[UPDATED download] Prototyping skill system

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[UPDATED download] Prototyping skill system

Postby GrimmDingo » Thu Jun 09, 2011 7:11 am

Hello ge community

I'm working on a cyberpunk game, i've just been prototyping my interface, and slowly integrating the Player variables ie HP, XP etc, and a basic level up function. It's my first game project, and first real attempt at coding anything,

feedback is welcome and encouraged. The skills are only stored in one instance, but soon i plan to split it into at least two, so once you've applied them you can't reassign them at will, when you level up to apply more points it'll apply them to the base variable and clear the temp one. I may need help, i'm completely new to programming and game creation, i've just studied concepts of coding and familiarized myself with c++

just some facts about the game you could probably skip if you not in the mood to read: there will be no character statis in the traditional sense of strength dex etc etc, only skill points, and hp, exp. And maybe a few other character stats. i'm only planning a relatively small game, as it'll be presented as an episode to leave it open to expansion if enough interest is garnered.

Also the player is offscreen up the top, and can be moved around, he only has one animated direction and no movement scripts yet just basic x y velocity on key down events and an anim cue.

The system should be self explanatory, just mouse click on plus and minus buttons, and also the +XP buttons, it's just to test the levelling up, the exp curve will be calculated properly, i've got one i made on paper around someplace, atm it's just XP x2 on levelup

i removed the original file, and you can download it from a post on this page by scorpion50o1
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Dyst_Screen00a.png
Last edited by GrimmDingo on Sun Jun 12, 2011 3:05 pm, edited 1 time in total.
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Re: Prototyping skill system

Postby Scorpion50o1 » Thu Jun 09, 2011 8:42 am

Wont lemme unzip ur game says its corrupt and cannot continue i tried 7-zip and winrar so you might wanna test it
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Re: Prototyping skill system

Postby GrimmDingo » Thu Jun 09, 2011 9:24 am

:? Well i just extracted the rar file that i uploaded it must've happened whilst uploading, would you mind if i emailed the source, And if it's not to much trouble, could you export, zip it and upload it, it seems uploading larger than a couple hundred Kb from mobile is impractical if it'll corrupt it, the source is small, i would've just uploaded the source but i'd rather keep it to myself at the moment idk maybe i should just post it?

My network just ceased working for awhile, i tried posting this moments after your reply :? I kept getting this "The submitted form was invalid.Try submitting again."
how i wish i had pc internet :|
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Re: Prototyping skill system

Postby Hblade » Thu Jun 09, 2011 5:07 pm

Sweet!
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Re: Prototyping skill system

Postby GrimmDingo » Fri Jun 10, 2011 2:57 pm

Hblade wrote:Sweet!

:o did the file work for you? Or is your sweet aimed at the screenshot?

Thanks btw, i assume 'sweet!' is positive feedback/a sign of interest? ^^
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Re: Prototyping skill system

Postby Scorpion50o1 » Sat Jun 11, 2011 5:19 am

ok har it is :D
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project Dystopia_06.zip
(912.12 KiB) Downloaded 120 times
OMG IM SO BORED <(^^)> (>^^)> (>^^)>
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Re: Prototyping skill system

Postby GrimmDingo » Sun Jun 12, 2011 2:22 pm

Scorpion50o1 wrote:ok har it is :D

thanks (:

here are some updates to my project, an in game screen grab of a haphazard test of my tileset, and my work on my character so far, if you tried it you'll notice it's different than the one in the skill menu demo, i've scrapped that character design, it wasn't in the style i was aiming for, i'm going with more realistic proportions,

i encourage you all to give me feedback on the style, and whether or not the game interests you so far.

/Hmmm seems i forgot to grab the player character animation from my phone before i handed over my pc to fam, i'll upload later, it's basically the same as the attached one
Attachments
Dyst_screen_testing001.png
DYST_CHARACTER_TEMPLATE.gif
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Re: [UPDATED download] Prototyping skill system

Postby juansimat » Sat Jun 18, 2011 9:29 am

it's easy to make if you know c lenguage, but if you put a lot of skills and spells, its long to do, you can use cloneindex conditionals(if (cloneindex==0)...) and animindex or animpos, or use separated actors, in the first case you only need to copy and paste and change a few numbers.
̿̿¯̿̿¯̿̿'̿̿̿̿̿̿̿'̿̿'̿̿̿̿̿'̿̿̿)͇̿̿)̿̿̿̿ '̿̿̿̿̿̿\̵͇̿̿\з=(๏̯͡๏)=ε
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Re: [UPDATED download] Prototyping skill system

Postby GrimmDingo » Tue Jun 21, 2011 12:25 pm

juansimat wrote:it's easy to make if you know c lenguage, but if you put a lot of skills and spells, its long to do, you can use cloneindex conditionals(if (cloneindex==0)...) and animindex or animpos, or use separated actors, in the first case you only need to copy and paste and change a few numbers.

thanks for your insight, but the system was already working when i posted it, just clarifying that because it seemed like you explained how i could do it, on the assumption i hadn't implemented it.

i tried cloneindex but it got too complicated figuring out how to handle the indexes, so i manually added every bar and element and had each update it's animpos based on the skills variable, and likewise the textNumber of the text counter, the plus and minus buttons have checks for available skill points and if cases so they don't go below or beyond the 0-20, as of now you close the menu and they get assigned permanently but whilst you're in the menu they can be reassigned,

and yeah it took ages, i should've just asked how to do it in cloneindex, although i read something by DST that there were issues with clone index objects when exported to a runtime, in hindsight the issue i read is probably completely unrelated

also regarding the skill +/- buttons i have two choices i've worked on their visibility, one having the plus appearing whilst you have available skill points and disappearing when zero, and the minus stays visible until menu closed/points assigned permanently,

and i had the minus fade in when at least 1 point was applied and an issue arose the minus button fails to appear when it only has a single point assigned and it was the last available skillpoint, it doesn't tie in at all with how i did it, ie. It doesn't check available skillpoints, so i don't know why it is doing that, the solution is just to have the buttons appear while you open the menu with available skill points, and remain until the menu is closed, and the skillpoints the buttons won't appear if availableSP=0, but yeah i'll get back to that soon i'm working on other more important elements of the game.
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Re: [UPDATED download] Prototyping skill system

