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Mystic Software - Hosted Sites => Dark Age Games => Topic started by: Tosoto on January 28, 2004, 11:48:49 AM

Title: (no subject)
Post by: Tosoto on January 28, 2004, 11:48:49 AM
How much money have so made from Dark Age 2?
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Post by: Haraldur on January 28, 2004, 12:24:02 PM
Or: how many copies have you sold?
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Post by: Xorlak on January 28, 2004, 05:36:54 PM
Five or six copies so far.  Including expenses I just about break even, so I'm satisfied (heh...).
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Post by: DarkElite on January 29, 2004, 06:30:13 AM
thats a small amout, but i doubt youve publicly advertised. But for only tk users, that good!! you should put it on the market...or somthing, DA2 IS on of THE BEST games ive seen!!
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Post by: DarkElite on January 29, 2004, 06:36:22 AM
i wanna buy DA2 but im too poor!!.....wait...i just got money for my birth day!! heh..  yes!! Xorlak, want more money?  Laughing
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Post by: Haraldur on January 29, 2004, 12:16:12 PM
You could make a popup for it for somehwere and then some people might have a look.
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Post by: Cesque on January 29, 2004, 02:41:31 PM
Filthy commerce, filthy spam... Enemy of mankind... Heh. Nevermind. Good idea. Through propably putting commercial in a newspaper would work better, as more people read newspapers than have internet, actually.
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Post by: Haraldur on January 29, 2004, 03:14:58 PM
How much would that cost though?
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Post by: Xorlak on January 29, 2004, 07:36:46 PM
Quote from: "DarkElite"
i wanna buy DA2 but im too poor!!.....wait...i just got money for my birth day!! heh..  yes!! Xorlak, want more money?  Laughing

Sure!

Quote
You could make a popup for it for somehwere and then some people might have a look.


That would be totaly against my morals (heh...)

Actually, I've slowly adding it to gaming sites, like <a href='http://directory.ogaming.com/games/dark_age_2.html' target='_blank'>this one</a>.
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Post by: Haraldur on January 30, 2004, 12:32:18 PM
I will advertise it on my new site if you like, not that it will have much affect.
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Post by: DarkElite on January 30, 2004, 03:24:26 PM
me too, im going to put up a game rating thing, (if you dont mind me stealing some shots of the game  Very Happy ) and that goes for any other games ppl have made, if you want me to put it up, just tell me
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Post by: Haraldur on January 30, 2004, 04:00:20 PM
Yeah, we might need a replacement for Toolkit Game Reviews.
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Post by: DarkElite on January 30, 2004, 05:14:01 PM
i need so much help! Xorlak, how did you get the character (in battle) to change his position (like when you use an item) with out showing anything underhim (like when you put an image over an image) i would have thought it was the restorescreen method, but i dont see that bat "flash out and in"?   and is the an "invisable color" in the TK? like for Game Maker, if you have a certain shade of green, it will show nothing in its place?
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Post by: Cesque on January 31, 2004, 05:44:02 AM
There is a certain command, #putimagetransparent(bla,bla,bla,bla,r,g,B), where bla's are position of image and it's width/height, while r,g,b are color properties of "invisible" color.

For example, putting r,g,b as 255,255,255 makes white color treated invisible. Putting 0,255,0 makes bright green invisible, etc...
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Post by: DarkElite on January 31, 2004, 10:08:54 AM
yeah, but what about the changing character stances? i dont see how you can change an image without using restorescreen? :blink:
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Post by: Xorlak on January 31, 2004, 10:18:04 AM
Quote from: "DarkElite"
i need so much help! Xorlak, how did you get the character (in battle) to change his position (like when you use an item) with out showing anything underhim (like when you put an image over an image) i would have thought it was the restorescreen method, but i dont see that bat "flash out and in"?   and is the an "invisable color" in the TK? like for Game Maker, if you have a certain shade of green, it will show nothing in its place?

I use #stance(position!, name$) to make the character change his pose.  But there is a bug so that it doesn't erase the old position completely.  One way to fix this it to do #savescreen before setting the character down and then #restorescreen(x1!, y1!, x2!, y2!, xdest!, ydest!) to restore that position of the screen when changing the stance.  (I actually use #scan and #mem because I use the #savescreen for something else, but it gives the same effect.)

Cesque is right (except it's #setimagetransparent, heh).
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Post by: DarkElite on January 31, 2004, 10:44:45 AM
hmm, interesting (another ingenius idea from xorlak  Laughing ) , but if youve set down the image of the character in the edit character place, y do you have the images of the character to set down too? and would you savescreen after or before you put down the enemy?
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Post by: DarkElite on January 31, 2004, 10:47:24 AM
Quote from: "Xorlak"
One way to fix this it to do #savescreen before setting the character down and then #restorescreen(x1!, y1!, x2!, y2!, xdest!, ydest!) to restore that position of the screen when changing the stance.

huh? there are variable to use in restorescreen? how come it doesnt metion this in the manual? hmm... does that mean you can designate a value to savescreen too? ie. #SaveScreen(board1$)?
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Post by: DarkElite on January 31, 2004, 04:56:35 PM
hmm... im having trouble including enemy stats heres the view...

