Gengii
28 posts
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Topic: Game Programming /
Trading graphic skills for programming lessons
Don’t forget GDR!
http://www.kongregate.com/games/UnknownGuardian/game-development-room-gdr?acomplete=game+development
Chat with other coder’s and post code if/when you need help. Just be patient when you post, usually people are working on other things.
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Gengii
28 posts
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Topic: Game Programming /
possible to turn MouseEvent.CLICK off after receiving an event?
Yea, I was only removing the dialog option buttons before I create the button for the dialog to advance. I’ll try removing the listeners then the buttons.
I was just reading the adobe website and changed the dialog options to be (MouseEvent.CLICK, buttonFunction,false); and the dialog itself to (MouseEvent.CLICK,dialogFunction,true);
I don’t understand enough about AS3 to know what the different phases are, but this works.
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Gengii
28 posts
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Topic: Game Programming /
possible to turn MouseEvent.CLICK off after receiving an event?
I have a menu and some dialog, you can activate the menu options with the keyboard or mouse.
The dialog window isn’t very large, so you need to press space or mouse click it to advance the text.
The problem is when you mouse click a dialog option, and following is a long dialog that should would wait for a MouseEvent.Click. The dialog will advance as if it’s already received a click. There is no button overlap between the two. Only by using a trace or the keyboard commands can I see that the text does display correctly. It’s only when using the mouse that it ‘skips’. It feels like the event is carrying over the previous MouseEvent.Click from clicking a dialog option. No idea why it’s doing this. So I’m curious if there is a way to turn off the MouseEvent state after receiving that first click.
I’m not willing to post and explain extensive code. Just asking if such a thing is possible and how. Thanks.
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Gengii
28 posts
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Topic: Game Programming /
GiTD [#29] Voting
Keybinding could be an option. Let me clarify a bit. I think I was too brief explaining. Some dialog’s will have up to 10 responses. the 1,2,3~0 key’s would allow you to select your dialog response from the keyboard rather then selecting with the mouse. Many RPG’s use this method and number the responses. That’s what I’m aiming for. My thought is just to make it possible to play entirely from the keyboard. Laptop’s rejoice! Here’s the list so far:
W,A,S,D or Arrows to move. Up and Down will be to enter/exit buildings.
Space or LeftMouse to advance/end dialog
1,2,3,etc or LeftMouse to select your response
[I] or right click to bring up your [I]nventory. Possibly an icon in one of the corners as well.
[P] to use your cell[P]hone from the inventory or mouse click.
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Gengii
28 posts
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Topic: Game Programming /
GiTD [#29] Voting
Thanks Aesica & Solsund. I’ll implement a 2nd click to skip the typing effect. And the option to press space instead of click. I suppose I could go the PC RPG route and have 1,2,3, key’s for dialog responses as well. I don’t want to implement a (Skip) button because the game is story based. I did shorten the intro dramatically. I hope no one still feels the urge to skip.
Sorry, to clutter your thread UG, and grats to the winner/runner up.
Maybe the next GiTD could be advertised in:
http://www.reddit.com/r/IndieGaming/
&/or
http://www.reddit.com/r/gamedev/
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Gengii
28 posts
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Topic: Game Programming /
GiTD [#29] Voting
shortly* aww such fail… Thanks for the screenshot.
AMD_Paulius_J several big names made both of those games as well as Wasteland, and the Fallout series. Hope you’re not developing anything at the moment. That game has ton’s of content! Enjoy~
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Gengii
28 posts
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Topic: Game Programming /
GiTD [#29] Voting
Solsund, you can click anywhere on the text box to advance the dialog. If this isn’t true in your case could you post some browser/OS details?
Anyone mentioning that all the test isn’t all there can you post a screenshot? I’m certain the fonts were embedded.
AMD_Paulius_J, Yes! I’ve played that game and the sequel, I still have a screenshot of the man holding the chain. Beautiful stuff. I like the dialog system in that game, not sure if it’s been an influence however. I’d like to recommend back Planescape:Torment. Roll a character with high INT and WIS. I swear it’s changed the way I think and who I am.
