See Progress so far! .zip available

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See Progress so far! .zip available

Postby sillydraco » Tue May 12, 2009 2:10 am

okay! so here is the game so far, i have new animations (i made myself <3) and some bugs were smoothed out.

right now i need help with text and speech. when you start out in the level, i have it set up so that there is a wire frame around the actor "NPC" (the big green dragon). when you collide with that, it creates the actor "action" in the little square wire frame above his head. the "action" is a small red button that flashes "B". when you push B when "action" exists, it triggers an activation event to "NPC" which enables his keydown event (which is disabled when he is created so he doesnt do things hes not supposed). there is also a keydown event for "action" that creates the text, text bubble, disables player movement, and finally disables "action"s keydown event so it doesnt interfere with other things. then, with "NPC"s newly enabled keydown event - B, he goes through an if/else string starting at if(talk equals 0) and changes the text to the first phrase, then sets the variable talk to one. it goes through until talk equals 8, then it resets everything. unfortunately i havent been able to get the variable "talk" to go past the first phrase, im not sure what i did wrong, but my code is probably wrong, not to mention im probably going about it the hardest way possible (that seems to be my trademark). here is my code for the keydown event B for "NPC". (i use this string a lot for almost everything and it usually works nicely!)

also, here is a zip file with everything! hosted on my own server.
http://scalesnfuzz.com/Platform.zip

Code: Select all
if(talk == 0)
{
    {
    strcpy(texty.text, "Well hello there, little ones!");
    talk == 1;
    }
}


else
{
 if(talk == 1) {
    strcpy(texty.text, "How are you today?");
    talk == 2;
               }

else
{
 if(talk == 2) {
    strcpy(texty.text, "Have you noticed those crystals about?");
    talk == 3;
               }


else
{
 if(talk == 3) {
    strcpy(texty.text, "The green ones fuel your fire,");
    talk == 4;
               }

else
{
 if(talk == 4) {
    strcpy(texty.text, "the red ones will heal you,");
    talk == 5;
               }
 
else
{
 if(talk == 5) {
    strcpy(texty.text, "and the blue ones do both!");
    talk == 6;
               }
 
else
{
 if(talk == 6) {
    strcpy(texty.text, "But watch out for those plants,");
    talk == 7;
               }


else
{
 if(talk == 7) {
    strcpy(texty.text, "bats and spikes! They are dangerous!");
    talk == 8;
               }
 
else
{
 if(talk == 8) {
    strcpy(texty.text, "Take care now little ones!");
    DestroyActor("action");
    DestroyActor("texty");
    DestroyActor("TextBox");
    EventEnable("Draco", EVENTALL);
    EventEnable("Jacree", EVENTALL);
    EventEnable("action", EVENTALL);
    EventDisable("NPC", EVENTKEYDOWN);
    talk == 0;
               }
}
}
}
}
}
}
}
}








heres the game and controls! as well as all the data and game files in case youre interested ^^ baddies will hurt you, but i havent installed my death system yet :3 although the plant will still eat you and you have to start over.

CONTROLS:
Walk: left, right
Jump: D
Sit: down
Fire: F (get a green or blue crystal)
Idle: move left, right, or sit then leave it alone for 5 seconds :D
Attachments
Screenshot.png
Screenshot
Last edited by sillydraco on Tue Mar 16, 2010 12:19 am, edited 3 times in total.
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Re: Problems with Jump Animation

Postby skydereign » Tue May 12, 2009 5:08 am

Okay, I think I fixed what you were asking for. One suggestion I have for you is to use variables more. You have used 2 thus far, but they are extremely helpful. I would suggest using them over the activation event I think you have for HP. The big thing I changed is that I added a variable dir. I used this to implement a antimoon walk code, not sure if it is fully implemented. I did not clean up all of the code, but if you want me to take a look at it, I can.
Attachments
LevelTemplate.zip
(16.86 MiB) Downloaded 354 times
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Re: Problems with Jump Animation

Postby sillydraco » Tue May 12, 2009 7:08 pm

you know its funny, i had given that a passing thought but i wasnt sure how or where i would put the code :3 but thanks lots and lots! <3
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Re: Problems with Jump Animation