Code: [Select]
#ene1prg$="Enemy_"+enemy1$+".prg"
#Include(ene1prg$)
#enemyhp[1]!=enemyhp!
#enemythp[1]!=enemythp!
#enemyattack[1]!=enemyattack!
#enemydefence[1]!=enemydefence!
#enemyspd[1]!=enemyspd!
#enemygiveexp[1]!=enemygiveexp!
#enemyitemgive[1]$=enemyitemgive$
#enemyspecial[1]!=enemyspecial!
#enemypotion[1]!=enemypotion!
#enemymagic[1]$=enemymagic$
#enemyposX[1]!=enemyposX!
#enemyposY[1]!=enemyposY!
#enemyX[1]!=enemyX!
#enemyY[1]!=enemyY!

#If (enemies!=2)
{
#ene2prg$="Enemy_"+enemy2$+".prg"
#Include(ene2prg$)
#enemyhp[2]!=enemyhp!
#enemythp[2]!=enemythp!
#enemyattack[2]!=enemyattack!
#enemydefence[2]!=enemydefence!
#enemyspd[2]!=enemyspd!
#enemygiveexp[2]!=enemygiveexp!
#enemyspecial[2]!=enemyspecial!
#enemypotion[2]!=enemypotion!
#enemymagic[2]$=enemymagic$
#enemyposX[2]!=enemyposX!
#enemyposY[2]!=enemyposY!
#enemyX[2]!=enemyX!
#enemyY[2]!=enemyY!
}

#If (enemy1$=enemy2$)
{
#enemyposX[2]!=enemyposX[1]!-enemyX[2]!-20
#enemyposY[2]!=enemyposY[1]!-enemyY[2]!-20
}
#Kill(ene1prg$)
#Kill(ene2prg$)

the two enemies im testing are the same, heres the program from "Enemy_Bat.prg"

Code: [Select]
#enemyhp!=35
#enemythp!=35
#enemyattack!=6
#enemydefence!=3
#enemyspd!=3
#enemygiveexp!=10
#enemyitemgive$=potion
#enemyspecial!=13
#enemypotion!=1
#enemymagic$=2
#enemyposX!=180
#enemyposY!=90
#enemyX!=66
#enemyY!=36
Title: (no subject)
Post by: Cesque on February 01, 2004, 04:36:46 AM
Hmmm, including? I only thinked this is good for #methods... Best way is to put in enemy stats when enemy attacks, THEN launch the battle program.

For example...

#enemyhp!=35
#enemythp!=35
#enemyattack!=6
#enemydefence!=3
#enemyspd!=3
#enemygiveexp!=10
#enemyitemgive$=potion
#enemyspecial!=13
#enemypotion!=1
#enemymagic$=2
#enemyposX!=180
#enemyposY!=90
#enemyX!=66
#enemyY!=36

#run("fight.prg")

Or make a #method out of battle system...

#method battle(enemyhp!,enemythp!,enemyattack!,enemydefence,...etc)
Title: (no subject)
Post by: Xorlak on February 01, 2004, 10:15:15 AM
Quote from: "DarkElite"
hmm... im having trouble including enemy stats heres the view...

Just including the program won't load the stats.  You need to run a method from the program that loads the stats.  Set up your enemy program like this:

Code: [Select]
#method loadenemy_bat()
{
#enemyhp!=35
#enemythp!=35
#enemyattack!=6
#enemydefence!=3
#enemyspd!=3
#enemygiveexp!=10
#enemyitemgive$=potion
#enemyspecial!=13
#enemypotion!=1
#enemymagic$=2
#enemyposX!=180
#enemyposY!=90
#enemyX!=66
#enemyY!=36
}

Now at the top of the first part, you'll have something like:

Code: [Select]
#ene1prg$="Enemy_"+enemy1$+".prg"
#Include(ene1prg$)
#loadcommand$="#loadenemy_"+enemy1$
#rpgcode(loadcommand$) *runs #loadenemy_bat method
#enemyhp[1]!=enemyhp!
...

Quote
huh? there are variable to use in restorescreen? how come it doesnt metion this in the manual? hmm... does that mean you can designate a value to savescreen too? ie. #SaveScreen(board1$)?


No, you can only have one #savescreen at a time  (unfortunately).  The "Juicy" plugin at the shack has something that does something similar though, but I hear it's a little buggy.