Sorry everyone for the game breaking bugs. It was put together in only 5 days. I didn’t have any graphics till the final day. the clock was at 2 hours remaining and I didn’t even have the NPC class… A graphical intro would be a good addition, but I’ve already changed it. What makes it a ‘bad day’ doesn’t need to be said. The player will experience it all soon enough as the story develops. Which includes why everything rotates. Though, if you run around the world once and speak with the man next to the clock, he should tell you.
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Gengii
28 posts
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Topic: Game Programming /
GiTD [#29] Voting
We’ve pretty much presented a what we have so far. 10 days isn’t much. Some of us started late. It was a fun experience. Doing more of these is good programming/planning practice.
>1 BobJanova, I don’t like tower defense, but it does use the GiTD theme very well and is a unique twist on the genre which interests me. If you could grow so far as to invade the enemy where it’s dark underground, would be fun! As mentioned above, still a lot that’s being worked on. I didn’t like that the ‘day’ was still counting by while you were reading, or that the reading will automatically advance for you. I died on the first night. My second attempt was better. Pressing the ‘X’ to close building box is difficult.
>2 I’m still at a tie between the other two If there’s a draw I’ll choose one over the other, but at this point I cannot.
- Aceeri’s does have a use for night. But it’s quite slow and I’d only play it while I walk away to do something else. I think it doesn’t run at all unless it’s the active window?? I tried to let it idle and check on it occasionally. I can clearly see there’s more that can be done to improve. Priority being time control. or ‘end phase’ Night time doesn’t need to last 5 minutes, resolve the battle and move on. I want to play before my own day turns to night.
- feartehstickman can be left running as an idle game in the daytime phase. I don’t see any use for night as it is currently. I left it running and returned to nearly 5000 cows and my 1000+ townsfolk were all determined to walk to the one cow at the edge of the herd. I’m happy they didn’t decide to eat us instead. I’d like to know what else is planned for this game. because I don’t see how it fits the theme currently.
- Thanks for the critique on my own entry. Yes, much of what’s been said is planned or is already in place. However you’d need to talk with the NPC’s to advance the story. I do plan to develop it to completion.
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Gengii
28 posts
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Topic: Game Programming /
GiTD [#29] Entries and Discussion (started!)
http://www.fastswf.com/urkRTdY (last minute edit, enabled the intro)
That’s what you get for a GiTD starting 5 days late. No music, no sound, not much testing other then the lotto. but hey, it mostly works. Thought time was up, manged to get NPC’s working in 2hours! That was more intense then any game I’ve played in months.
Sprites are ripped from the GBA game TheWorldEndsWithYou, CastleVania, and Google Images of Watches and Gears. Majority of the code (dialog, transtions, parallax scrolling) are from a current game in progress. All the dialog was written during the 5 days.
The math needs work, More scripted events and building interiors. The Bum in the evening will bug out because they are supposed to be in an interior where and event checks and updates variables. Any other bug’s reported are appreciated.
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Gengii
28 posts
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Topic: Game Programming /
GiTD [#29] Entries and Discussion (started!)
I only found out about it Tuesday night.. Have been grinding like mad. 1 day to go… I really need those days I missed. This thing might be playable from start to end.
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Gengii
28 posts
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Topic: Collaborations /
ideas for games first one to say the want it gets it
You do realize that’s a catch 22? Laying out an idea in it’s length IS making it something tangible according to your own definition.
OP is obviously new to this, and is trying to get into the scene. He’s not some dying creature who ‘cannot make all his ideas’. You can justify yourself all you like, and laugh at whatever you please. Form a committee to try and prove me wrong. But I will not stand to watch you make up what the f* values to intimidate the guy to give up his ideas. I know a vulture when I see one.
(Correction – you didn’t make up the values, I’ve seen it copy/pasted elsewhere across the web. Vultures will be vultures, what can I say)
Living in society means you need to earn something to survive. Give me a place where I can freely live and I’ll fill this world with free idea’s. Until then OP should keep his idea’s secret, keep them safe and learn what he needs to make something of his own idea’s. No one else is going to do it for you, for your benefit. So beware of the vultures looking for a free meal at your expense.
