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Metaclaw

what should I add to this script?

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hopefully this is the right place to post this.

I'm currently working on a script which .. gives more options for game events.

I'd like to hear suggestions for more features you'd like to see in this script.

 

> first, let me explain what the script does.

   it basically gives you tools to use inside events. using simple script command, you can:

      spawn new events on the map at will,

      clone events

      make projectiles like fireballs, arrows, etc

      check if any projectiles hit the player / any event on map

      make an event start when you stand below/above/left/right of it

      apply visual effects on the event graphic: grayscale, invert colors, soften, sharpen, sepia, emboss

(in new demo) detect if an event reached the map borders

detect when an event shows up on your screen

> the new, planned features will also let you:

      make an event save certain data, for later use

     (can be used to make enemies on map with HP, attacks, etc)

      go to (x,y) (make the event walk there)

case statements (no clue how to do this yet)

* the player is an 'event' too, so these things can be used on the player as well.

 

 

> try the demo out, to see what I mean

new demo 1.7

old demo 1.1

Edited by Metaclaw

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anyone?

so far I've added:

- detecting if an event is on screen

- detecting if event is on map border

- better collision detection (works for bigger sprites too)

- better projectiles - max number of rpojectiles, auto-erasing when collision happens (w.i.p)

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This is a really good idea. Blizz-ABS had some really good features like these that I wish I could've kept without using the battle system, but the whole thing really messes with how events and scripts work, so it caused a lot of problems.

 

This would let me make traps and puzzles that I could only do with Blizz-ABS before. Especially if you add a jumping system. It's possible with a parallel process and a common event, but breaks when the player jumps onto a non-passable tile.

If you can do that, it shouldn't be hard to let people increase how far the player jumps based on a switch. Although, for what I really want, it might be better to either make the game 3D, which isn't going to happen, or just use the normal evented jumping that I'm using...unless you could somehow do elevation, which would also allow for crouching, which I probably won't use unless I learn to sprite a LOT better, but it would still be cool.

 

You could throw in a sprinting and sneaking system with the option to add stamina, or increase/decrease speed based on a switch.

 

Maybe add advanced AI if you can, so it's possible to make guards or just enemies who will chase you if you're within a certain radius of them and in their line of sight. This is in Blizz-ABS, so I know it's possible at least.

 

So, maybe some tall orders, but here's a list:

-Jumping system with switch or something to increase how far the player can jump in game.

-Elevation system allowing crouching, bridges that can be walked under and over, and a switch to let the player jump higher in game.

-Sprinting and sneaking system (with footstep sounds?) and some kind of stamina stat as well as a switch to increase/decrease sprinting and sneaking speed in game.

-Advanced AI so some events can hear and see the player, and will chase them if they can hear or see them, but only within a certain radius, and will return to an area if they've lost the player.

Good luck if you decide to do any of these.

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yay~ thanks for the suggestions.

the thing is, I'm such a bad eventer that I don't even know what CAN be done with events.. funny, but I didn't really get how to work with events until I did this script & realized how the scripts work with them 'behind the scenes'.

 

anyway.. jumping system is a good idea.

I'll have to make one for my game anyway.

about bridges- that CAN be done with events, actually! I made a tutorial for that a while back, complete with a demo. I lost it when my old computer crashed, but it may still be in my Mediafire , I'll see if I can find it for you.

elevation system- i'm not entirely sure what you mean. what is the point of crouching? maybe to scroll the map down?

sprinting/sneaking- idk, cause that will require special sprites, and people will have to set a sneak/run sprite for each character, making the script harder to use (even for people who don't plan to use this feature)

chasing enemies- good idea. but maybe I'll do it as a separate script. I can see it being very useful. I can add more options for event movement, like 'auto-walk to x,y', or 'walk to event x', or 'walk to player'. or even 'jump to x,y'

x,y being a tile on the map. I gotta stop thinking in ruby language XD

 

btw, don't use the old demo I posted, I just realized it never erases the events it creates, which may lag your game in the long range.

Edited by Metaclaw

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By elevation, I mean, crouching to avoid projectiles or move under some things.

For sneaking and sprinting sprites, you don't have to make it require extra sprites, you can set it to just use the default sprites if the user wants to, or just doesnt want to use the feature.

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oops.. I didn't think anyone would want a projectile to hit the player.

I'll have to add that option too.

about the crouching option, I see what you mean now, it can be a nice addition to the whole 'projectiles' system.

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ok, new demo is up (see the first post).

I'll upload it in the script section later.

 

new features:

- detecting if an event is on screen

- detecting if event is on map border

- better collision detection (works for bigger sprites too)

- better projectiles - max number of projectiles, which are re-used when no longer needed.

^ this part only took me forever to do.

- detecting player collision too.

 

but mainly, it has detailed instructions, and a map with many events

that use the script, while explaining each step.

Edited by Metaclaw

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just saying this project isn't canceled.

it was on delay, but now I'm back to work, and ~90% done.

 

added features:

- faster/more efficient collision detection*

- detecting transparent pixels. the empty/mostly-empty tiles inside a sprite won't trigger a collision

- map object's "height" is incorporated. so a projectile can fly from one side of the lake to the other,

but it cannot go through a tree/building.

- copy-to-clipboard (the scrips generates a code, which users can paste into their event to do certain tasks):

I made a new .exe file, which doesn't make your antivirus go nuts ( Avast & AVG.. what do u have against c++, darnit )

- events can now have their own variables: HP, height, etc. you can freely copy-paste such events, and each will behave differently. for example, if the event disappears when their HP is 0, only that event will disappear. there's no need to waste game-variables, either. note these events can be cloned, or generated DURING game play -- by other events!

- fixed a bug with enemy projectiles (projectiles shot at the player, by other events)

 

* note collision is checked tile-by-tile, not pixel-by-pixel. I have no plans to fix that, as it's very likely to cause serious lag.

 

left to do:

- improve collision-check for the player

- work around the need to copy-paste a projectile's base-event to every map.

- clean up the code

- test for bugs

- fix said bugs

Edited by Metaclaw

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How about collision detection for Oversized Sprites?  Like the ogre sprite, the Event still collides as if it were as standard XP size character...

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How about collision detection for Oversized Sprites?  Like the ogre sprite, the Event still collides as if it were as standard XP size character...

this feature already exists in the newer version.

thank you for the input :)

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First of all, excuse my English but I donot English (I speak Spanish). 
I do not understand how to make enemies and even huge giants may have a perfect or near perfect coalition (in my case is still just a transparent solid square and others), here I leave one of the sprites I use (some are smaller than this and larger than the other). If you can make a tutorial on how to make perfect or near-perfect sprites coalition event of this size or larger, would greatly appreciate it. 

 

 

http://www.mediafire.com/view/myfiles/#ua7mc6ini8eg3y9

 

 

In mediafire just let the picture because I did not find another way to raise it to be visualized without descaragrla. I beg your pardon for this. 

 
Greetings.

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