Quote
hmm, interesting (another ingenius idea from xorlak  ) , but if youve set down the image of the character in the edit character place, y do you have the images of the character to set down too? and would you savescreen after or before you put down the enemy?


You mean in Dark Age 2?  The extra images are for various special attacks.  I actually do #savescreen after setting down the enemy, and redraw everything when it dies.  But you can do it either way.
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Post by: DarkElite on February 01, 2004, 10:33:44 AM
now im confused! but the enemy loading is working now! thank cesque and xorlak! but i dont get the scaning tiles and redraw them and all that stuff you said you did, cause when i scan tem with a bitmap (hoping the bitmap will save into it) it wont work, and the redrawing thing, are you talking about #ForceRedraw?
Title: (no subject)
Post by: Zeros' on February 01, 2004, 10:59:57 AM
haha...ive been away from TK so long im getting confused (haha thats funny huh?)
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Post by: Haraldur on February 01, 2004, 11:15:08 AM
Yeah... Laughing
Title: (no subject)
Post by: DarkElite on February 01, 2004, 11:20:22 AM
another question from Elite  Laughing  :

now the damn cursor wont work. the enemy coordinates are set into
enemyposX[1]! and enemyposY[1]!

 (the one can be a 2 or a variable to decide which enemy it is)

and the length and width are enemyX[1]! and enemyY[1]!

heres the cursor thingy

Code: [Select]
#savescreen()
#ene!=1
:enesel
#done!=0
#While (done!=0)
{
#eneX!=enemyposX[ene!]!-10
#eneY!=enemyY[ene!]!/2+enemyposY[ene!]!
#setimagetransparent("EneArrow.gif",eneX!,eneY!,10,15,255,255,255)
#Wait(enesel$)
#If (enesel$="LEFT")
{
#If (enemies!~=2){#Branch (:enesel)}
#If (ene!=2){#Branch (:enesel)}
#ene!=2
#RestoreScreen()
#Branch (:enesel)
}
#If (enesel$="RIGHT")
{
#If (ene!=1){#Branch (:enesel)}
#ene!=1
#RestoreScreen()
#Branch (:enesel)
}
#If (enesel$=back$)
{
#RestoreScreen()
#Branch (:attack)
}
#If (enesel$=confirm$)
{
}
} *for while
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Post by: Mark of the Dragon on February 01, 2004, 12:18:00 PM
Oh god...thank god im not gonna start a BS till school's out! Let me finish my programming classes first!
Title: (no subject)
Post by: DarkElite on February 01, 2004, 03:23:37 PM
got enery thing fixed out, but is there anyway to convert the pixel posittion to text position? like the place of an enemy is diffrent depending on the enemy, so i want to convert the picture placement into a text x y, so i can put down the damage and stuff like that
Title: (no subject)
Post by: Xorlak on February 01, 2004, 04:26:45 PM
Hmm, for a pixel to text coordinate conversion, divide the pixel coordinates by the font size (and to go the other way, multiply by the font size).  It's not perfect, but it should be pretty close (it works best with the Toolkit fonts, not true type).
Title: (no subject)
Post by: DarkElite on February 02, 2004, 06:17:48 AM
tk fonts? as in the "fixedsys" font, the orgiional font (i think its "base") or a custom font made with TK?
Title: (no subject)
Post by: Xorlak on February 02, 2004, 01:00:42 PM
Any font made using the Toolkit, i.e. #font("base.fnt")
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Post by: DarkElite on February 02, 2004, 04:21:38 PM
sweet!! it working!! my BS is working! now all i have to do is add graphics, item magic using capabilities and im done! yes!!  Very Happy
thanks:
Xorlak
Cesque
Haraldur
Title: (no subject)
Post by: Haraldur on February 02, 2004, 04:28:36 PM
Why are you thanking me? I have not helped. I know very little code at all.
Title: (no subject)
Post by: DarkElite on February 02, 2004, 05:07:06 PM
but you have helped, may not have been with code, but you have
Title: (no subject)
Post by: Cesque on February 03, 2004, 03:28:27 AM
Congratulations, Dark Elite. BS is usually the hardest step to take in making a game... I usually (okay, almost always) can't finish it without Xorlak's help (at least I can't finish it the way I'd like it to be).

Good thing is to put everything into BS from beginning - sometimes, in the middle of game I got ideas like "hmm, let's make a spell which raises your defense by several points until end of battle", then absolutely devastated my BS trying to put it into work.
Title: (no subject)
Post by: DarkElite on February 03, 2004, 07:52:27 AM
hmm, yeah, but sometimes putting everything into it will make it to easy, i think you should add to it as you go, that way you can always make the enemies challenging, and you know when you should get a spell, or stuff like that. Oh yeah, does anyone know where i can get that tk2 update to fix the .wav playing errors? i email spyder, but i got nothing back...
Title: (no subject)
Post by: Haraldur on February 03, 2004, 11:46:11 AM
In what way have I helped?
Title: (no subject)
Post by: Cesque on February 03, 2004, 12:27:53 PM
In a very spiritual way, surely.

