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Jon Lambert

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10th July, 2008 at 15:05:10 -

You don't need 24 unique tiles, just 24 tiles, then spread value 1 in Alterable Value A. Spreading is an action that gives each of a certain object a number starting at the youngest of the objects to the oldest. So if you have 5 of one object in this order of 1 being oldest and 5 youngest: 1 2 3 4 5, and decide to spread value 1, their values will be in respective order 5 4 3 2 1. It starts with the youngest (5) which is set to the spread value (1) and moves to each one with one higher value than the last. That way, the 24 tiles will be number 1 to 24 from youngest to oldest and will always be number the same way, making it possible for each to be treated differently if refered to by their Alterable Value A. If you can understand that...

For your file, you could upload it to Mediafire, zshare, box, filedropper, or if you have a Google account (Gmail or other products) you could upload it to a Google Page, which you can create with the Google Page Creator at labs.google.com

 
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JoyCheck & KeyCheck Widgets
For easy implementation of customizable joystick and keyboard controls.
http://www.create-games.com/download.asp?id=8364

Lönnemyr



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13th July, 2008 at 08:28:23 -

I`m not sure if I understand what you meant with spreading ALterable Value A?

Anyway, here is the gam file. If you have time please take a look at it.
http://lonnemyr.googlepages.com/home

Let me explain about a few changes in project so you wont be confused. First of all I found some "old" pixelart I did a while ago(but I`ve not put in in there yet, sorry) which I thought I could save me some time if I used it for this project. But this made me change the game "theme" from medieval fantasy to fallout like game world.

The main idea is the same though, besides the artwork there is only one more thing I changed and that is the worldmap
concept. Yes I changed it AGAIN, heh. Well, I came up with another way to create my "huge" one frame worldmap so I couldn`t resist trying it out, I`m doing this to learn anyway. Now the worldmap is 2600x2600 which I consider a good size for this gameworld.
Instead of using alot of actives I`ve been using backdrops to paint the entire map. The exceptions are the water which I have build a "frame" of actives around and then placed backdrops inside.

So for the random encounters then? well I figured that since I changed the worldmap settings I could try using "danger zones" instead of "tiles zones". Since the worldmap is more like a big wasteland now I thought the danger zone idea would fit this type of game well. Basically the "danger zones" are active objects of diffrent sizes, each one are pretty big, like ~500x500. This way I won`t end up using alot of actives to set my encounters, besides the danger zones I will use some small zones for special encounters and so on (which I can afford to do now).

Still, a bigger frame will come with sacrifices. A big map require alot more fog of war, so unfortunally, to make it work I had to make the fog of war tiles bigger, they went from 150x150 to 250x250 to make this big map possible. However, since tha map is so much bigger in my opinion it ok since there will still be as much to explore (still the same amount of fog of war tiles to "remove").

At the moment the worldmap has this many actives;

Active water 2: 15
Active water 1: 27
Player : 1
Block objects : 4
Textbox : 1
Status Bar : 1 =49

Danger Zones:

Danger zone A : 1
Danger zone B : 5
Danger zone B2 : 2
Danger zone C : 2
Danger zone D : 1
Danger zone D2 : 1
Danger zone E : 5
Danger zone F : 1 = 18

FogOfWar Objekt(250x250) : 121st

Which comes to a total of 188 active objects out of the 256 possible. This leaves alot of room for me to use actives for special events/locations which I mentioned earlier. Of course I have no idea about how laggy this will be but I think it should be ok, if not I could in worst case sceniaro make the fog of war 300x300 and/or "clean up" the danger zones and the water tiles a bit (I think I was kind of "generous" when I placed them, it could probably be done alot better and with less actives).

Well that concludes this post, I left some comments in the "World Map" frame, make sure to check it out becuse thats were
all the "action" is. Oh! And don`t bother about the "character creation" frame, "load game" frame, "intro" frame, "main meny"
frame etc.. these are not finished and especially the "character creation" frame might not even happen, just there to make me
remember to give it a try if everything else goes well.

I made a big post again.


Image Edited by the Author.

 
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13th July, 2008 at 10:17:01 -

Hey guys, I'm not spending much time around TDC lately because of the server issues... I may pop into this topic once in awhile, but I'll probably leave the service unavailable frustration to you guys until it's fixed. Just wanted you to know I didn't abandon you randomly.

 

  		
  		

Jon Lambert

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13th July, 2008 at 14:25:33 -

For your movement blocking, the problem is simply that you have the holding events wrong. The right block should be at 50,0 to the player, the left block at -50,0. You have them reversed. Negative X values move to the left, positive values are to the right.

For the battle frame, the global value forces the player back to the battle frame again. To fix this, make the game set the global value 11 to 0 at the start of the battle frame.

For your dialog box, it is in the wrong position. Either make the game set it's position to 200,194 at the start of the frame, or place it there yourself in the level editor. Next, place it in the inside corner (against the edge of the stripe border).

Adding "plus #", where "#" is any number lower than the first will make it randomize for values between and including the two, so (5)+1 gets values 1,2,3,4, and 5.

In fixing the battle area problem, your engine has a new problem: when you return to the frame, your position starts at 0,0.

To make a string object invisible in TGF1, make the action "Change alterable string" and set it to "" (the default). If you change the string or set it to a paragraph, it will automatically become visible.

Here is the new gam. file. I have put comments in the world map events where I have changed things. http://jonhlamb.googlepages.com/Enigma10save.gam

 
Sandwich Time!Whoo!

JoyCheck & KeyCheck Widgets
For easy implementation of customizable joystick and keyboard controls.
http://www.create-games.com/download.asp?id=8364

Lönnemyr



Registered
  30/06/2008
Points
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3rd August, 2008 at 17:09:43 -

I`ve been terrible busy with work (and still am), but I noticed that a bug in the version of the gam file I got from Jon & George Lambert. The movement blocking seems to "crash" after the first random event has occured? I doubble checked the block events and if I`m not blind, there is nothing wrong there.

Also, as you said the player seems to spawn at a diffrent location, 0,0. I don`t have the access the the game on the computer I`m on right now so I can`t give more detailed information about it. However I do know that the game is supposed to load temporary save information from the INI, which I have a event for. It worked when I tested it earlier, maybe some other event is preventing it or maybe I just deleted something I should`t have by accident when I was cleaning in the event editor.

I have not been able to work on this project besides looking at the notes you left me and some new grapic, so the file you uploaded is till the most recent save.


I have more questions but I`m in a hurry, so I make another post another day. I`m still hanging around even if I dont have time to klick as much right now as I had earlier this summer

 
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