Castle Paradox Forum Index Castle Paradox

 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 
 Gamelist   Review List   Song List   All Journals   Site Stats   Search Gamelist   IRC Chat Room

A simple proposal.
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Soapbox
View previous topic :: View next topic  
Author Message
Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Fri Apr 02, 2004 8:12 am    Post subject: Reply with quote

I have discussed the possibility of using OHRadius as our example for the Shooter game and scripting, provided that the script was fully documented and explained what values could be changed easily. All that's left really is to fix enemy collision detection, and tweek a few things around to make sure it runs smoothly. I'll post the script as is for the upgraded version in the OHRadius discussion thread (in the OHR General discussion forum), which is where future planning for it will go. Hopefully it'll only be a month or two and it'll be released.

I second AdrianX's self nomination to do the sidescroller graphics. If possible, we'll see an OHRockman game sooner than later. If the OHR can pull off an OHR rockman-style game, that'd be the perfect template for a sidescroller.
Back to top
View user's profile Send private message
Chaos Nyte
Reviewer
Reviewer



Joined: 03 Jan 2003
Posts: 511
Location: Hirakata

PostPosted: Fri Apr 02, 2004 9:00 am    Post subject: Reply with quote

You'll have to forgive the briefness of this reply, but I am very tired.

The plan is simple enough. Every volunteer has wanted a particular type of game over the other choices. Tomorrow, I will begin private messaging all of you with the outlines for the tutorial project you have expressed the most interestin , who will be working on what for the project, and any deadlines. In addition, a user group will be created so we can cordinate our efforts.

So I'd suggest that any of you who haven't yet expressed interest in one of the 4 tutorial projects speak up now. This is all really exciting, isn't it? ^_^
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
MultiColoredWizard
Come back, baby!
The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Fri Apr 02, 2004 12:06 pm    Post subject: Reply with quote

It's easily possible, Fenrir. Anyone who's seen Demon Castle Dracula's engine will know how slow it DOESN'T go.
I'd honestly like to see a sidescrolling RPG, like in the recent Castlevania games.
Sidescrollers.. I guess if Worthy's okay with it, then he could show it off... but eh..
PS: I could do graphics and scripting if needed. I like the zelda style game much.
Back to top
View user's profile Send private message
*Worthy*
Critical Thinker




Joined: 11 Aug 2003
Posts: 186

PostPosted: Fri Apr 02, 2004 1:19 pm    Post subject: Reply with quote

I would be happy to help with whatever programming you may need. I'm not quite sure what kind of assistance you desire, but I can program, give advice, explain scripts, offer tips on how to eliminate any lag, and other stuff. Please let me know what you want (preferrably via PM/AIM since I do not check these message boards often). My AIM name is Worthy10188. The last five characters in my name are all numbers.

Thanks,

~Worthy
_________________
You can do whatever you want...but prison is full of people who make bad decisions.
Back to top
View user's profile Send private message Send e-mail AIM Address
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Apr 03, 2004 5:20 am    Post subject: Reply with quote

I said this on IRC but not here, I will help with scripting. But I don't want to make these games full time, I want to finish and never come back to several of the projects I am bogged down with.

When this thread first started, I was concerned with the amount of people offering to do graphics... if you present people with a game with ready made unique gameplay and stunning graphics and tell them that they can learn and use it, you're going to get alot of games out there where the author has simply taken the file and added in textboxs and their own hero sprite. Ah well...

I think that it would be best if we plan the engine together, then one or two people set about writing it, and everyone reads it over to suggest changes/improvements when it is finished, as well as watching it while it is in developement (allow all the members of the group to view a fairly recent version of the script at all times by regularly uploading it somewhere)

CN: I think that there are several more game types to be considered, eg
5. RPG (Just a general RPG-style battle engine)

plus smaller engines to do a specific task, eg. A pixel based walking engine (though obviously, this will be included in the zelda-style game)

Personally, I would like to see a zelda style game be worked on first because it is probably the most minor of them all, allowing the group to start to work together. Also, I have never seen a single pixel based walker for the OHR, making it more unique than a side scroller, for example.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Chaos Nyte
Reviewer
Reviewer



