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siven

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29th November, 2008 at 03:17:51 -

anyone know how to do a character creator in mmf2? any ideas on how to do one maybe?

 
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Ski

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29th November, 2008 at 04:14:29 -

Body parts as different frames in an object, each frame linked (set frame of animation to current value of counter) to a counter. As player presses up or down, 1 is added or subtracted from the counter, going through each frame in turn. That's how I'd do it anyway extremely simple method though :x

 
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siven

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29th November, 2008 at 05:29:54 -

true, taht would work, but how would you load the character in each frame and save the character?

 
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3kliksphilip

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29th November, 2008 at 07:21:41 -

Use Global Values for that.

 
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'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'

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siven

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29th November, 2008 at 09:46:56 -

right, and turn the global value on if the part is used in the creation and if its on create the object, but that leaves saving the character, how would one go about this?

 
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3kliksphilip

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29th November, 2008 at 11:41:52 -

Saving? What do you mean? Just save the global value and it'll work until you quit the game. Save the global values in some sort of external file if you want it to remember, even if you've quit the game.

 
Don't aim for perfection- you'll miss the deadline

'~Tom~ says (16:41):
well why does the custom controls for the keyboard palyer even affect the menu controls at all whats thep oint jsutm ake it so for the keyboard palyer on the menu screens everything is always up down left right enter regardless of the controls they set'

-Mr Tom, 2010

siven

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29th November, 2008 at 22:25:05 -

oh ok, yeah thats what i meant thanks

 
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AndyUK

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30th November, 2008 at 00:00:08 -

I think phizzy made something like that. I'll try to find a link

http://phizzy.sitesled.com/tutorials/

Well, the 2nd tutorial down seems to be what you want, however i'm not be able to actually download it.

 
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siven

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30th November, 2008 at 11:19:31 -

yeah thats what i need, but i cant download them, it brings me to some bs page

 
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Muz



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30th November, 2008 at 11:29:32 -

Be specific, lol.

1. Determine everything you want to do. Character stats, strength, HP, whatever.
2. Put them into an array or INI file. Or some other file. Arrange it.
3. Create the interface in MMF for putting the stats into the array.
4. Load it whenever you need it.

 
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siven

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30th November, 2008 at 22:20:54 -

that sounds like it would make sense, but i dont know how to use ini files, is there a tutorial somewhere around?

 
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chrilley

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1st December, 2008 at 00:34:25 -

One quick search gives this neat article by Tigerworks:
http://www.create-games.com/article.asp?id=188

 
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siven

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1st December, 2008 at 01:40:56 -

cool thx a lot

 
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siven

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1st December, 2008 at 01:42:02 -

cool thx a lot

 
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Del Duio

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1st December, 2008 at 16:34:23 -

I don't know what you want to do exactly, but if you're going to have character classes (fighter, cleric, wizard, etc) you could easily store that value and save it in a single number like this:

1 = Fighter
2 = Cleric
3 = Wizard
4 = Thief

And then whenever a new frame loads to play on you'd make a check against that value and hide all the sprites that your guy isn't going to be, and make the one that is visible. You can also enable / disable specific event groups on the same line, like if you're a Wizard you could disable the group "Steal things" or if you were the Fighter you could disable the group "Cast Spells".

Also personally I really like games that let the player have some customization leeway with their guys. You could go the Wizardry route and have 20 stat points in the beginning and let the player choose where those stat points will go. It might be cool to have a Wizard who's really strong melee-wise, or a Fighter who can pick locks pretty well for example.

And something I've only recently learned but it's awesome is the color replacer event for MMF2. After you've selected your wizard why not give the player the choice of what color robes he's going to wear? You could also very easily store his choice in a single value:

1 = Red robes
2 = Blue robes
3 = Black robes

Just make sure to have the "re-colorizer" events at the "start of frame" so that when a frame loads up it'll recolor the sprite for you. Best of all is that every animation and frame of this sprite will be recolored. I've used this recently and it's so simple and kicks total ass (IMO). It's important to note that the recolor doesn't normally carry over from frame to frame so you'd have to copy / paste the recolor events to whatever frame(s) you want to use them on.

Good luck!

 
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