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Castle Paradox
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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Fri Apr 02, 2004 8:12 am Post subject: |
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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. |
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Chaos Nyte Reviewer


Joined: 03 Jan 2003 Posts: 511 Location: Hirakata
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Posted: Fri Apr 02, 2004 9:00 am Post subject: |
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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? ^_^ |
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MultiColoredWizard Come back, baby! The Breastmaster

Joined: 01 Feb 2003 Posts: 1232
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Posted: Fri Apr 02, 2004 12:06 pm Post subject: |
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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. |
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*Worthy* Critical Thinker

Joined: 11 Aug 2003 Posts: 186
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Posted: Fri Apr 02, 2004 1:19 pm Post subject: |
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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. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Apr 03, 2004 5:20 am Post subject: |
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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." |
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Chaos Nyte Reviewer


Joined: 03 Jan 2003 Posts: 511 Location: Hirakata
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Posted: Sat Apr 03, 2004 7:51 am Post subject: |
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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. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Apr 03, 2004 3:38 pm Post subject: |
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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." |
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Chaos Nyte Reviewer


Joined: 03 Jan 2003 Posts: 511 Location: Hirakata
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Posted: Sat Apr 03, 2004 6:30 pm Post subject: |
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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. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Apr 04, 2004 6:05 pm Post subject: |
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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." |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Mon Apr 05, 2004 5:25 pm Post subject: |
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| Yeah, MC, I've been thinking about doing something similar with my system. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Mon Apr 05, 2004 9:05 pm Post subject: |
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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." |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Tue Apr 06, 2004 6:36 pm Post subject: |
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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. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Apr 09, 2004 6:27 am Post subject: |
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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." |
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Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
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Posted: Fri Apr 09, 2004 6:52 am Post subject: |
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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
(no offense to anyone that was mentioned) |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Fri Apr 09, 2004 1:55 pm Post subject: |
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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. |
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