Joined: 03 Jan 2003
Posts: 511
Location: Hirakata

PostPosted: Sat Apr 03, 2004 7:51 am    Post subject: Reply with quote

Alright everyone, teams for each tutorial game, and the basics of what is needed for each are detailed in the User Group "Tutorial Alliance" which everyone who has volunteered to actively helped has been added. Check it out. (http://www.castleparadox.com/forum/viewforum.php?f=29) And if anyone like Setu or Aeth decides that can devote some time to this endeavor just PM me and I"ll add you. ^_^

TMC-
Nobody is going to be working on these tutorials "full time". Don't worry about it. And if some idiot decides to take the tutorial engine and make a really terrible game, well that sucks. But there are enough really great OHRers interested in these tutorials that the good games would make it worthwhile. Besides, you can easily tell when someone makes a bad game, no one is forcing you to download it. The method you suggest of a committee is novel but would take far too long. Right now, all the teams for each tutorial project will be self-contained, although all members will be free to comment on others work if they wish, obviously.

"CN: I think that there are several more game types to be considered, eg 5. RPG (Just a general RPG-style battle engine) "

The idea behind the tutorial games is to make an engine that is GENERAL to the gameplay type. You tell me "just a general RPG-Style battle engine" but I know that everyone is thinking of what general entails. If after the main four engine types have been created, you want to make more, by all means, go for it, but the four mentioned earlier in this thread are by far the most wanted. Besides, any more gamplay engine tutorials added at this point and we simply wouldn't have enough people to create it.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sat Apr 03, 2004 3:38 pm    Post subject: Reply with quote

I don't know where you got the idea that I could help anyone with graphics CN...

Well, as for the 'General' RPG engine, I meant a sort of library of scripts with a rough stucture and some sample makeups provided to make a large variety of RPG-style battles. I suggested this because I happened to have worked on such a thing a while back, I still have the scripts but its not very complete.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Chaos Nyte
Reviewer
Reviewer



Joined: 03 Jan 2003
Posts: 511
Location: Hirakata

PostPosted: Sat Apr 03, 2004 6:30 pm    Post subject: Reply with quote

The sentence was awkwardly worded. I meant that Drizzle was excellent at graphics and you could help at plotscripting. It's been altered for clarity.

As for the general RPG tutorial, once again, "Besides, any more gamplay engine tutorials added at this point and we simply wouldn't have enough people to create it." Really, you've got good ideas, but we need to focus on the four main tutorial games right now.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sun Apr 04, 2004 6:05 pm    Post subject: Reply with quote

Ok, I see your point. But since I'm not in any team and I happen to have this half finished, I may just work on it myself.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Mon Apr 05, 2004 5:25 pm    Post subject: Reply with quote

Yeah, MC, I've been thinking about doing something similar with my system.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon Apr 05, 2004 9:05 pm    Post subject: Reply with quote

Well, I suppose that I note down a couple of shortcuts from reading yours through, I don't think that basing any system off yours would be a very good idea.
With so much long code, it's not very customisable, and certain scripts, like the hp display ones, are probably over 10 times the length they need to be- a couple of 'for' loops will fix that.

If I even do it.
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Tue Apr 06, 2004 6:36 pm    Post subject: Reply with quote

Well, yes, I understand that I need to optimize a few scripts, but I never thought about a for loop for the HP display... I'll have to look into that.

But, yes, in this stripped-down version, I'd definitely take steps to make it more customisable.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Fri Apr 09, 2004 6:27 am    Post subject: Reply with quote

This is really the wrong place for this, but:

Well, not 'for' loops so much, but mainly use of math functions.

If you know what frame you want, 8 frames to a walkabout, than that frame has values:

walkabout number := frame number / 8
frame := frame number, mod, 2
direction := (frame number / 2), mod, 4

Also, by reading your global definitions, given a hero (0-2), a digit (0-2), and a stat type (0=current, 1=maximum) the GV where this value is stored in is:

GV id := 13 + hero id * 14 + stat type * 3 + digit

I can figure out the frame number of a digit by

frame number := digit * 10 + digit value
if (digit value == 0) then (increment (frame number, 9)) else (decrement (frame number))

You seem to have the frames in an odd order, 1,2,3,4,5,6,7,8,9,0 , so I had to add that increment/decrement bit. (Hmm.. I'm lazy so I would have used put npc instead of graphically offsetting each walkabout frame.)

