Mystic Software Forums
Mystic Software - Hosted Sites => Dark Age Games => Topic started by: DarkElite on November 28, 2003, 04:37:41 PM
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xorlak, how did you get you DA2 tite to be animated while the use could select an option (new game, continue, quit) in the start up program? Wink
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He probably made a *.anm file using the bitmaps.
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and would that still allow you to choose something? i dont mean like the credits...i mean wehn it wouold show fire in the title (DA2) and it would continue going in a loop even while the user could move the cursor on the screen and chose something
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My cursor method normally works like this:
#wait(a$)
#if(a$="DOWN")
...
etc.
But for my title screen, it works like this:
#while(done!=0)
{
#animatetitle *update title image
#get(a$)
#if(a$="DOWN")
...
etc.
}
The get command will get a keystroke without waiting. So if you put that in a loop, it will function like #wait, except you can execute commands when the user isn't pressing keys. So I have the #animatetitle method do a series of #setimages to animate the title screen.
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ahh!! very smart! so the while command can do multitasking? or does it check if the key is pressed, and if not repeat the program?
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(the program in th {}'s of the while command i mean)
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Look at the title screen program and figure it out for yourself...
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ahh!! very smart! so the while command can do multitasking? or does it check if the key is pressed, and if not repeat the program?
The latter, basically (it's not really multitasking).
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you guys are (Editor: Censored). get a life. go outside. quit making games u fags :ph34r:
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what's up with you?
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holy shit!!!! srry, that was my (Editor: Censored) brother :angry: ....and i know i wouldnt say that because i spend all (or as much as i can) on the toolkit, plus...why would i even bother asking question if i thought it was (Editor: Censored)? (which i dont!)
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Yeah, all right. Just wehat I thinked - either he got mad, or his brother/sister came and wrote something here. Laughing
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lol, no...i forgot to sign off, and then while he was online, i got on the forums to check this topic and got off...then he came back and selected the site from the list thing, and put the post up (im serious!!! Surprised ) my brothers a (Editor: Censored) homo Very Happy
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Yeah, (Editor: Censored) heteros are rare those days Smile
Sure he doesn't like toolkit. <_<
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sweet! Very Happy i was able to complete the start up of the battle system and the character move selection crap! (it allows at tops, four players vs. three enemies! :rolleyes: ) only 2 days!! yeah!........but does any one no how i can compare the speed of enemies and characters? its a strategy type battle system (like golden sun) where you take turns for move......but can any one tell me a biasic idea of how to compare speeds of characters and enemies (like if the are three people vs. 2......or 4 vs. 1)??? Wink
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Hmmm... If I get what you want right, you talk about things like speed gauges. It's done like this...
#player1_ap! = player1_ap! + player1_speed!
#player2_ap! = player2_ap! + player2_speed!
#enemy1_ap! = enemy1_ap! + enemy1_speed!
#if(player1_ap! => player2_ap!)
{
#if(player1_ap! => enemy1_ap!)
{
#branch(:player1_turn)
}
#branch(:enemy_turn)
}
etc, etc...
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lol,no i dont mean a speed gadge.......the thing im doing is where it put highest speeded creature to the 2nd highest and so on...but it wiull differ from battle from battle because you can have 4 players and 3 monsters at most
so it would be something like this....
#If (characters!=1)
{
#If (enemies!=1)
{
#If (character[1]spd!>enemy[1]spd)
{
#firstplayer$=character[1]
#secondplayer$=enemy[1]
}
#if (enemies!=2)
{
#...............(this is where i start to get stuck)
you see..........the problem becomes so big i dont no what to do... i have to compare the number of peoples spd, to the enemies....and then put them in order... thats where im horribly stuck....(this program....(if i figure out how to do this) will take forever!!! :angry: )
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oh yeah! xorlak, howd you get the program to send the player back to where they started bfore a battle? (unless its restore screen...then im screwd! Laughing ) i tried to look in your battle system...but it wouldnt let me. hmm... it did before
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Then you'd best get used to big programs Very Happy
Xorlak, as far as I know, just used restorescreen - because in his BS player is not sent anywhere, he stays where he was when battle begins.
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Ces...do you have any ideas on how to do that enemy and character ordering?? Wink
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lol,no i dont mean a speed gadge.......the thing im doing is where it put highest speeded creature to the 2nd highest and so on...but it wiull differ from battle from battle because you can have 4 players and 3 monsters at most
so it would be something like this....
#If (characters!=1)
{
#If (enemies!=1)
{
#If (character[1]spd!>enemy[1]spd)
{
#firstplayer$=character[1]
#secondplayer$=enemy[1]
}
#if (enemies!=2)
{
#...............(this is where i start to get stuck)
you see..........the problem becomes so big i dont no what to do... i have to compare the number of peoples spd, to the enemies....and then put them in order... thats where im horribly stuck....(this program....(if i figure out how to do this) will take forever!!! :angry: )
Hmm... It seems you're tying to implement a queue to order player/enemy turns (if you don't know what a queue is, think of a checkout counter, where people wait in line to be served and apply that to taking turns in a battle system). Although it's not impossible to do, it would be a lot easier to go with what Cesque suggests above and have the player/enemy take its turn as soon as its speed guage is full.
oh yeah! xorlak, howd you get the program to send the player back to where they started bfore a battle? (unless its restore screen...then im screwd! ) i tried to look in your battle system...but it wouldnt let me. hmm... it did before
It's actually not #restorescreen. I copy the player's location into some temp variables(i.e. player_x_temp! = playerX[0]!), send the player to a blank board and return him when the battle's over using the temp variables.
