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
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'
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?
[Game design makes my brain feel like its gonna explode.]
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'
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.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
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!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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.
Very good advice here. I would also HIGHLY recommend if you use an array to write down every position you use in a notebook too. Large arrays can be very confusing to try and remember where everything is sometimes without notes!
ex.
Value: Desc:
===== =============
0 Player's HP
1 Player's class
2 Class recolor
3 experience points
4 to next level
5 Offensive Power
6 Defensive Power
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
thanks guys! youve been so much help, also, for anyone whos wondering, the idea for the character creation is to be able to completely customize your character, so you could choose from different hands, feet, body styles, hair style, and when you equip armor it would show it, (keep in mind the characters arent human, if anyone wants to see them ill post a picture) so in other words, i want it to be very advanced when it comes to making the character. but just one question, whats an array? ive never really used arrays or inis, or maybe i have and just dont know it... any way an explanation or link would be cool if anyone could produce one. thanks again everyone!
[Game design makes my brain feel like its gonna explode.]
Hmmm, well I guess you could think of it as one big box with a lot of little boxes inside of it, all in rows and columns. Each row would be one "dimension" of this array, and the columns would be the other (if needed). Each box can hold one value either numerical or string however I always use numerical. MMF has an array object that lets you define what you'd need for your game and as far as I know there are no limitations for it but a large array can be a pretty big file.
A single-dimension array could be written for one character's inventory like this:
PlayerGear(1)
PlayerGear(2)
PlayerGear(3)
PlayerGear(4)
and so on..
Where the place in the array would be his gear's position in the inventory.
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A double-dimention array for a party of 3 characters would look something like this:
PlayerGear(3,1)
PlayerGear(3,2)
PlayerGear(3,3)
PlayerGear(3,4)
and so on..
In the double-dimension array example the first place in the array would be either the 1st, 2nd, or 3rd character. The 2nd place in the array would be his gear's position in the inventory.
It's much easier to do than to explain, at least for me. I hope some of this helps a bit.
Edited by Del Duio
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!