer event. Set the timer to be for the event actor, and call the timer something, set the milliseconds, and everything else should be set. Now this timer will go on infinitely, so you can use it for your variable setting. Now you just need to add the event that picks up the timer.

actor -> Timer (randMovement) -> Script Editor
Code: Select all
moveType = rand(5);


That should do it, if you still can't get it to work, I can make a demo of both methods.
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Re: The Arenafront Project- Line of Development

Postby DST » Sat Dec 19, 2009 9:40 am

Code: Select all
if(count<500){
count ++;
if(count%30==0){
do this;
}
}
else if(count==500){
count=0;
}




By using modulo you can use the same count to perform the effect for a specified number of repetitions.

You can pause the actor anytime by setting count to 501 and restart him by resetting it to 0.
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Postby TheArenafrontTeam » Tue Jan 05, 2010 9:28 pm

We are both sorrowful and happy to announce, that the Arenafront has grown, and is growing out of 2D into 3D, due to a lack in specific resources for 2D-specific programming. We have all we need in 3D game creation, including audio editing and programming in 3D, as well as a very talented Original Score Composer, paired with in0house 3D animators and advanced scripters that can only work in 3D Game Engines. We are using Blender 3D for our concept animation and graphics, and will be using one of the following 3D game development engines which we have experience with: Irrlicht, Panda3D, jME, Blender Game Engine, or The Nebula Device 2. It was nice experiencing some 2D game development with Game Editor, and although we won't be releasing our product, we want to say thanks for the start.


--The Arenafront Development Team
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