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Infinite Unreality
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Topic: Infinite Unreality (Read 44924 times)
daoman89
Sacrosanct
Exemplar
Posts: 1,114
When we die, will we only live on through memory?
Re: Infinite Unreality
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Reply #30 on:
August 20, 2012, 01:44:06 AM »
awww... lol
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Oooh, she hangs out with cattle. You gotta mess with the easiest one and show them why they call you Mac Daddy Diamond Dave!
Meiscool
Staff
Exemplar
Posts: 1,138
I died for YOUR sins.
Re: Infinite Unreality
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Reply #31 on:
August 20, 2012, 05:40:55 AM »
Well, as of now I have the basic script for weapon attacks to collide with enemies.
To make things simpler, enemies will probably be event based (as opposed to events creating pictures). This leads to some issues with enemy movement when they are hit, seeing as they have to complete their current move to start their 'thrown back' movement.
Because of that things look choppy sometimes. Trying to look into it. Anyways, gonna do some sound stuff sometime soonish and then I'll release another demo.
EDIT: Also managed to make event based enemies follow the hero picture. That was fun
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drenrin2120
Global Moderator
Sage
Posts: 6,101
Re: Infinite Unreality
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Reply #32 on:
August 20, 2012, 10:47:21 PM »
Maybe... At certain points during the enemy code, have simple switch conditional branches that will abort if the switch is turned on. example:
before completing action "n" or executing further code,
IF switch "Abort" <ON>
Jump to label 1
where label 1 is positioned appropriately to restart the enemy event. You'll also want to have these conditionals reset any other switches or variable that may cause bugs or crashes if not reset after aborting during the middle of the code.
Depending on how complex enemy AI is, this shouldn't be too hard to implement and might solve the choppiness.
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Last Edit: August 20, 2012, 10:49:36 PM by drenrin2120
»
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Meiscool
Staff
Exemplar
Posts: 1,138
I died for YOUR sins.
Re: Infinite Unreality
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Reply #33 on:
August 21, 2012, 01:49:05 AM »
No no, what I mean is if the enemy is in the process of moving from tiles X1 to X2 at a speed of 2, they must complete that movement before they can move from tiles X2 back to X1 due to knockback at speed 6.
EDIT: It is just how rpgmaker 2003 works sadly. Once an event has committed to moving to another tile, that movement must be finished before a second movement can start.
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drenrin2120
Global Moderator
Sage
Posts: 6,101
Re: Infinite Unreality
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Reply #34 on:
August 21, 2012, 01:53:09 AM »
Oh, that is a much different problem.
hmm... I imagine picture based enemies would be a huge pain in the ***? Otherwise, I can't imagine any way of getting around that.
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Meiscool
Staff
Exemplar
Posts: 1,138
I died for YOUR sins.
Re: Infinite Unreality
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Reply #35 on:
August 21, 2012, 02:05:23 AM »
I've made picture based enemies on a project a few years ago. While it works, it takes much more time. I may still do it, since I don't think I would need to redo any coding, just add picture collision codes to the enemies... we shall see. The more I think about it, the more appealing it seems.
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Meiscool
Staff
Exemplar
Posts: 1,138
I died for YOUR sins.
Re: Infinite Unreality
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Reply #36 on:
August 24, 2012, 02:13:58 AM »
Well, I figured out a very easy way to make event-cordinated-picture-based enemies take a lot less time, so I will probably use them. Basically, I have an event constantly checking the location of enemies, and if they change their vertical local, the picture number changes accordingly so that they appear in front/behind what they should.
Because of this, it requires constant refreshing of pictures. Though enemy pictures are small (~24x32 is what I believe will be my largest), refreshes of 10 per second could cause lag, so let me know how the game performs on your pc once I put something out.
Sound is coming along nicely. I actually coded a little crystal thing where crystals light up in tune with the chimes of a theme. Also did a little work on graphics:
More or less a direct rip of a game's water temple tile set with the addition of my own coral edits and grass. All walls/floors are animated with a flowing water effect.
