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zane203

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Everything posted by zane203

  1. to each their own, but here's what I do for my maps: -I always enclose the edges so the player wont run into "invisible walls" but instead, VISIBLE ones xD. -I always mark the places of transitions to the next area with a "signature", like for some its an event with an transparent arrow. Some its dips on the edge of their visible wall. -Think randomly for nature, and think constructive for manmade things. :such as if its a walkway from where grass was withered away, dont let it be SO SO straight, and if its a paved road, it should have a bit more shape to it. (unless you're going for a ruin area, then grass could have grown over most of the road) anyways with yours i'd make the fence shaped a bit more "useful" and add more nature objects.
  2. ... You're right, its not racist, albeit extremely stereotypical... do yourself a favor -.- if you dont know many black people, done assume you know what most thinks. -this highly disturbs me.
  3. yea well you follow that dictionary of yours =] - my way works fine for me, and until "I" decide to change "my" game lol. -thank you once again though.
  4. ^ we're catered to our own personal opinion - that being said, others can "tell me" anything they like, while in return i can tell them something as well ^_^ thank you for your input -Zen
  5. i guess i'll join in lol. here's the two that i switch between
  6. While i was at the barbershop getting my dreadlocks retwisted, i had actually used a flow chart on mah phone to come up with a brilliant idea... kinda like you two's and my original mixed O.o basically in your tower home (which is kinda taken from fable3's start menu) has a quest room, you have 3 "house servants" (they're basic white little wolf kitten like creatures) One is for Major Quests, Minor Quests, and Simple Tasks each one transport the player to a "menu map" that basically does logs. (the tileset is basically that skill tree one with many additions to it). This works well with my overload system so the servants will respond differently to how much you talk and use them =D its amazing on what 45mins under a hot hear dryer will do to your thought process xD overall thanks guys =3 - you all rock
  7. meh, i've become quite the event xD utilizing labels is key to avoid the loops =3 unless you use them improperly, then you'll only cause more loops xD but meh, once im done with this project i plan on diving into straight script learning.
  8. i'll think about using it, but like i said, i'd rather not use scripts. non the less, thank you for the find =D
  9. lol simpler terms: "How should I let the player keep track of his quest" ? If the player starts a 60 step quest and stops at 32, and stops playing and comes back in a week and forgot what he was doing, how do i let him stay updated, or reminded. as well as quests he's already completed. sorry if i wasnt clear
  10. hello people, i would like your opinion on how to let the player keep track of quests. i've seen scripts for questbooks and quest logs, but i'd rather not add more work that isnt mine, or just add anymore scripts for that matter. I have the game based on a tower of command for the player, and i was thinking of ways to have your helpers keep track... but i plan on having a LOT of quests, so maybe a minion for every detailed quest, and basic quest items for short tasked quests? what do you all think =3
  11. personally i would edit the rtp set and make them look shell/cell shaded. you know, make it pop. its actually one of my ideas to do for my next project. -- of course its all about your personal opinion and idea. you could go my previous suggested idea and have plenty of hues and gradients, with a vibrant colors and dark darks. or you could go more dark style and have it with a gloomy gothic (not emo goth like, but the actual renisance goth) style.
  12. zane203

    the truth

    xD i hope no one found this offensive, it usually slips my mind to think about people's religions when i make jokes like these x3 - but you gotta admit its funny lol
  13. zane203

    the truth

    SECRETS REVEALED: 1.) I am osama's distant nephew 2.)I Shot osama 3.)I'm Obama's half brother 4.)Yes, Obama is Osama's nephew 5.) I played golf with god and won 6.) I played golf with Chuck Norris 7.) from 5 and 6, logic says Chuck norris is higher than god. -ZenOokami
  14. you can always download "Finale notepad free" its pretty simple last time i used it. and you can export the creation as a mp3
  15. Eh, i guess i'll just have to gage it from what testers will say after i release a beta testing demo for it. The time consumer will come with the NPC programming. I plan to have a various unique set of conversations that change depending on your actions, and time of day, and even the state of the country that they reside in.
  16. I definitely dont want to do that. I started the system out that way the first time, but i didnt like making every minute a game hour. It didnt fit with making the different time of day exploration worth it. but eh [edit] @Rated: well i've never tested to see if wait commands actually save with-in the game, but because the game saves it's variables, i know for a fact that the game will save the stage of day. keep in mind there's 24 hours a day in the game, so basically 1 day is 1hour and 25 mins lol. I doubt you'd feel rushed with that.
  17. alright, so in my time system we have this: every real life 5 minutes = 1 hour in game. there are 24 hours a day in the game. every 4 hours, changes the tint of the screen ; I.E. 6 stages of the day. --------- Do you think i should add more subtle screen changes for the day? the time system also include a connection to a energy, hunger, hygiene systems as well as some other stuff. but yeah what do you guys think about the multiple tints aside from the 6 stages. --------- the 6 stages are some big difference in tints, while the subtle ones would be very little lol... or what are your suggestions?
  18. epic post... nuff said... i lied, not nuff said... welcome, and hi... nuff said :3
  19. I agree x.x but i've yet get over my laziness to learn scripting xD
  20. well like i said, in my old lights system, i used a show picture, that's coords were that of the event's x and y so if you make an event at the top left of the event, and then show a picture where its based of its top left pixel, and is located on the event's x and y, then it should work. just theory of thought right now though lol.
  21. eh, have you tried to anchor the "show picture" command using an event in the top left corner of the map, and having it base its x,y off the top corner of the event?
  22. First of all... my graduation is on saturday... if it ends, ima be pissed... and no i dont believe it will end, i dont believe in the rapture, i dont believe in jesus. I believe people believe they stumbled upon something and are doing what plenty of people before them have done. Predict something that they cant. so if someone trys to mug me... on my graduation day... im going to put his face into the ground so he can come to his senses.
  23. You find the width and height exactly how he said lol. if you set your map to 30 x 35, then you simply do (30 * 32) and (35 * 32) you simply use the numbers you set when making the map size =]. as for the picture, just show the picture using top left corner. ... i think im missing to make the picture stay and not move as the player move... because i made a light system myself a long time ago... OH well, i used individual light pictures and had them set to be positioned at the x,y coordinates as the events that had the lights... so you can do that, or make smaller big light pictures to place over specific areas. (basically mixing both ideas).
  24. update coming soon guys: i've not stopped working, I've done a lot of rewriting, recoding, and a lot of advancing. there's still the overlord system which is controls every other system and reacts to them, and there now being greater lines to cross a player. levels 1-49 are now normal levels, and levels 50-99 are known as god levels. As to what they intel, thats a secret lol. im also working on my AI system. im working on a basic reaction code where the higher level mobs will consider multiple variables and act on them. -- as well as giving multiple "moods" to activate. IE: animalistic monsters will become more wild and rash when their hp is low, and the even stronger ones will gain a strength increase. and of course, im back to accepting help with this project =]
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