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DragonBlood




Joined: 07 Apr 2008
Posts: 83
Location: Prattville, AL

PostPosted: Sun Jan 18, 2009 6:24 am    Post subject: My Projects Reply with quote

I've proven to have difficulty sticking to a project. So, I'm going to put the project I'm currently working on, and everyone after, in this journal. Instead of making several other journals for the several other games that I'm bound to start.

My current project is still untitled, but hopefully I'll have some screens up by Saturday.

The plot's going to be simple and short, probably a crystal-fetching styled one.
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Newbie_Power




Joined: 04 Sep 2006
Posts: 1762

PostPosted: Sun Jan 18, 2009 8:24 am    Post subject: Reply with quote

Sounds good. I'll look forward to the new info.
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TheGiz> Am I the only one who likes to imagine that Elijah Wood's character in Back to the Future 2, the kid at the Wild Gunman machine in the Cafe 80's, is some future descendant of the AVGN?
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DragonBlood




Joined: 07 Apr 2008
Posts: 83
Location: Prattville, AL

PostPosted: Thu Jan 22, 2009 6:25 pm    Post subject: Reply with quote

ve done some more work on my game, and I'm pretty sure I'll have some screens up by Saturday.

I'm going to title the game, "The Resurrection". And, I have some of the plot to share. <Spoilers> You'll begin the game as a fourteen-year old boy, who lives in an old, poor, village. You'll be given errands from your father, that'll be the tutorial.

After the errands are completed, and the tutorial is finished, your character will go to sleep. He'll be interrupted, though, by bright orange-ish lights, and loud noises. Curious, he'll step outside to see what happened.

A meteoroid, or asteroid, whatever it'd be called, had crashed. The character'll go to check it out, when he does, he'll be presented with some old memories. The memories will be of his father telling him stories as a young child.

The stories he told him, will be of a dark, sinister villain, who at that point remains unnamed. The villain created a horrible monster, that towered over even the mountains, and brought chaos throughout. Three powerful mages stepped up, though, and using the best of their magic, sealed the great beast into three different orbs. The blue on had his left half, the yellow one had his right half, and the red one had everything inside of him.

The mages launched the three orbs into space, buried deep within an asteroid. Several thousands of years later, the asteroid has come back into Earth's orbit, and crashed near the protagonist's village. When he checks it for the orbs, he finds that they aren't in it. He assumes the orbs flew out into different directions.

On my Saturday post, I'll gladly answer any questions, and provide more of the plot.


Lastly, is anyone willing to help me with scripting a script that'll change the hero's walkabout (Or change the hero to one that has a walkabout) to one that looks like he's in tall grass, or water?

I've not a clue how to make this work so that when he steps into grass, it changes him, and the when he steps out, it changes him back. I remember playing a game that used this, though. (I don't remember it's name, but I know it's author was Adrianx.)
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NeoSpade
Of course!




Joined: 23 Sep 2008
Posts: 249
Location: Wales GB

PostPosted: Fri Jan 23, 2009 11:37 am    Post subject: Reply with quote

Yeah Cresent Dream did that, but with water (NeoSpade wishes that AdrianX would finish that game Sad...)

All you have to do is place an invisible step on NPC at the point you want to start the tall grass walking, I don't have time right nowto go over the details but its fairly simple, it should be something like this:

Code:
plotscript, grasswalk, begin
set hero picture (me, walkaboutnumber, outsidebattle)
set heroi picture (etc, walkaboutnumber, outside battle)
end

then you'll want anouther NPC that returns the players back to normal. You'll need a get hero number command if you want it to be done more accurately, but you get the general idea and theres always the plotscripting help part of CP.

The plot looks pretty cool so far, you've gone into a fair bit of detail there.[/code]
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DragonBlood




Joined: 07 Apr 2008
Posts: 83
Location: Prattville, AL

PostPosted: Mon Jan 26, 2009 2:13 pm    Post subject: Reply with quote

Thanks, Nespade.

I'm not going to be able to get online for a while. (I have dial-up, and my mom's going to need the phone for a few days) I'm not going to be able to post any screenshots, but I'll definitely have them before next Saturday.

I'll hopefully have the "Grass-over-character" script working, too.
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Pepsi Ranger
Reality TV Host




Joined: 05 Feb 2003
Posts: 491
Location: South Florida

PostPosted: Mon Jan 26, 2009 3:49 pm    Post subject: Reply with quote

The step-on NPCs aren't needed for the grass script. Using them will just flood your map with too many step-ons. Just write a script that reads map block and changes hero sprite according to which tile he's standing on, and then attach the script to the Each-Step script for that given map.

Let's say your tall grass tile is a layer 1 tile (with flat grass being your layer 0) and it occupies tile #15 on the maptile set. Let's also say that your flat grass is your default tile (the first one on the tileset), so it'll be #0. Let's also pretend your normal hero walkabout set is the first one, also #0 and your grass covered hero is the next one, #1. You'll want the script to look like this:

Code:
script,Grass Walker,begin
variable (x,y)
set variable (x,hero x (0))
set variable (y,hero y (0))
if ((read map block (x,y,1))==15) then(
set hero picture (0,1)
)
if ((read map block (x,y,1))<>15) then(
set hero picture (0,0)
)
end


If you want all heroes to be affected, then you'll want to modify the script to account for other heroes using rank in caterpillar commands (first checking whether they're in the walkabout party). Plotscript dictionary can show you how to do this.

Make sure you attach the script to the "Each-Step" trigger in your general map data menu.
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Progress Report:

The Adventures of Powerstick Man: Extended Edition

Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.

Tightfloss Maiden

Currently Updating: Chapter 2
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3226
Location: Matakana

PostPosted: Thu Jan 29, 2009 7:50 am    Post subject: Reply with quote

Also, a note: Using an eachstep script you might find that there are minor glitches when you enter and leave the tall grass because the sprite for the hero doesn't change at the right moment. If you see that and want it fixed, just ask.
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"It is so great it is insanely great."
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DragonBlood




Joined: 07 Apr 2008
Posts: 83
Location: Prattville, AL

PostPosted: Thu Feb 26, 2009 2:22 pm    Post subject: Reply with quote

Okay, once again, that game's canceled.
I just don't like it, or, making it.

It's just so generic, and... dull. I think my problem was, I think to linearly about my games. Well, I thought a bit differently about my next game, kinda threw the whoe generic mess out of the window, and came up with Shadows.

For what bit of time I have spent working on it, I actually enjoyed doing so. I'm approaching the graphics, in a more artistic-cartoonish way now.
Being able to feel loose when making this game makes it much easier on me. I know I'm going to finish this one. At least I like working on it.

I'll have some of the screens, and more info on the game, in my next post.
Edit: Nevermind that.

I'm not releasing any more information until I have at least enough for a a playable demo.
Here's what I have for you until then:

There will be two worlds, the normal world, and the Shadow Realm.

In the normal world, I'll be using the graphics similar to what I've used in my previous games, nothing really special.
In the Shadow Realm, though, they'll be more artistic-centric, and will consist of vivid colors, outlines, and other things of the such.

In the Shadow Realm, shadows will be a very prominent part (Obviously). I'll implement a script that darkens the pallet the deeper into a shadow you go, making it nearly pitch-dark once you reach the center.

You could walk through a shadow, and stumble across a trap, or maybe a hole, or maybe even when you exit the shadow, everything around you will change up a bit.

And, that's about all I feel like typing. I'm not going to state any more, but I will answer any questions asked. (Even about stuff like plot, and etc.)
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