Finally, all the scripts in hpdisplay.hsi except the first script share most of their code, except with different globals, so it can all be combined.

The final product:

defines:
Code:
define script,begin
 15, hp display, 0
 autonumber, refresh a display, 2,0,0 #1st arg is hero, 2nd is stat type
end


hpdisplay.hsi :
Code:
script, caleb current hp (refresh a display (caleb, current stat))

script, iris current hp (refresh a display (iris, current stat))

script, feather current hp (refresh a display (feather, current stat))

script, hp display, begin
 if (check tag (tag:Caleb in Team)) then, begin
  refresh a display (caleb, maximum stat)  #replaces caleb maximum hp
  refresh a display (caleb, current stat)  #replaces caleb current hp
 end
 if (check tag (tag:Iris in Team)) then,begin
  refresh a display (iris, maximum stat)  #replaces iris maximum hp
  refresh a display (iris, current stat)  #replaces iris current hp
 end
 if (check tag (tag:Feather in Team)) then, begin
  refresh a display (feather, maximum stat)  #replaces feather maximum hp
  refresh a display (feather, current stat)  #replaces feather current hp
 end
end

script, refresh a display, hero, type, begin
 variable (HP, frame number, ctr, digit value, npc)
 HP := get hero stat (find hero (hero), stat:HP, type)
 if (type == current stat) then, begin
  if (HP <= 0) then, begin
   HP := 0
   set tag (14 + hero, on)
   for (ctr, 9, 12) do (destroy npc (read global (ctr + hero * 14)))
   set tag (17 + read global (60 + hero), on)
   check dead
  end, else (set tag (17 + read global (60 + hero), off))
 end
 for (ctr, 0, 2) do, begin  #digit number
  digit value := (HP / 10 ^ (2 -- ctr)), mod, 10
  frame number := ctr * 10 + digit value
  if (digit value == 0) then (increment (frame number, 9)) else (decrement (frame number))
  npc := read global (13 + hero * 14 + type * 3 + ctr)
  alter npc (npc, npcstat:picture, 11 + frame number / 8)
  set npc direction (npc, (frame number / 2), mod, 4)
  set npc frame (npc, frame number, mod, 2)
 end
end


That's a 43 lines to replace 1222, or a compression ratio of 1 to 28.
I compiled and imported it, and it works (after I killed the bugs : P)
_________________
"It is so great it is insanely great."
Back to top
View user's profile Send private message Send e-mail
Flamer
The last guy on earth...




Joined: 04 Feb 2003
Posts: 725
Location: New Zealand (newly discovered)

PostPosted: Fri Apr 09, 2004 6:52 am    Post subject: Reply with quote

heh, that's what you were on about in IRC...
i'm gonna take a few minutes and see how this script works.
the script i have works fine for me, even though it's not completely customisable. i'm happy with it until otherwise.
_________________
If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch Raspberry!
(no offense to anyone that was mentioned)
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address MSN Messenger
Uncommon
His legend will never die




Joined: 10 Mar 2003
Posts: 2503

PostPosted: Fri Apr 09, 2004 1:55 pm    Post subject: Reply with quote

Well, I certainly hadn't thought about it that way... When I was thinking "for loop" I was thinking about cutting the scripts down from 6 to 1, since, like you said, most of the actual code in the 6 scripts is the same, but I hadn't thought about the way it related like that...

Also, the reason they were seperate graphics instead of a pixel offset is because, at the time, I wasn't too familiar with pixel-based movement, and I just hadn't thought about doing it that way...

I'll take a more in-depth look at the script later, but I'll certainly give it a try.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address
Display posts from previous:   
Post new topic   Reply to topic    Castle Paradox Forum Index -> The Soapbox All times are GMT - 8 Hours
Goto page Previous  1, 2, 3, 4  Next
Page 3 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group