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Mystic Software => General Discussion => Topic started by: J Dogg on July 11, 2004, 06:21:16 PM

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Post by: J Dogg on July 11, 2004, 06:21:16 PM
How do I make more than one player/item move on the screen at the same time? I want an NCP to follow my character across the board.
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Post by: Zeros' on July 11, 2004, 07:25:10 PM
Don' t think you can.
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Post by: Akira on July 11, 2004, 07:40:45 PM
Yes you can. There once was a plugin or a method that allowed you to do this but alas I cannot find it within the depths of MS!
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Post by: Asimir on July 12, 2004, 03:26:41 AM
<a href='http://mysticsoftware.net/code.php?mode=2&type=methods&sort=0&id=56' target='_blank'>http://mysticsoftware.net/code.php?mode=2&...ds&sort=0&id=56</a>
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Post by: Dude Man on July 12, 2004, 03:37:40 PM
If your going to do that, don't have more then 2 people following because it looks so queer when there is like 5 guys single file in a line walking around.
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Post by: Colin on July 12, 2004, 06:35:14 PM
Not particularily. You can do five guys quite nicely with a properly written program.

I might even include a file with the next TK3.
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Post by: Dude Man on July 12, 2004, 11:16:58 PM
No I mean, it can be done, but it looks really stupid when you have 4+ people walking around single file, you know what I mean? It, look, stupid, when, four, or, more, people, walk, around, one, by, one...
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Post by: Asimir on July 13, 2004, 11:53:33 AM
It's perfectly fine though when you have more than 20 people following you Wink
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Post by: Dude Man on July 13, 2004, 05:03:15 PM
No it horrible and if anybody dose that I'll review there game and give it.....


0/0! And keep on voteing on the quick review....0/0!
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Post by: Colin on July 13, 2004, 09:09:52 PM
Capterpillar team for the next TK3 is done.
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Post by: Dude Man on July 13, 2004, 10:36:54 PM
Okay I'll probally use that but I won't have more then 2 people following you around. Because 3 people following you around, is okay, but it still looks a little bad. And more...We have been threw this...
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Post by: Xorlak on July 14, 2004, 10:43:20 AM
Heh, I prefer the "go inside the lead character to join the party" method myself.
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Post by: Zeros' on July 18, 2004, 12:57:47 AM
Id do it just to piss Dude Man off.
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Post by: Dude Man on July 19, 2004, 09:54:42 AM
Quote from: "Xorlak"
Heh, I prefer the "go inside the lead character to join the party" method myself.

Yeah but it's a bit unrealistic but hey at least it dosen't look like shit. 5 people walking around on the board single file...*shudders*. I'd use the caterpillar with 2 guys following you around, MAYBE 3, but never 4....no....


Quote
Id do it just to piss Dude Man off.


Expect a bad review. BECAUSE I DO REVIEW ALOT!  Laughing
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Post by: quoaz on July 21, 2004, 12:49:48 AM
what if you use the progy to make a real catipiller carry!!! that would be cool!!!!!
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Post by: Spyder on July 21, 2004, 09:14:23 AM
Quote from: "KSNiloc"
Capterpillar team for the next TK3 is done.

Boo! We don't need your fancy "TK3" and it's "Caterpillar" programs!

Long live TK 2.00, where custom battle systems were a must, and yet probably impossible to design....
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Post by: quoaz on July 21, 2004, 01:56:30 PM
*bows down to the tk2 program on quoaz's hard drive*
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Post by: Dude Man on July 21, 2004, 11:55:18 PM
*Kicks the crappy TK3 because it's imposible to do walking graphics for your charactor. Starts waiting for next release, and hopes it stable enough to make a game out of*
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Post by: Blackhart Joe on August 06, 2004, 04:36:39 PM
Quote from: "J Dogg"
How do I make more than one player/item move on the screen at the same time? I want an NCP to follow my character across the board.