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drenrin2120
Global Moderator
Sage
Posts: 6,101
Re: Infinite Unreality
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Reply #37 on:
August 29, 2012, 06:45:22 PM »
That is gorgeous, also glad to hear you figured out a solution to enemies.
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Meiscool
Staff
Exemplar
Posts: 1,138
I died for YOUR sins.
Re: Infinite Unreality
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Reply #38 on:
September 01, 2012, 02:14:02 AM »
Thanks!
So, I am looking for underwater stuff atm... Harder to find than I thought.
If anyone knows any websites or whatnot that has some sprites of starfish, seashells, coral, whatever, point me at em please. Almost anything works, as I am really good at taking something and editing it to look how I want.
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Prpl_Mage
Administrator
Sage
Posts: 7,644
The Administrator Mage
Re: Infinite Unreality
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Reply #39 on:
September 01, 2012, 10:43:41 AM »
Hmm, only thing I can think of is the antlantica world in Kingdom hearts chain of memories. Can't think of a lot of games that makes you run around underwater.
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Cool RPGM Project!
Sprite till you die
Oh my god, this was ...10 years ago...
Meiscool
Staff
Exemplar
Posts: 1,138
I died for YOUR sins.
Re: Infinite Unreality
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Reply #40 on:
September 01, 2012, 06:05:06 PM »
good suggestion. Those work well. anymore peoples?
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zuhane
Freakalicious
Leader
Posts: 2,192
Kill me
Re: Infinite Unreality
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Reply #41 on:
September 01, 2012, 06:51:04 PM »
I dunno if it'd fit, but Ristar and Donkey Kong have a wide selection of underwater vegetation, which you could possibly make fit in.
Astounding screen by the way!
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Geese ruined my life.
https://soundcloud.com/tom-kingston-3/geese
desiderata
Initiate
Posts: 52
Re: Infinite Unreality
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Reply #42 on:
September 02, 2012, 03:52:30 AM »
I could try my hand at some sprites if you'd like. Pm me some samples of the style you're looking for and I'll see what I can do. I'm working all week for Labor Day so it might be a few days if you're not in a rush.
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Meiscool
Staff
Exemplar
Posts: 1,138
I died for YOUR sins.
Re: Infinite Unreality
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Reply #43 on:
September 02, 2012, 11:17:35 PM »
So, this is faaaar from being a polished product, however... I wanted to put something out before this is forgotten in the depthes of whatever.
So:
http://www.mediafire.com/?9ox0r5zmc4uswrj
Two things to note: first, there are 3 enemies. However, only one is programmed. Two are visualized. The third will show as a picture only if there is a vertical change between the third enemy and another. That being said, there may end up being a random picture that shows up and you might go: "da fuk?". That is intentional.
Second thing to note, I made a kind of... music thingie. If you want to see it, move the character start to anyplace on MAP001. If you want to move it back to try the demo, place the character start in the upper left of the map "One".
So, what is done?
Basic sword slash -> Press enter/z.
Interact with object -> Press enter/z while next to it
Charge sword drive -> Press enter/z and a direction. Pressing enter multiple times will charge up the attack. Slide pause before slide, so that you can charge it.
Sprint -> Double tap a direction twice and hold it the second time. Release to end spring.
Sprint Sword Dive -> Press enter while sprinting. End sprint.
Esc/x -> enters dodge mode.
X + forward -> Dive forward. Looks kinda funny visually.
X + any other direction -> Flip in that direction.
3 maps are complete. You can move between them. Not every map 'exit' will lead to another map as of yet.
Screenie:
Let me know any issues you encounter.
@ Desiderata: Well... I dunno, I don't much like asking people to make graphics for me. But... maybe. Can I see some of your work?
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Last Edit: September 02, 2012, 11:27:59 PM by Meiscool
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desiderata
Initiate
Posts: 52
Re: Infinite Unreality
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Reply #44 on:
September 03, 2012, 03:00:15 AM »
This is my thread.
I've been experimenting with a new style that I think might mesh with your game better. My last post in my thread will give you an idea of what direction I'm going in with it.
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