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so it would be like this...?
#Method CharXY(x,y)
{
#player_x_temp! = playerX[0]!
#player_y_temp! = playerY[0]!
#x!=player_x_temp!
#y!=player_y_temp!
}
#CharXY(lastx!,lasty!)
.....but what for the board? :blink:
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There's not a variable for the board, but you can fill in the name of the board in the board background field (boardbackground$) or one of the layer names in the board editor (boardtitle[x!]$) and access that.
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if you were to have #e3$=""+enemy3$+".prg" (when the enemy3$ is a set value) and you were to try to put that in a set image as only #SetImage(e3$,1,1,1,1), would it need quotes around e3$, or would that already be included with it?
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No quotes are needed for a variable. (If you put quotes around it, it would look for a file literally named "e3$").
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you guys are really great. i wish i could find a constructive hobby like you! im a ninja :ph34r:
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Identification of the mysterious ninja after hard investigation: DarkEite's brother!
But, yeah, good tip, I need some sun. But I am not a (Editor: Censored).
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The viking cannot be bothered to chase the ninja around any more, so he gets out an M16 and shoots 497 bullets into the ninja.
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ow cesque, your rite! i swa him trying to put up a post in that name twice, but i shut the computer off both times (the second time was an accident Very Happy )....he must have gotten on again, the fool. he doesnt understand nor appriciate the work we put into our programing :angry:
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oh yeah! i ment to ask someone but never got around to it.... you see, ive created the basis to my battle system and have now created an enemy selection cursor... but when i test it, an error appears saying that the branch label :3enesecond cannot be found... as enemies!=3, can anyone help me out and check this program?
#savescreen()
*******1 ENEMY*******
#If (enemies!=1)
{
#setimage("Arrow.bmp",20,40,10,15)
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
{
#done!=1
#turn$=attackene1$
#restorescreen()
#Branch (:en_sel)
}
#If (enesel$=back$)
{
#done!=1
#restorescreen()
#Branch (:attack)
}
}*for while
}*for if enemies=1
*******2 ENEMIES*******
#If (enemies!=2)
{
:2enefirst
#setimage("Arrow.bmp",20,40,10,15)
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
{
#done!=1
#turn$=attackene1$
#restorescreen()
#Branch (:en_sel)
}
#If (enesel$=back$)
{
#done!=1
#restorescreen()
#Branch (:attack)
}
#If (enesel$="DOWN")
{
#done!=1
#Restorescreen()
#setimage("Arrow.bmp",15,108,10,15)
#Branch (:2enesecond)
}
}*for while
:2enesecond
#done!=0
#While (done!=0)
{
#wait(enesel2$)
#If (enesel2$=confirm$)
{
#done!=1
#turn$=attackene2$
#restorescreen()
#Branch (:en_sel)
}
#If (enesel2$=back$)
{
#done!=1
#restorescreen()
#Branch (:attack)
}
#If (enesel2$="UP")
{
#done!=1
#restorescreen()
#Branch (:2enefirst)
}
}*for 2nd while
}*for enemies=2
*******3 ENEMIES*******
#If (enemies!=3)
{
:3enefirst
#setimage("Arrow.bmp",20,40,10,15)
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
{
#done!=1
#turn$=attackene1$
#restorescreen()
#Branch (:en_sel)
}
#If (enesel$=back$)
{
#done!=1
#restorescreen()
#Branch (:attack)
}
#If (enesel$="DOWN")
{
#done!=1
#Restorescreen()
#setimage("Arrow.bmp",15,108,10,15)
#Branch (:3enesecond)
}
}*for while
:3enesecond
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
{
#done!=1
#turn$=attackene2$
#restorescreen()
#Branch (:en_sel)
}
#If (enesel$=back$)
{
#done!=1
#restorescreen()
#Branch (:attack)
}
#If (enesel$="UP")
{
#done!=1
#restorescreen()
#Branch (:3enefirst)
}
#If (enesel$="DOWN")
{
#done!=1
#restorescreen()
#setimage("Arrow.bmp",10,170,10,15)
#Branch (:3enethird)
}
}*for 2nd while
:3enethird
#done!=0
#While (done!=0)
{
#wait(enesel$)
#If (enesel$=confirm$)
{
#done!=1
#turn$=attackene3$
#restorescreen()
#Branch (:en_sel)
}
#If (enesel$=back$)
{
#done!=1
#restorescreen()
#Branch (:attack)
}
#If (enesel$="UP")
{
#done!=1
#restorescreen()
#setimage("Arrow.bmp",15,108,10,15)
#Branch (:3enesecond)
}
}*for 3rd while
}*for enemies=3
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so basicly from "*******3 ENEMIES*******" down needs work on... every thing else seems to work fine Wink
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oh yeah! i ment to ask someone but never got around to it.... you see, ive created the basis to my battle system and have now created an enemy selection cursor... but when i test it, an error appears saying that the branch label :3enesecond cannot be found... as enemies!=3, can anyone help me out and check this program?