Postby savvy » Fri Jun 05, 2009 11:52 am

Can i use your platforms? they are flat, and quite good, i would really appretiate it!
last night, i tried plenty of different codes, but couldnt get it to work, although, i
did add a timer, which sorta worked!
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Re: Problems with Jump Animation

Postby sillydraco » Tue Jul 07, 2009 5:37 am

sure! feel free to use them ^^
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Re: Scales n Fuzz Progress, need some help :D

Postby sillydraco » Sat Jan 30, 2010 4:56 pm

UPDATE: i reused one of my old posts, so disregard all of the posts between this one and the first post. my update is in the first post so go read that one :D
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Re: Scales n Fuzz Progress, need some help :D

Postby sillydraco » Mon Feb 01, 2010 2:58 am

can anyone help? ._.
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Re: Scales n Fuzz Progress, need some help :D

Postby Hblade » Mon Feb 01, 2010 4:32 pm

What do you need help on ^.^
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Re: Scales n Fuzz Progress, need some help :D

Postby sillydraco » Wed Feb 03, 2010 7:23 am

in short, i want to have data carry over from one level to another, i suppose i could just have a move to effect, having each level in one giant file :3 but i would still want to have each of the 8 worlds be a different GE file. also wondering what 2D water systems people have?


1: have items and variables carry over into the loaded games, next levels and etc:
i have items set up so that there are five wire frames with View as their parent, and each one has the actor ITEM in it with animations item1, item2, ... item5. when a character hits an item on the field, the pickup will have Collide > destroy actor (itself). then it will also have Destroy Actor > change animation of the next available item slot, changing it to the corrisponding item. i could do a check animation to see if slot one is empty, if not it will check the next one etc. then the item slots will have events that give the items ability (like maybe fly or dig) to the character depending on what animation is displayed. :) only problem is (which is what i want to work on) i dont know how to make it so that the items that i have in level 1 carry over into the main world, and then level 2 etc. if i can get it to continue into the next loaded game, then it wouldnt be a problem. any thoughts?


2: make some water, mud, quicksand, and snow:
i want to make it so that when you walk through mud or snow your animation changes to splashing. this is just a matter of creating some new animations, just taking the current ones and putting mud or snow on them ^^ with the water, i wanna make it so he swims, but i also kind of want to make it so he can dive too. anybody have a good sidescroller swimming system i can see? im pretty sure the quicksand will be a simple matter of a slow xvelocity event, ill worry about that laters ^^
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Re: Scales n Fuzz Progress, need some help :D

Postby Superbeni » Wed Feb 03, 2010 1:59 pm

@ 1:
Whats about automatically saving and loading?
You would need some variables, but it would be easy.
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Re: Scales n Fuzz Progress, need some help :D

Postby Hblade » Wed Feb 03, 2010 11:49 pm

Hey you can use my Tile Editor when it's done to Save .map files, and be able to load them! :D When it's done I'll include a tutorial on how to load the maps into your game ^.^
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Re: Scales n Fuzz Progress, need some help :D

Postby sillydraco » Thu Feb 04, 2010 8:44 am

superbeni: thats a good idea, hadnt thought about the save feature...hmm...will have to poke around and see what happens!

hblade: maps?
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Re: Need help with Text

Postby sillydraco » Mon Mar 15, 2010 10:23 pm

Help! i need help with some text issues :(

okay! so here is the game so far, i have new animations (i made myself <3) and some bugs were smoothed out.

right now i need help with text and speech. when you start out in the level, i have it set up so that there is a wire frame around the actor "NPC" (the big green dragon). when you collide with that, it creates the actor "action" in the little square wire frame above his head. the "action" is a small red button that flashes "B". when you push B when "action" exists, it triggers an activation event to "NPC" which enables his keydown event (which is disabled when he is created so he doesnt do things hes not supposed). there is also a keydown event for "action" that creates the text, text bubble, disables player movement, and finally disables "action"s keydown event so it doesnt interfere with other things. then, with "NPC"s newly enabled keydown event - B, he goes through an if/else string starting at if(talk equals 0) and changes the text to the first phrase, then sets the variable talk to one. it goes through until talk equals 8, then it resets everything. unfortunately i havent been able to get the variable "talk" to go past the first phrase, im not sure what i did wrong, but my code is probably wrong, not to mention im probably going about it the hardest way possible (that seems to be my trademark). here is my code for the keydown event B for "NPC". (i use this string a lot for almost everything and it usually works nicely!)