Postby juansimat » Wed Jun 22, 2011 9:31 am

GrimmDingo wrote:
juansimat wrote:it's easy to make if you know c lenguage, but if you put a lot of skills and spells, its long to do, you can use cloneindex conditionals(if (cloneindex==0)...) and animindex or animpos, or use separated actors, in the first case you only need to copy and paste and change a few numbers.

thanks for your insight, but the system was already working when i posted it, just clarifying that because it seemed like you explained how i could do it, on the assumption i hadn't implemented it.

i tried cloneindex but it got too complicated figuring out how to handle the indexes, so i manually added every bar and element and had each update it's animpos based on the skills variable, and likewise the textNumber of the text counter, the plus and minus buttons have checks for available skill points and if cases so they don't go below or beyond the 0-20, as of now you close the menu and they get assigned permanently but whilst you're in the menu they can be reassigned,

and yeah it took ages, i should've just asked how to do it in cloneindex, although i read something by DST that there were issues with clone index objects when exported to a runtime, in hindsight the issue i read is probably completely unrelated

also regarding the skill +/- buttons i have two choices i've worked on their visibility, one having the plus appearing whilst you have available skill points and disappearing when zero, and the minus stays visible until menu closed/points assigned permanently,

and i had the minus fade in when at least 1 point was applied and an issue arose the minus button fails to appear when it only has a single point assigned and it was the last available skillpoint, it doesn't tie in at all with how i did it, ie. It doesn't check available skillpoints, so i don't know why it is doing that, the solution is just to have the buttons appear while you open the menu with available skill points, and remain until the menu is closed, and the skillpoints the buttons won't appear if availableSP=0, but yeah i'll get back to that soon i'm working on other more important elements of the game.

You can make a create action to a boss bar, that creates the +/- butons,and put inheritance of all bars to this boss, next, make that if you click the +/- butons, it makes, creator.ActorVar1 = 1 creator.ActorVar2 = 1(if click + or -)this is like an activation event, but it works on the exact bar. next you can make, if the points to upgrade the bar are=0 change the visibility, using if(creator.point==0)... this allows you to make a boss of the +/- butons too. you are understanding me, no?if you use creator.var you dont need bar1.var , bar2.var...
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Re: [UPDATED download] Prototyping skill system

Postby FeralKing » Fri Jun 24, 2011 4:01 pm

hehe this is really cool, always been a sucker for rpg's but rarely enjoy home made ones, this one made me smile though, keep it up!
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Re: [UPDATED download] Prototyping skill system

Postby GrimmDingo » Tue Jun 28, 2011 3:53 pm

juansimat wrote:
GrimmDingo wrote:
juansimat wrote:it's easy to make if you know c lenguage, but if you put a lot of skills and spells, its long to do, you can use cloneindex conditionals(if (cloneindex==0)...) and animindex or animpos, or use separated actors, in the first case you only need to copy and paste and change a few numbers.

thanks for your insight, but the system was already working when i posted it, just clarifying that because it seemed like you explained how i could do it, on the assumption i hadn't implemented it.

i tried cloneindex but it got too complicated figuring out how to handle the indexes, so i manually added every bar and element and had each update it's animpos based on the skills variable, and likewise the textNumber of the text counter, the plus and minus buttons have checks for available skill points and if cases so they don't go below or beyond the 0-20, as of now you close the menu and they get assigned permanently but whilst you're in the menu they can be reassigned,

and yeah it took ages, i should've just asked how to do it in cloneindex, although i read something by DST that there were issues with clone index objects when exported to a runtime, in hindsight the issue i read is probably completely unrelated

also regarding the skill +/- buttons i have two choices i've worked on their visibility, one having the plus appearing whilst you have available skill points and disappearing when zero, and the minus stays visible until menu closed/points assigned permanently,

and i had the minus fade in when at least 1 point was applied and an issue arose the minus button fails to appear when it only has a single point assigned and it was the last available skillpoint, it doesn't tie in at all with how i did it, ie. It doesn't check available skillpoints, so i don't know why it is doing that, the solution is just to have the buttons appear while you open the menu with available skill points, and remain until the menu is closed, and the skillpoints the buttons won't appear if availableSP=0, but yeah i'll get back to that soon i'm working on other more important elements of the game.

You can make a create action to a boss bar, that creates the +/- butons,and put inheritance of all bars to this boss, next, make that if you click the +/- butons, it makes, creator.ActorVar1 = 1 creator.ActorVar2 = 1(if click + or -)this is like an activation event, but it works on the exact bar. next you can make, if the points to upgrade the bar are=0 change the visibility, using if(creator.point==0)... this allows you to make a boss of the +/- butons too. you are understanding me, no?if you use creator.var you dont need bar1.var , bar2.var...

yeah i do get the gist of that method, and have been trying to grasp i'll try it soon as i can, and i'll ask for specific help with syntax if i have any problems.

FeralKing wrote:hehe this is really cool, always been a sucker for rpg's but rarely enjoy home made ones, this one made me smile though, keep it up!

thanks for making the effort to make that statement, such attitudes always boost motivation towards the project (:
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