Hmm... my first guess would be that :3enesecond is an invalid branch name (you generally can't start names with a number) but you say the rest works, so that's probably not the case. I'll take a closer look at it and get back to you.
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you guys are really great. i wish i could find a constructive hobby like you! im a ninja :ph34r:
Why, thank you!
Heh...
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Eh,... Xotlak: That was not the origional message. The oriogional message was something on the lines of us all being (Editor: Censored) and needing sun, see Cesques response.
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*Xorlak
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...how'd my brothers responce change from "you guys are (Editor: Censored). get a life, go outside and get some sun. im a ninja :ph34r: ." to "you guys are really great. i wish i could find a constructive hobby like you! im a ninja :ph34r: "???
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spyder did it!!! i know it!!! or xorlak!! either one
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Is "edit controlled by user account or ip address, if that is possible?
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Yeah, someone changed this message... Now it looks even better. Smile
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Maybe someone could poison the hoobob.
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* Cesque dips poison on his flamberge
Heeeeeere IIIIIII commmmme...!
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*The nerd Haraldur begins stuffing gunpowder down CO2 cartridges for air guns and put fuses on them. He cuts a hole in a tennins ball and fills it with non-safety matchheads, and then covers the hole with tape to form a tennisball bomb. He throws the CO2 and tennisball bombs at the hoobob.*
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spyder did it!!! i know it!!! or xorlak!! either one
*wink* *wink*
People, just ignore spammers. They're just poor little kids that are starved for attention. If you ignore them, they'll go somewhere else.
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You are probably right...*deep breath* HOWEVER... it is more fun to pretend to kill them or to swear at them or to insult them...
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Whatever Smile
It depends on type of spammer Smile
* Looks through the comp for a while with instructions on how to make a bomb using gasoline, propane, wolframium rod and hay
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I will give you the site Cesque for the bombs:
<a href='http://isuisse.ifrance.com/emmaf/anarcook/indanarcook.html' target='_blank'>http://isuisse.ifrance.com/emmaf/anarcook/...ndanarcook.html</a>
This is an online version of the Anarchist Cookbook.
As is this:
<a href='http://www.fortunecity.com/tinpan/humperdinck/634/Anarchy.htm' target='_blank'>http://www.fortunecity.com/tinpan/humperdi...634/Anarchy.htm</a>
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Anyway...
DarkEite, about your enemy selection program, I couldn't find the problem so I rewrote it using fewer branches (you can run into problems if you use too many, anyway):
#if(enemies!=3)
{
#done!=0
#arrow_Xpos! = 20
#arrow_Ypos! = 40
#currentenemy!=1
#turn$=attackene1$
#savescreen
#while(done!=0)
{
#restorescreen
#setimage("Arrow.bmp", arrow_Xpos!, arrow_Ypos!, 10, 15)
#wait(enesel$)
#If (enesel$=confirm$)
{
#done!=1
#restorescreen()
#Branch (:en_sel)
}
#If (enesel$=back$)
{
#done!=1
#restorescreen()
#Branch (:attack)
}
#If (enesel$="UP")
{
#currentenemy!=currentenemy!-1
#if(currentenemy!=0){#currentenemy!=1}
}
#If (enesel$="DOWN")
{
#currentenemy!=currentenemy!+1
#if(currentenemy!=4){#currentenemy!=3}
}
#if(currentenemy!=1)
{
#turn$ = attackene1$
#arrow_Xpos! = 20
#arrow_Ypos! = 40
}
#if(currentenemy!=2)
{
#turn$ = attackene2$
#arrow_Xpos! = 15
#arrow_Ypos! = 108
}
#if(currentenemy!=3)
{
#turn$ = attackene3$
#arrow_Xpos! = 10
#arrow_Ypos! = 170
}
}
}
That should work for the enemies!=3 case.
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thanks, and for a way to kill him: take an empty plastic egg, fill one half of it with gasoline and cover it with duck tape, take the other half and pour bleach into it, then quikly flip the gasoline filled side on top and snap it shut. now you have an egg flame bomb! Laughing
you can now either throw it and let the chemicals mix and cause a "flame explosion", or you can make it into a time bomb sorta thing, and put it some where until the chemicals eat threw the duck tape.
<span style='font-size:14pt;line-height:100%'><span style='font-family:Impact'><span style='color:red'>DANGER!:</span></span></span> do not let the egg sit to long in your hand or near you! the chemicals put into the egg will quikly eat threw the duck-tape and explode! if egg does not explode, do not approach! take extreme caution and shoot with a gun, preferably with an M-16 or if you like fireworks, use a Soviet made Pheonix Missile.
Very Happy fun!
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*Adds method to notes*