Author Topic: (no subject)  (Read 7076 times)

Spyder

  • Member
  • *
  • Posts: 1695
    • View Profile
    • http://www.mysticsoftware.net
(no subject)
« Reply #15 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....
« Last Edit: December 31, 1969, 06:00:00 PM by Spyder »

quoaz

  • Member
  • *
  • Posts: 1115
    • View Profile
    • http://www.freewebz.com/quoaz-softwere/index.cgi
(no subject)
« Reply #16 on: July 21, 2004, 01:56:30 PM »
*bows down to the tk2 program on quoaz's hard drive*
« Last Edit: December 31, 1969, 06:00:00 PM by quoaz »
I\'m not mad,tall or crazy.
Just <span style=\'font-size:26pt;line-height:100%\'><span style=\'color:green\'>Weird!!</span></span>
--
Wanna know how to fool a dumb person click <span style=\'color:black\'>here!</span>
--
Vist My site <a href=\'http://www.freewebs.com/quoaz-softwere/\' target=\'_blank\'>here!</a>........NOW!!!!!!!!!
--
Yassen quilde tulta=(Wherein the quietness summons)
Ar arya tuca mettanna=(and the day draws towards an end)
Yassen calina cuilella fíra=(Wherein the light of your life sighs)
Ar melme fíra mi hendilla=(And love dies in your eyes)
Er san notuva=(Only then I will reckon)
Mana nar an ni=(What you mean to me)
--
A boss creaets fear.
A leader creates confidence.
A boss knows how.
A leader Shows how.
Bossism spreads resentment.
Leadership breeds enthusiasm.
Bossism makes work drudgery.
Leadership makes work intresting.
A boss says \"I.\"
A Leader says \"WE.\"
A boss relies on authority.
A leader relies on cooperation.
A boss fixes blame.
A leader fixes mistakes.
A boss drives.
A leader leads.

Dude Man

  • Member
  • *
  • Posts: 6393
    • View Profile
    • http://dmdgames.mysticsoftware.net//
(no subject)
« Reply #17 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*
« Last Edit: December 31, 1969, 06:00:00 PM by Dude Man »
~Welcome back mysticsoftware.net??
The Black Walkway

Blackhart Joe

  • Member
  • *
  • Posts: 57
    • View Profile
    • http://www.angelfire.com/rpg/nowhererpg
(no subject)
« Reply #18 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
« Last Edit: December 31, 1969, 06:00:00 PM by Blackhart Joe »

Colin

  • Member
  • *
  • Posts: 299
    • View Profile
(no subject)
« Reply #19 on: August 06, 2004, 10:32:03 PM »
As of 3.02...

Code: [Select]
Push(commaDelimedDirections [,handle$])
« Last Edit: December 31, 1969, 06:00:00 PM by Colin »
— Colin

Blackhart Joe

  • Member
  • *
  • Posts: 57
    • View Profile
    • http://www.angelfire.com/rpg/nowhererpg
(no subject)
« Reply #20 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
« Last Edit: December 31, 1969, 06:00:00 PM by Blackhart Joe »

Dude Man

  • Member
  • *
  • Posts: 6393
    • View Profile
    • http://dmdgames.mysticsoftware.net//
(no subject)
« Reply #21 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?
« Last Edit: December 31, 1969, 06:00:00 PM by Dude Man »
~Welcome back mysticsoftware.net??
The Black Walkway

Colin

  • Member
  • *
  • Posts: 299
    • View Profile
(no subject)
« Reply #22 on: August 07, 2004, 12:19:38 PM »
Nah Joe, that wouldn't work.
« Last Edit: December 31, 1969, 06:00:00 PM by Colin »
— Colin

Dude Man

  • Member
  • *
  • Posts: 6393
    • View Profile
    • http://dmdgames.mysticsoftware.net//
(no subject)
« Reply #23 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?
« Last Edit: December 31, 1969, 06:00:00 PM by Dude Man »
~Welcome back mysticsoftware.net??
The Black Walkway

Blackhart Joe

  • Member
  • *
  • Posts: 57
    • View Profile
    • http://www.angelfire.com/rpg/nowhererpg
(no subject)
« Reply #24 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
« Last Edit: December 31, 1969, 06:00:00 PM by Blackhart Joe »

Dude Man

  • Member
  • *
  • Posts: 6393
    • View Profile
    • http://dmdgames.mysticsoftware.net//
(no subject)
« Reply #25 on: August 07, 2004, 05:20:33 PM »
Yeah that would be a bitch to look at...
« Last Edit: December 31, 1969, 06:00:00 PM by Dude Man »
~Welcome back mysticsoftware.net??
The Black Walkway

Colin

  • Member
  • *
  • Posts: 299
    • View Profile
(no subject)
« Reply #26 on: August 08, 2004, 02:08:55 PM »
No Joe, it won't work for a lot of reasons.
« Last Edit: December 31, 1969, 06:00:00 PM by Colin »
— Colin

Blackhart Joe

  • Member
  • *
  • Posts: 57
    • View Profile
    • http://www.angelfire.com/rpg/nowhererpg
(no subject)
« Reply #27 on: August 08, 2004, 03:07:02 PM »
Well, name a few or something
« Last Edit: December 31, 1969, 06:00:00 PM by Blackhart Joe »

Cesque

  • Member
  • *
  • Posts: 2178
    • View Profile
    • http://cesque.mysticsoftware.net
(no subject)
« Reply #28 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.
« Last Edit: December 31, 1969, 06:00:00 PM by Cesque »
TKGB cancelled Spyder.

Bastard.

Blackhart Joe

  • Member
  • *
  • Posts: 57
    • View Profile
    • http://www.angelfire.com/rpg/nowhererpg
(no subject)
« Reply #29 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
« Last Edit: December 31, 1969, 06:00:00 PM by Blackhart Joe »