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Gengii
28 posts
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Topic: Collaborations /
ideas for games first one to say the want it gets it
“What you should be doing is laying it out so people could pick it up with the least amount of hassle as possible.” <- Thats just plain rude and unacceptable.
I wouldn’t lay out an entire epic film script for just anyone to do with as they please. Idea’s DO have value. But I will agree in part, you have to learn to do something with your idea’s. Just having them isn’t enough. Making something from them is what makes us artists, musicians, writers, and programmers.
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Gengii
28 posts
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Topic: Collaborations /
Free Soundscape and Music Production Service!
Right on. would be nice if you showcase some loops. Sometimes it takes the ‘perfect’ thing to draw someone’s attention.
For my game I’d like to have loops that blend from one stage to the next, but keep the same rhythm. I’m looking for a sound I’d call the opposite of symphonic. Maybe ethnic instruments? It’s a fantasy / dream environment for an action game. I also have environments that would use Metal, Brostep, and Symphonic. I need that 4th element for this one. I could use someone multi-genre like yourself. If you think you could pull off the loops hit me up, lets talk.
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Gengii
28 posts
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Topic: Collaborations /
Free Soundscape and Music Production Service!
It’s good music, However I’m not making an animation where I’d use a full segment of music. For gaming I’m interested in clever loops which will save on file size. A full length song is 5meg+ and overbudget for many game developers.
Check out some the work done in the game System Shock 2. That guy used small loops that bridge into an intense/calm loop based on the game’s action at that time. I’d love to have someone who could do that work on my game.
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Gengii
28 posts
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Topic: Collaborations /
seeking Landscape/Background artist
I’ve been programming/writing/creating this game since January. I’m offering %10 of it’s sale and an additional % to you, for every point above 6 (1-10 scale) that your artwork earns on FGL.com. I plan to also hire an animator and a musician (or pay music licencing fees) .
This is a movie detailing some of the work I’ll need, it does not show off all of the game’s features.
http://www.youtube.com/watch?v=iwZfqznsoAk
This is a colab, so I’m open to your idea’s on changing up the levels. The theme of these stages are magic / dream / nightmare. And for the most part it is outdoors. If you’re fast it would only be a few weeks worth of work or less.
If you have any samples to share, interested, or want more info feel free to post or mail me SplashKhat (at_) yahoo (dot_) com.
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Gengii
28 posts
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Topic: Collaborations /
Artist looking for collaboration
3rd’d this. I need someone for landscape backgrounds.
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Gengii
28 posts
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Topic: Collaborations /
Artist Available
I could see your existing work being used as intro screen’s perhaps story cutscenes and the like. For the game I’m making I need a background artist or an animator for the hero & enemies.
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Gengii
28 posts
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Topic: Technical Support /
ShellShock Live + Others- Partial Loading (Explanation, Post here)
Chrome user. I usually only get the other half to work and the Kong chat fails to load. I recently removed my ‘Click to activate’ content setting.
Stuck at Connecting to Kong…………………………….
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Gengii
28 posts
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Topic: Collaborations /
Backgrounds artist needed.
I’m making a side-scroling real-time action game. I’ve been developing it since January. Now it needs some artists.
Here’s a brief video showcasing the environment. This does not showcase all of the games features. http://www.youtube.com/watch?v=iwZfqznsoAk
There are roughly 25 levels ‘rooms’ planned for the game that need to be drawn. Each stage is seamless to the next, so you could consider it one huge peice of art that spans from plains, forest, stream, caves, mountain, fairy-tale, to a rather creepy / dreamy environment.
This series of levels for the game are going to be magical / dreamlike in nature. Your extreme creativity is welcome. Colors do not need to be realistic, but they need to follow basic color theory and look good. I would prefer a vivid to dark horror color scheme.
I don’t need a character/enemy/NPC artist now, but do post if you are interested in that, I’ll invite you to that thread when it’s available.