I think you'd have to do movement manually through some sort of program, something using #Get and #Push commands, inside a #While or #For loop, and you'd need some #If stuff to filter out keystrokes that arent' "UP" "DOWN" "LEFT" or "RIGHT"

I'd show you what I'm talking about, but I can't remember the syntax of the #Push command
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Post by: Colin on August 06, 2004, 10:32:03 PM
As of 3.02...

Code: [Select]
Push(commaDelimedDirections [,handle$])
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Post by: Blackhart Joe on August 07, 2004, 01:32:30 AM
ok, thanks KSNiloc

here's what I was talking about:
Code: [Select]
#done!=0
#While(done!=0)
{
#Get(a$)
#If(a$=="UP")
  {
  #Push("N","[insert handle of the first character here]")
  #Push("N","[second character]")
  #Push("N","[third character]") ***etc, for however many characters you want to move***
  }
***
#If(a$=="DOWN")
    {
    #Push("S","[handle1]")
    #Push("S","[handle2]")
    #Push("S",blahblahblah...)
    }
#If(a$=="LEFT")
    {
    #Push("W",blahblahblah...)
    #Push("W",blahblahblah...)
    #Push("W",blahblahblah...)
    }
#If(a$=="RIGHT")
   {
   #Push("E",blah)
   #Push("E",blah)
   #Push("E",blah)
   }
}

You get the idea.  (when the arrow keys are pressed, it returns "UP" "DOWN" "LEFT" or "RIGHT," corresponding to the arrow pressed)
I think the #Push command automatically detects solid tiles, so you shouldn't have to worry about that

Now, if the other things following are not characters but items, you'd have to use #PushItem(itemnum!,direction$)

You'd also have to put all the other commands the player could be entering in that loop as well (f'rinstance, calling the menu or a shop), which should be fairly easy using the #Get command, and I think you'd have to do changing from board to board manually, and also random battle generation

I don't know if the default battle system can be run with a loop, but if it can then random battle generation could be done like this:
Code: [Select]
***at the end of the loop***
***you'd need the probability of a battle for that board in some variable...
***I'm not familiar with the way the default systems work in TK, so I don't know if
***that variable is readily availabe or if you'll have to set it manually when
***each board is entered
***Here I'm assuming that the battle probability is x out of 100
#Rand(100,num!) ***or whatever the generate random number command actually is***
#If(num!=<battleprobability!){#[whatever the heck the start battle command is]}

Now, I usually don't manage to think of the easiest ways to do things, so if someone sees some problems with this, go ahead and fix them
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Post by: Dude Man on August 07, 2004, 10:16:06 AM
So simple yet we failed to see this! ^_^ Your smart!

It's funny because there are alot of complicated things to do  yet they can so easily be done, like dieing animations for enemies in the default BS....nobody has done that, WHY?
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Post by: Colin on August 07, 2004, 12:19:38 PM
Nah Joe, that wouldn't work.
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Post by: Dude Man on August 07, 2004, 03:33:55 PM
Don't see why not. All you would have to do is make as the battle prog or a multitask item one. But WHY wouldn't it work still?
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Post by: Blackhart Joe on August 07, 2004, 04:13:17 PM
Quote from: "KSNiloc"
Nah Joe, that wouldn't work.

Why not?

I know that at some point you'd have to decide on something to break the loop; probably like entering the world map, 'cause you probably wouldn't want the line of people on the world map
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Post by: Dude Man on August 07, 2004, 05:20:33 PM
Yeah that would be a bitch to look at...
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Post by: Colin on August 08, 2004, 02:08:55 PM
No Joe, it won't work for a lot of reasons.
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Post by: Blackhart Joe on August 08, 2004, 03:07:02 PM
Well, name a few or something
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Post by: Cesque on August 08, 2004, 03:41:00 PM
It would work, but not as a background runtime program, as far as I understand this, in tk2.