also, here is a zip file with everything! hosted on my own server.
http://scalesnfuzz.com/Platform.zip

Code: Select all
if(talk == 0)
{
    {
    strcpy(texty.text, "Well hello there, little ones!");
    talk == 1;
    }
}


else
{
 if(talk == 1) {
    strcpy(texty.text, "How are you today?");
    talk == 2;
               }

else
{
 if(talk == 2) {
    strcpy(texty.text, "Have you noticed those crystals about?");
    talk == 3;
               }


else
{
 if(talk == 3) {
    strcpy(texty.text, "The green ones fuel your fire,");
    talk == 4;
               }

else
{
 if(talk == 4) {
    strcpy(texty.text, "the red ones will heal you,");
    talk == 5;
               }
 
else
{
 if(talk == 5) {
    strcpy(texty.text, "and the blue ones do both!");
    talk == 6;
               }
 
else
{
 if(talk == 6) {
    strcpy(texty.text, "But watch out for those plants,");
    talk == 7;
               }


else
{
 if(talk == 7) {
    strcpy(texty.text, "bats and spikes! They are dangerous!");
    talk == 8;
               }
 
else
{
 if(talk == 8) {
    strcpy(texty.text, "Take care now little ones!");
    DestroyActor("action");
    DestroyActor("texty");
    DestroyActor("TextBox");
    EventEnable("Draco", EVENTALL);
    EventEnable("Jacree", EVENTALL);
    EventEnable("action", EVENTALL);
    EventDisable("NPC", EVENTKEYDOWN);
    talk == 0;
               }
}
}
}
}
}
}
}
}








heres the game and controls! as well as all the data and game files in case youre interested ^^ baddies will hurt you, but i havent installed my death system yet :3 although the plant will still eat you and you have to start over.

CONTROLS:
Walk: left, right
Jump: D
Sit: down
Fire: F (get a green or blue crystal)
Idle: move left, right, or sit then leave it alone for 5 seconds :D
Time for sleepy, dream of new things...new life, new reality, new wings.
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Re: Need help with Text

Postby skydereign » Mon Mar 15, 2010 10:54 pm

Sorry to say but I can't open the zip, as it has nothing in it. I think I know your problem though, for ever setting of talk, it needs to be one = sign. If you look at the code below, you should be able to see the difference. The == checks, and gives back true false, but does not change the values of the variables, this is used for things like if statements.
Code: Select all
if(talk == 0)
 {
   {
     strcpy(texty.text, "Well hello there, little ones!");
     talk = 1;
   }
 }


 else
 {
   if(talk == 1) {
     strcpy(texty.text, "How are you today?");
     talk = 2;
   }

   else
   {
     if(talk == 2) {
       strcpy(texty.text, "Have you noticed those crystals about?");
       talk = 3;
     }


     else
     {
       if(talk == 3) {
         strcpy(texty.text, "The green ones fuel your fire,");
         talk = 4;
       }

       else
       {
         if(talk == 4) {
           strcpy(texty.text, "the red ones will heal you,");
           talk = 5;
         }

         else
         {
           if(talk == 5) {
             strcpy(texty.text, "and the blue ones do both!");
             talk = 6;
           }

           else
           {
             if(talk == 6) {
               strcpy(texty.text, "But watch out for those plants,");
               talk = 7;
             }


             else
             {
               if(talk == 7) {
                 strcpy(texty.text, "bats and spikes! They are dangerous!");
                 talk = 8;
               }

               else
               {
                 if(talk == 8) {
                   strcpy(texty.text, "Take care now little ones!");
                   DestroyActor("action");
                   DestroyActor("texty");
                   DestroyActor("TextBox");
                   EventEnable("Draco", EVENTALL);
                   EventEnable("Jacree", EVENTALL);
                   EventEnable("action", EVENTALL);
                   EventDisable("NPC", EVENTKEYDOWN);
                   talk = 0;
                 }
               }
             }
           }
         }
       }
     }
   }
 }
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Re: Need help with Text

Postby sillydraco » Mon Mar 15, 2010 11:02 pm

yeah, but i used both, i used == to check the true false, then after that i used = to change it.
Last edited by sillydraco on Tue Mar 16, 2010 12:23 am, edited 2 times in total.
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