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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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Posted: Sat May 29, 2004 12:27 pm Post subject: HamsterSpeak Suggestion Thread |
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This thread is designated for everyone who has ideas, commands, or anything else that you think would benefit or make more simple the whole plotscripting process.
Have at it! _________________
Facebook: http://www.facebook.com/georgerpowell
Newgrounds: http://setu-firestorm.newgrounds.com |
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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: Sat May 29, 2004 4:38 pm Post subject: |
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like...?
i dunno, scripting own battle system with an easier interface sounds good to me... rather than adding and readding walkabout pictures, then scripting it into the actual battle system. _________________ 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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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Sat May 29, 2004 6:17 pm Post subject: |
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I agree with flamer, scripting battle system with easier interface would be nice though. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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jabbercat Composer

Joined: 04 Sep 2003 Posts: 823 Location: Oxford
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Posted: Sat May 29, 2004 11:36 pm Post subject: |
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I really want to be able to have an inventory command like:
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if(keyispressed(KEY:i)) then (inventory)
end
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it would be very useful for games that really don't need the current menu. |
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Setu_Firestorm Music Composer

Joined: 26 Mar 2003 Posts: 2566 Location: Holiday. FL
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Machu Righter, a person who rights wrongs

Joined: 09 Jul 2003 Posts: 737
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Posted: Sun May 30, 2004 10:46 am Post subject: |
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Y'know, there are quite a few "set" commands that could use corresponding "get" commands. Let's see:
Code: | hero frame (who) #return hero's walking frame
NPC frame (who) #return NPC's walking frame
hero speed (who) #return hero's walking speed
current money #return party's total money
current song #return song that's playing (I don't know if song ID's can be in variables)
get tileset #return currently used tileset |
I can also think of a few others that are unrelated to reading:
Code: | get experience (who,value) #increases a hero's experience points
level up (who,levels) #increases hero's experience just enough to gain specified amount of levels
#those two commands might take some more editable text strings to appear for out-of-battle level ups
lose experience (who,value) #decreases a hero's experience points (can't make them lose levels, just makes next level harder to reach) |
_________________
Code: | [*]That's it
[*]I'm done reasoning with you
[*]Starting now, there's going to be a lot less conversation and a lot more killing |
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Dan the Man Entertainment
Joined: 31 May 2003 Posts: 204
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Posted: Sun May 30, 2004 11:06 am Post subject: |
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More npc checkability:
npc speed(who)
npc picture(who)
npc walkmode(who)
Come on! We can alter them, so why can't we check them? |
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*Worthy* Critical Thinker

Joined: 11 Aug 2003 Posts: 186
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Posted: Sun May 30, 2004 4:08 pm Post subject: |
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I agree with Machu! Especially with the hero & NPC frames!
~Worthy _________________ You can do whatever you want...but prison is full of people who make bad decisions. |
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rpgspotKahn Lets see...

Joined: 16 May 2004 Posts: 720 Location: South Africa
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Posted: Mon May 31, 2004 11:15 am Post subject: |
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I like the "i" for inventory idea... it could really make a game more professional.
Also like was mentioned earlier, be able to program inside battles. So you can make things, acording to attacks and such, happen on the screen.
I wonder if you can make it able to import tiles from other tilesets onto a map? Is it already possible? That would be nice for a few things. _________________
2nd Edition out now! |
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Shadowiii It's been real.

Joined: 14 Feb 2003 Posts: 2460
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Posted: Mon May 31, 2004 7:16 pm Post subject: |
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Though there is a way to do this, I'd rather have an easier way.
"stop npc (#)"
Stops an npc in his/her tracks.
"stop hero (#)"
Likewise except for heroes. _________________ But enough talk, have at you! |
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MultiColoredWizard Come back, baby! The Breastmaster

Joined: 01 Feb 2003 Posts: 1232
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Posted: Wed Jun 02, 2004 6:32 am Post subject: |
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"Also like was mentioned earlier, be able to program inside battles. So you can make things, acording to attacks and such, happen on the screen"
Hahahaha. Welcome to the year 2000, buddy.
They were talking about custom battle system work.
And I still want in-battle variables. But that's not necesarily plotscripting. |
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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: Thu Jun 03, 2004 11:54 am Post subject: |
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yeah, and i've made half of my custom-battle system...
i just need to get some time off university to reorganise and rescript my entire engine for it to be complete. (it's too messy the way it is) _________________ 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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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Thu Jun 03, 2004 11:42 pm Post subject: |
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Quote: | I wonder if you can make it able to import tiles from other tilesets onto a map? Is it already possible? That would be nice for a few things. |
You have to swap in the whole maptileset. You can't just change a tile or two, and I can guarrentee that using more than 256 will never happen : (
But I really would like to see a plotscripting command for each of the sub-menus in the main menu. That would be the nicest thing James could do (hopefully) quickly : P _________________ "It is so great it is insanely great." |
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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 Jun 07, 2004 5:16 am Post subject: |
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I'm well aware that this will never happen, but commands that alter the actual *.rpg file rather than the save file would have been wonderful.
Yet again, I know this won't happen so I hope noone posts with a whole page of WHY it isn't possible without a lot of work. _________________
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Jun 08, 2004 1:23 am Post subject: |
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Actually, I'm interested to know why you think that would be handy. Wouldn't everyone having a different version of your RPG file be a bad thing? _________________ "It is so great it is insanely great." |
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