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| Total Votes : 7 |
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AkariNight Poetically Justified

Joined: 26 Apr 2004 Posts: 38 Location: Beyond linear vision
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Posted: Fri Apr 30, 2004 2:20 am Post subject: |
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| I dont really want to include battles in this game or try and avoid it... In alot of games sometimes getting into a battle can be severly annoying e.g. (Return to Airia) fighting weeds in your back garden is just a plain stupid... (No offence) |
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AkariNight Poetically Justified

Joined: 26 Apr 2004 Posts: 38 Location: Beyond linear vision
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Posted: Fri Apr 30, 2004 2:44 am Post subject: Re: What I thought of Perfect night |
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| Sparrowhawk wrote: | This game has potential, and I'm sure that when it is complete, you will get decent reviews. (At least I hope so ) | Thankyou! how old where you when you made (Return to Airia) |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Fri Apr 30, 2004 4:31 am Post subject: Re: Fixing the problem |
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| AkariNight wrote: | Yeah i just discovered that this morn... how strange! i'll post a fix imeadeatly... what did you mean by NPC's as doors? those ideas sound great but i couldnt do it atall... do you think we could partnership this game? do you have the time? I would have asked jabbercat but he is working on another game... i sent him a list of possible implements... i dont think i can remember all of them, here goes:
* Two characters start in the same hospital, they must first find each other (maybe just see each other over walls or something). Then they could help each other escape by using there own unique skills/powers which inevitably got them there in the first place (they dont know this though) E.g. Stoping certain electrical devices/walking through certain walls.
* Jabbercat suggested there should be a counter for each time you are caught, then i added: if you are caught more than a set number of times security is increased/doubled.
* The main objective is to escape, but a whole conspiracy unravels where your powers and memory is linked to...
*Hell it could turn out that the whole hospital is a space craft taking you to a mysterious planet undiscovered!!! Nerr dont want to give the plot away, that is idiotic...
<-Theres all the ideas anyway. Whether or not there sensible/useable is up to us...
Can you do this? I'll post the update/fix later on... Do you want me to PM you the Edit pastword? |
I guess I could do this 'partnership'. If you want to know what I can do, then look at my games; "Chicken Farm:Complete" and "Elenia & Squid".
Two characters won't be hard to implement, heck you could even switch between them at will if you like. One of the characters could be riding a blank vehicle (that he can't dismount. This could give the guy the power to walk through certain walls).Npc doors would be just an npc that looks like a locked door, it disapears when a tag is set to on (alternatively it could slide out of the way and close again when you leave the map.)
Go ahead an PM me the password by next tuesday and I'll see what I can do. _________________
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Fri Apr 30, 2004 4:53 am Post subject: |
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Using NPCs as doors is a great way to get things done. However, they are a lot better when you tie scripting to them (of course, I don't think I need to tell you that). You know, Touch Activate the NPC and it does certain things. Teleport to map is like a door. (I didn't need to tell you that)
Jun,Akari, you could use the swap out hero command, then change the hero's picture, and rank in catapillar just so it still looks normal when you switch.
Dissable walls for the invisible hero too, if you want one to be able to pass through walls. If you wanted a certain hero to have the power to pass through walls (like Shadow cat in XM) then do an on key press thing or something. Does anyone back me up here? I am unsure on the on key press thing.
You guys wanted to use one Hero at a time, right? Like in Donkey Kong 64 for instance. You have to find a certain place to switch characters. That added a challenge to the game play.
You might be interested in trying something like that. Use like... An immobile magical item that you have to run into to change characters or maybe an item you carry with you, but then it would be kind of simple to beat the challenge... All in all, I can't see how that idea would fit in the game. However, a one-hero-at-a-time type game sounds cool, and leaves the player open to think of how to use certain characters strategically.
PS: But you don't have to take it from me. I just think that would be awesome.  _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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AkariNight Poetically Justified

Joined: 26 Apr 2004 Posts: 38 Location: Beyond linear vision
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Posted: Fri Apr 30, 2004 5:32 am Post subject: |
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| LeRoy_Leo wrote: | You guys wanted to use one Hero at a time, right? Like in Donkey Kong 64 for instance. You have to find a certain place to switch characters. Use like... An immobile magical item that you have to run into to change characters or maybe an item you carry with you  |
Thats sound like a great idea, we could easily include this into the game it would fit in great i think... Jun could you make some script that when you press (use) on an invisible Npc (communication device (could be attached to a wall somewhere in certain parts of the game) with Hero1 you can talk to the person on the other end (Hero2)... Because each character is unaware of each other at the beginning of the game (Due to there memory loss), when the first character uses the device a screen displays 'Meanwhile/Two hours earlyer' and it begins Hero2's story.. When Hero2 finds a similar device they can directly switch and inevitably meet for the first time...
How does that sound?
If you can do that Jun post me and i'll begin work for the tiles..
Thanks very much Leo!
Oh yeah did you upload the bug fix (nurse)... |
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Fri Apr 30, 2004 6:16 am Post subject: |
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Put invisible NPC on the wall tile. Touch activate it and display text box.
(With the two talking to eachother. Possibly plotting some sort of escape plan?)
wait for text box (Waits till you are done talking/ text string is over) then
walk hero (0) <Hero1 right or where ever if you want him to move afterwards and walk hero (1) <Hero2 right or wherever. Hero 2 could be an NPC that would simplify matters so you don't need a disable caterpillar command of any kind.
Other wise a script really isn't too necessary.
 _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Thu May 06, 2004 4:37 am Post subject: |
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Yeah. I got your bug fix.
I have a request for you though. Could you possibly ensure that there is one npc per guard? It's just that I want each guard to be able to start chasing the player if they come too near and possibly communicate with eachother (possibly, but not probably). To ensure one npc per guard, you'll probably have to have more than one map per floor.
The communicator on the wall will be simple enough. Just an npc triggering a script that switches to the other character
Leroy Leo has already mention most of the neccessary script (two characters talking to one another, Swapping heroes etc.) I'll almost certainly also want to use teleport to map to warp to wherever the
second character is going to start his section of the game. _________________
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LeRoy_Leo Project manager Class S Minstrel

