roracle's Forum Posts

  • Oh yeah, that's another thing, doing things too soon. Remember, the computer can't read in 3D like we can. A human can assess his environment even if it's not being observed. A computer is similar, except it only does what it's told to do and with the things it's told to do them. AND IT DOES IT in a specific way, from top to bottom, one at a time, and the current piece of code takes authority over the one before it.

    Take any action in your game, and write it out before you code it if you have to. For example, a problem I run into is like this:

    Is touching something //here you're touching something

    ---Is Variable = 0 // if var is 0

    ------Set Variable to 1 // set to 1

    ---Is Variable = 1 //here is the authority problem, the "set to 1" above makes this statement true now, so it runs this instead of stopping at setting to 1

    ------Set Variable to 2 //same continues until the end value is 0.

    ---Is variable = 2

    ------Set Variable to 0

    What happens here is the variable will be equal to 0 at the end because you are touching, and it's quickly turning it to 1, then turning it to 2, which makes it 0 again.

    The same code, just fenagled with:

    Is Variable = 2

    ---Set Variable to 0

    Is touching something

    ---Is variable = 1

    ------Set Variable to 2

    ---Is Variable = 0

    ------Set Variable to 1

    This way above it won't accidentally read previous values and update those, but is locked itself in a "dead end" situation with the block of code. This is an example of an "on off" switch or button etc.

    This works for all things, not just switches but animations as well. My original reply is my favorite method because it creates a solid "rubber band" style of game play, where "jump" or "run" or "walk" is like "popping the rubber band" but it all goes back in place once you're done.

  • I usually plan it all out: I write down all the animations I'm going to have. Then I take a placeholder as the main player and give it variables (boolean) like "jump" "run" "duck" etc. Then I make a page that says:

    if NOT jump

    if NOT fall

    if NOT run

    if NOT duck

    ---set animation to idle

    Later on you might have:

    Presses "SPACE" bar

    Platform is on ground

    if NOT jump

    if NOT fall

    ---simulate platform jump

    ---set animation to jump

    ---set jump to "true"

    For jumping and double jumping I use variables to determine if the player is double jumping etc. The Platform+ object doesn't need this I think, and I haven't played with it enough to know.

    I hope this all made sense! Good luck!

  • Yes, that scrolling text, and various things that many people have helped me with have fit in perfectly. I am thankful for you and the community. I only wish we had a briefing on how the MMO object will work, that way I can get started on inventory. Until then, I'm dead in the water. Guess I can start level design soon!

  • I really don't. I just have the text's all separate for each menu so it's easier to work with. I pin those to the "sheets" which are the solid backgrounds, and have borders around the sheets that are also pinned to the sheet. Then I have the sheet always positioned to where the bar is that you grab on. Those bars have drag and drop, limited to the direction you are going (it's in the behavior settings). The aesthetic part of the dragable bars is the arrows, which are set as sprites at 0 speed etc. and changed depending on their position.

    As for those bars, (take the top one) if it's Y is greater than (say) 128, then set to 128, and if it's less than 0, set to 0. They also have to follow along the X and Y of the other menus to keep in line with everything.

    Scrolling them in and out was two groups initially set inactive that depending on a "in" or "out" variable will either active putting their X or Y in the direction they are closing, and vice versa, and then when all are in closed or open position, then deactivate the groups.

    I'll try to get a capx to show you.

  • You know what, now that I implemented the way you originally said, it works way better than I thought it would. It's the menu, just hit "M" to see the transition.

    http://roracle.x10.mx

  • Yeah, it's not as smooth as vector though, but I suppose it'll work

    That's actually what I was trying to avoid having to do to be honest. Thank you for the information though, it's still useful.

  • Without adding a movement behavior how can I move a sprite on vector X or Y?

  • The top menu will have a lot of information in it, and I don't want it too close together because it would be too hard to read. There are still a lot of variables to put in the top menu. It's mainly the "stats" of the character, but one doesn't need that up all the time.

    Thanks for the feedback guys! It took years of playing games before my brain was able to come up with this menu system lol.

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  • There is a lot of the game not finished, the inventory isn't implemented yet, animations are messed up in a few places with items, but I really need people to test my menu system more than anything right now.

    Please tell me what you think!

    EDIT: Hit "M" to show the menus, or drag them out.

    http://roracle.x10.mx/

  • Okay I was told way earlier that you couldn't have a greyscale sprite and change it's colors... I didn't try because it's kind of a big part of the game I'm designing and didn't want to do something without knowing more.

  • If I had a sprite that was greyscale, all the images, but I set aside a separate animation or a separate frame per animation (not sure which is required) that contains say a 16x16 sprite with all 256 possible colors, could that allow me to shift with the hue effect?

  • Thanks for the replies fella's. I haven't implemented it yet, but it seems to work how I expected it to by the examples.

  • Wow guys, this is amazing. I know the topic has been closed for a while now, but I'm interested in using these tutorials you guys made. I couldn't just use it without giving you guys props. This game world I'm designing is going to be insanely large, so this is insanely great!

  • When I hit a character or mob, I want to have the damage fly off their sprite so the player can see easier how much damage they are doing. I'm preparing to get rid of the text area at the screen's bottom so I can finish my menu's and need to have a method of displaying at least the damage being dealt. This "numbers flying off" the damaged sprite is my preferred style for this game, but I do not know where to start. Any help?

  • I solved it by adding a few variables, as pushing left and right and holding a "run" button are different keys, I figured different values and reading them as if it were a soft-logicboard seemed to help: