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Apidcloud

ABS & TBS mixed up (working on it...)

Breakable stuff respawn  

1 member has voted

  1. 1. Should breakable objects such as crates disappear permanently?

    • Yes, because its more realistic that way
    • No, they should respawn as bushes do
      0


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ATB²S(working on it..)

Last update: 06-05-2011

 

I'm thinking about using Alt and/or Left mouse click to attack action... What do you guys think about this? Give your opinions please

Read more at 05-05-2011 update...

 

Introduction

How it all began...

 

Two of my colleagues and I decided to try and be creative.

As some already know, we were using XAS(29-04-2011); unfortunately, it's not only prone to cause severe lag, but also too many bugs, along with being incompatible with many scripts.

 

 

Starting by discussing the pros and cons, we had the idea of mixing up ABS and TBS(turn-based). And how would this work?

Basically, players would still be able to cut bushes, destroy cave entries using certain objects (kind of like the bombs in Zelda) and such...

 

Players would also be able to use spells such as the Fire Ball to hit an enemy from the distance, causing a surprise strike. Basically, it would be an attack that would strike first as soon as the battle started, be it a spell or a sword strike (this is where the ABS part comes in): just before the battle (in a Turn-based system) begins, the enemy would get hit by the aforementioned move causing damage or change of status if that's the case.

Of course, this is just the gist of it. To be honest, I've no experience in working with ABS stuff, so I'm here to ask for your ideas on how to do this, mainly the part of the ABS. The TBS one will be the easiest I suppose.

 

So, what do you think? Please comment, give your ideas on how to do this... because I really have no ideas of how to start it. The major problem is the ABS part, because I've no experience in coding something related to it. XD

 

Any help is appreciated, even if you can't say 'try this code', give suggestions to get the system better, etc. ^^

 

We really believe that this is a nice idea to start working in xD

 

Progress

How things are going..

 

@updated 06-05-2011

Mixing up GAOliver idea(limited drops/respawn as bushes do...) and ours, I did a new update to breakable stuff/bushes.

For example, when you're using a weapon that can't cut a crate, when you try to destroy it, it jumps at same place(no move...) and really gives the impression of getting hit. With bushes something similar occurs, obviously they won't jump(..I believe? Give your opinions about this xD).

Also, I've completed a system I've had in mind since Thursday dawn(idea only, that consists in accumulated hits on the crates, so they'll be destroyed. I mean, a crate needs to be hit twice(by weapons able to do it obviously)... so you need to hit it twice xD Cool I guess? The number of hits to each crate is specifically wrote in the event, taking in account that the minimum is 1.

This is it for today I guess xD Going to start working with turn based system now >.<

Wish me luck :D

 

@updated 05-05-2011 again!!

Woohoo Screenshots are finally out XD

You can check at the bottom of the topic

 

@updated 05-05-2011

Well, actually I did all this yesterday but here it goes...

By using some friends ideas and from GAOliver as well, I've made respawn of breakable stuff this way...

Depending on the quantity of a drop in the inventory, you drop another one or not.

Basically like this:

At the event we choose the item that we want to drop, then, depending on the quantity of that item on the inventory(branch that is configured at the event), you drop it or not.

I shall put some random on this as well, we'll see how votes goes on :P

One more change, the attack option, now, it's made by triggering Alt, this because Enter or C caused too many headaches to branch all the conditions... For instances, when pressing enter on new game, basically entering the game, it would attack o.o Kinda creepy isn't it? XD

I though about using Ctrl...but it causes bugs as well <.<

I'm actually thinking about using Alt and/or Left mouse click.. What you guys think about this? Give your opinions please

 

@updated 03-05-2011

Well, I've finally completed the delay mode/change of character and its animation when doing the hit..

Also, the enemies can finally get 'preemptive strike' by the character xD, the 'problem' is how to do it XD. The 'radar' works 2 well and its kinda difficult to do a surprise attack but that's why it's a game o.o

Tomorrow, along with my project partner, we're going 2 finally put all this on the project, so I can say it's a version 1.0 Beta loool xD

 

@updated 02-05-2011

Detected and corrected a bug on the 'breakable' stuff that didn't respawn after going in the previous map again.

Corrected guards sensor (had a problem with the self switch turning off >.<)

 

@updated 01-05-2011

Unlike XAS, in which bushes or boxes only would be broke with only 1 weapon, I've made a method that would pick the weapons that would be able to do that, not only 1, but all that we want.

 

This weapons are configured at the script, by writing the weapon_id, range and the animation played when this one attacks by triggering Enter or C.

 

@updated 30-04-2011

I accompished to develop a system to check the events position in relation to the player >.<

I can cut bushes with 1 sword now <.< but the code of this is kinda creepy and i couldnt change the graphic till now while the cut is on xD

 

 

ScreenShots

Some of the work till now XD

 

 

Attack action..

 

Attackwithsword.jpg

 

 

Cutting bush

 

Bush.jpg

 

 

Trying to destroy crate with weapon id 1 (it won't work on crates, weapons able to do it are configured on script)

 

Tryingtocutcratewrongweaponid1.jpg

 

 

receiving weapon id 3...

 

Receivingweaponid3abletocutcrate.jpg

 

 

Using this last to destroy the crate

 

Usingid3weapononcrate.jpg

 

 

Normally entering on enemies sensor, note that enemy char does different poses(after this screen, the battle obviously begins, without any changes on it, no preemptive strike e.g)

 

InSensorenemymovement.jpg

 

 

Attacking with preemptive strike, winning first turn. After defeating the enemy...he lies down XD

 

Preemptivestrike.jpg

 

 

 

Videos

Soon xD

 

I'll try to post a video really soon ^^

 

 

 

 

At the moment, I need ideas of how to do skills in abs >,<

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if your gonna use the abs like that

Than it can easily be evented, I can help you with that if you need it

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if your gonna use the abs like that

Than it can easily be evented, I can help you with that if you need it

 

Well, atm i did all this by scripting...

The main problem now it's about using skills on the map XD any ideas?

 

See you

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