Moving player simply ends execution of all background programs and it wouldn't be able to determine player key pressed.
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Post by: Blackhart Joe on August 08, 2004, 03:47:10 PM
I didn't mean as a background runtime program, I meant as a main program, that's what I meant by managing player movement manually
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Post by: Asimir on August 08, 2004, 04:18:18 PM
It would be very hard to code interaction with items, programs, warps etc.
The whole thing would be very slow.
Your party wouldn't follow you in a line. They would walk around in formation instead.

Among other problems.
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Post by: Blackhart Joe on August 08, 2004, 04:34:09 PM
As far as the line goes, of course you have to #PutPlayer first; I figured that went without saying

It probably would be slow.  Lots of things I code tend to have that problem.  And interactions would indeed require much more effort to program.  Lots of things I code tend to have that problem too.
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Post by: Asimir on August 08, 2004, 04:36:47 PM
Well, I actually meant because you push them all in the same direction each time.
Whenever you turn a corner, the different players need to walk in different directions.
You code could be modified to make them actually walk in a line, but the speed and effort are the main problems.
Title: (no subject)
Post by: Blackhart Joe on August 08, 2004, 04:59:16 PM
Quote from: "Asimir"
Well, I actually meant because you push them all in the same direction each time.
Whenever you turn a corner, the different players need to walk in different directions.

Ohhhhh, right, I knew that  :umm:
I should've noticed that.
Title: (no subject)
Post by: Dude Man on August 08, 2004, 06:33:22 PM
Quote from: "Asimir"
Your party wouldn't follow you in a line. They would walk around in formation instead.

*Shudders* Now that would look sooooo bad, I'll wait untill TK3 is done before I do something like that....
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Post by: Rueben on August 20, 2004, 08:51:40 AM
I liked the compromised FFIX idea. Instead of the warp into the player of FFVII and previous titles (in 3D it looked especially dodgy) and the "train" of FFVIII (boy, those characters sure are loyal!) we have the "screen-go-then-come-back-only-this-time-with-no-characters-method". It worked quite nicely.

Of course they might have done that because being as it was graphically one of the most complex games for the PS having the "train" might have been too resource hungry. I don't know.
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Post by: Cerebrus on August 20, 2004, 04:07:35 PM
I have a solution... I think... to the problem of walking in formation.

Code: [Select]
*Note that you'll need to add putting the players, and change around some of the
*code to fit your needs for amount of characters.
#done!=0
#while(done!==0)
{
#get(dir$)
#if(dir$=="UP")
{
#if(area$=="")
{
#Push("N","Handle[1]$")*You get the picture of what this does from
*the old explanation, right?
#Push("N","Handle[2]$")
#Push("N","Handle[3]$")
}
#if(area$=="UP")
{
#Push("N","Handle[1]$")
#Push("N","Handle[2]$")
#Push("N","Handle[3]$")
}
*Now, here's the trick, haha...
#if(area$=="LEFT")
{
#Push("N","Handle[1]$")
#Push("W","Handle[2]$")
#Stance(position! ,Handle[2]$)
#Push("W","Handle[3]$")
#Stance(position! ,handle[3]$)
}
#area$=="UP"
}
}

From what I have posted of it, you will need to copy it and change it, so it is, in fact, finished... because right now I don't feel like doing all that copying and pasting, but I hope I gave you a good Idea of how to actually do that.
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Post by: Dude Man on August 21, 2004, 04:46:04 PM
Did you test it to see that they all move at the same time? Because if they do, then nobody is going to use it and people who do have probloms or like slow moveing games!
Title: (no subject)
Post by: Cerebrus on August 24, 2004, 09:45:38 PM
Actually, I didn't test it, I know it'll be slow, and I just typed that in like 5 minutes late at night, I don't think it works right, Razz
Title: (no subject)
Post by: Cerebrus on August 24, 2004, 09:48:29 PM
I think it was late at night anyway...  :unsure: Oh well... I just know I typed that in a couple minutes and didn't test it  Very Happy