Yeah... Putting everything up? Perhaps, though... actually... I have what I told you on some other topic - glitch roulette. "It's your lucky day! You didn't crash a game! Instead program accidently ran 4 times the ending program, so you get 4x as much gold and experience! Better save your game, as next time we won't be that good toward you."
Title: (no subject)
Post by: Haraldur on February 03, 2004, 12:32:58 PM
Wow... Hehehe...
Title: (no subject)
Post by: DarkElite on February 05, 2004, 07:34:58 PM
Xorlak can you explain the #restorescreen(x1!, y1!, x2!, y2!, xdest!, ydest!)  command for me?
Title: (no subject)
Post by: Xorlak on February 05, 2004, 08:07:28 PM
#restorescreen(x1!, y1!, x2!, y2!, xdest!, ydest!)

x1!, y1! -- The upper left corner of the part of the screen you want to redraw.

x2!, y2! -- The lower right corner.

xdest!, ydest! -- The upper left corner of where you want to actually draw the part of the screen that you defined in the other parameters (i.e. if you want to redraw a box from the left side of the screen on the right side).  You'll usually have these the same as x1!, y1!.
Title: (no subject)
Post by: DarkElite on February 05, 2004, 08:10:07 PM
so is it like seting an image (not exactly...but the same idea)?
Title: (no subject)
Post by: Xorlak on February 05, 2004, 08:21:21 PM
Pretty much, except you can't resize it.
Title: (no subject)
Post by: DarkElite on February 05, 2004, 08:25:08 PM
hmm.. confused still... so if i get it (which i dont think i do) the x1, and y1 ar for the first size point, and the 2 ones are the second (like draw a box with #drawrect) and then xdest and ydest position the box?
Title: (no subject)
Post by: Xorlak on February 05, 2004, 08:44:02 PM
Maybe some examples will help:

This will restore the left half of the screen (assuming the default 608 X 352 view):

#restorescreen(1,1,304,352,1,1)

This will restore the right half:

#restorescreen(304,1,608,352,304,1)

This will draw the left half on the RIGHT side of the screen (I actually haven't found a use for anything like this so far, maybe with a menu or something):

#restorescreen(1,1,304,352,304,1)
Title: (no subject)
Post by: DarkElite on February 05, 2004, 08:49:17 PM
ohh!!! i see now!! the first four coords are for saving saving a screen (like a box being drawn, except it save the place the box would be)
and then the last two are the place to set it! wow....that is usefull!! now i can add to make the Bs better
Title: (no subject)
Post by: Cesque on February 06, 2004, 05:25:44 AM
Hmmm... I also experimented with localised restorescreen, though I gave up... I wanted it to redraw in place of my translucent mwin, in sequences where characters talked, moved, then talked again (restoring all screen to what program was at start put them back to position where they were first, and saving screen after each time they moved also saved the transparent mwin, and put one mwin on another)... But, currently, I've resigned from transparent mwin idea.
Title: (no subject)
Post by: DarkElite on February 06, 2004, 06:51:23 AM
all you do is save the screen before you set any of the mwin down, then in a method or just in the program you restore the whole screen...that is unless you try to move characters during the text Sad
Title: (no subject)
Post by: Cesque on February 06, 2004, 07:11:10 AM
Yeah, this is exactly what I say.  Very Happy Savins creen after each move and putting mwin puts one of another, so I put a non-transparent mwin to get rid of this effect. I don't like transparent mwins that much, at all... And they are not too visible, and I want them to be visible - because I plan adding different mwin for each character class, hehe. So as a paladin you will see brick wall and statues of angels at it's sides, but as a monk you will see some oriental pic...
Title: (no subject)
Post by: DarkElite on February 06, 2004, 08:22:26 AM
ah! interrsting....so are you making the mwin a method....or just changing the pic...it would be esiest to just make a method, and set the background pic like this...

#bkg$=""+class$+"_window.gif"
#Setimage(blah blah blah)
Title: (no subject)
Post by: Cesque on February 06, 2004, 09:04:06 AM
Who said I didn't do it? You. And you're right.  Laughing

Hmmm, there's really no difference of method you use in putting mwin... I put a different load-up program which changes statistics, religion, sprites, portrait and mwin for each character... Though actually, you can only play a paladin and game uses default menu (the one you have before choosing profession, a wooden one), this will most likely stay until demo comes out...
Title: (no subject)
Post by: DarkElite on February 06, 2004, 02:25:57 PM
heh, yeah, but im having to much trouble using the method, i think im going to try to stick with the old way i have the bs