Joined: 24 Sep 2003 Posts: 2683 Location: The dead-center of your brain!
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Posted: Thu May 06, 2004 6:23 am Post subject: |
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I think I've got it...
Is'nt there an NPC at location command?
If so then you can use that to give even the same NPC at a different spot a different action, right? As you can tell, I am not entirely sure, as me am novice scriptor... Perhaps an if NPC at location (NPC #,X,Y) then begin type thing. You can try something with a command like that. I need to look at the dictionary to find out though. just throwin' stuff at you guys to try and help.
In short I don't think using a lot of maps is a great idea... No offence, but I am almost certain that there is a simpler way.[/code] _________________ Planning Project Blood Summons, an MMORPG which will incinerate all of the others with it's sheer brilliance...
---msw188 ---
"Seriously James, you keep rolling out the awesome like gingerbread men on a horror-movie assembly line. " |
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Thu May 06, 2004 7:11 pm Post subject: |
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npc at spot (x,y,npc id)
The npc id is optional. You can just have it check what's at the particular spot, but if you're looking for a particular type of npc at that spot, then you'll want that last argument. |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Fri May 07, 2004 4:21 am Post subject: |
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Even if that works, I won't be able to change any of its npc properties without affecting all the npcs of that ID. I want each one to be able to give chase when you get too close. _________________
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Sat May 08, 2004 2:59 pm Post subject: |
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True. I was just answering a question.
To have one chase you when you got close to it, you'd need actually scripted movement. Not too fun to do. Of course, if you're not going to have more than 36 npcs on the map, it might be better to give each its own ID...
Then again, you could always have a second npc ID that's exactly the same, except on "CHASE YOU", and have it change the reference's ID with "change npc ID"... |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Mon May 10, 2004 3:07 am Post subject: |
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I forgot about change npc ID. I may consider using that later if the number of npcs on the map becomes too much of a hassle. Of course I would still have the hassle of finding the npc reference of the npc that triggered the script if I did things that way.
so something like; (still can't remember the correct names, or arguments, for some of the commands so bear with me here)
assuming npc 30 is a chasing guard
script, touchingguard, npcidnumber, begin
suspend npcs
suspend player
if(get npc id(hero x (me), hero y (me) -- 1) == npcidnumber)
then (change npc id (npc reference(npc at spot(hero x (me), hero y (me) -- 1, npcidnumber)), 30))
else, begin
if(get npc id(hero x (me) + 1, hero y (me) -- 1) == npcidnumber)
then (change npc id (npc reference(npc at spot(hero x (me) + 1, hero y (me) -- 1, npcidnumber)), 30))
else, begin
//etc, etc until every tile around the player is checked
end
end
end
end
end
end
end
end
resume player
resume npcs
would something akin to this work? Don't bother checking syntax or arguments or anything like that. I'm wondering if this approach would work (I remember doing something similar to this before, only with destroy npc rather than change npc id so I'm pretty sure this would work).
btw, thanks...
oh, and before I forget; an update on what I've done with perfect nights;
guards chase you when you get too close (I'll probably change this script to the more flexible one outlined above)
when you step on lasers, you walk through them (rather than being able to stand in them without further damage)
Get caught too many times and security increases (added a green palette so you can tell the new additions to security apart)
Equip the cloth rather than use it (scripted some change hero picture to cut out all that swap in hero lock hero garbage).
Without using any npcs, your character will tell you what key you need to open a door. _________________
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rpgspotKahn Lets see...

Joined: 16 May 2004 Posts: 720 Location: South Africa
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Posted: Sun May 16, 2004 11:23 am Post subject: |
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I am the head of plotscripting for RPGspOt. I can do some pretty good plotscripts. Depending on what you are looking for I can help you. Just give me a mail and I'll see what I can do.
paulmyb@highveldmail.co.za
hope to chat to you soon  _________________
2nd Edition out now! |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Mon May 17, 2004 2:34 am Post subject: |
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What kind of plotscripting do you specialise in? I ask this hoping you'll reply 'cutscenes' since I absolutely detest making those. Anywho, I hope AkiriNight welcomes you aboard etc etc... _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue May 18, 2004 12:10 am Post subject: |
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Opps. The third argument passed to 'npc at spot' is not npc id number, but the nth npc at the spot. Eg, 0 = the first, or 1 = second, etc.
I don't know what order they come in. Probably by npc reference. _________________ "It is so great it is insanely great." |
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