The game will be sold on FGL.com. The chosen artist will be paid a percentage of the final sale.
This game is the first of a short series. I’d like an artist who would want to stick around and continue drawing with my projects.
I’m a very picky person to work with when it comes to delivering content and setting the right theme to tell a story. Most of the game is already blocked out, But your idea’s are welcome. It’s easy to make layout changes to the stage to support your artwork. All I ask is that you are flexible and patient with me in getting things looking right.
If you are interested, please provide a link to a portfolio of your work with scenery as the focus. And what percentage of the final sale you are asking for. Please be reasonable, keep in mind there is also need for a character artist/animator and possibly music licensing fee’s, as well as the fee to FGL.com. This job is primarily for scenery/backgrounds.
Do not rush to post. I’m not going to make a hasty choice and may spend a week or more to think it over. If you would like to take some time to draw a sample with independent layers, that the game needs, it would be appreciated. The game dimensions are 550 × 340. The health bar covers 25px. Larger dimensions would be quality that goes wasted. An average stage is 4400px in length. Bitmap or vector artwork is acceptable.
Feel free to post your questions, Thanks for reading till the end~
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Gengii
28 posts
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Topic: Game Programming /
GiTD [#25] Entries and Discussion
I’d like to see alignment just because your first thought is something that would take a time investment. So how could you re-interpret re-invent it. Its a challenge that something new may come out of.
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Gengii
28 posts
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Topic: Game Programming /
Player Jump not resing to stand
when your character touches the ground you just need to tell it to go to the stand pose…
if(this.y>300)
{
dy=0;
canjump=true;
this.gotoAndStop(1);//I’m assuming this is your standing pose
}
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Gengii
28 posts
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Topic: Game Programming /
Game Dialog (RPG style) AS3
I’m creating an extensive dialog system and looking for input/tutorials/resources. I don’t have many NPC’s planned but each one should hold a decent conversation through a conversation tree, and can detect flags such as your holding equipment x or have talked with character x which opens up optional question x. Something along the lines of retro BaldursGate / Neverwinter Nights / Planescape:Torment.
I have a class that I’ve created previously which uses an array for the questions the player would ask. But it’s a bit clunky as it was created for Timeline animations and takes far too much work to edit each entry and doesn’t have anything for organization other then external documentation. I’m not against building a new system myself, but I know there are some Dev’s here who have already been there and done that.
I don’t have any problems creating the GUI, just the organization of said dialog tree with AS3
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Gengii
28 posts
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Topic: Game Programming /
AS3 Library to use with Flash CS and Flash Builder?
I seen someone else with a similar issue. From what I seen it looks just like the normal hardware process of drawing your screen. I’ll tell you the same as I explained to him.
Your monitor updates the entire screen in regions, not all at once. Try taking a video of your monitor using a camera or webcam. You’ll see the same effect. A monitor alone updates fast enough to fool your eyes, It only becomes visible that certain regions of your screen are updating before others through a camera because of the difference in frames per second. Basically you are able to catch glimpses between the frames per second while the screen is being redrawn.
I’m sure this is the issue because you cannot capture it in a screenshot. A screenshot would only capture the data of a fully drawn frame, not one that were half drawn. If you had a background that changed colors or moved rapidly you would see this same problem happen to it. It’s not just localized to a quickly moving object. A fast object only makes it easier to notice.
The only solution I could suggest is to try adjusting the refresh rate of your monitor (too high a setting can damage your hardware, beware!), or changing your game FPS. Let Adobe know as well because maybe they ‘upgraded’ something that shouldn’t have been fixed. Flash must be doing something weird with its GPU acceleration or drawing methods that’s causing a gap between Flash and your monitor’s FPS. Resulting in things half drawn between the frames per second.
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Gengii
28 posts
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Topic: Game Programming /
GiTD # 24
I vote for either the 26th or 2nd of Feb. The play I’ve been working on goes on stage the 20th & 21st, Then done! I hope I don’t have to edit the film footage to DVD >.>
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Gengii
28 posts
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Topic: Collaborations /
Making Pixel Art Tutorial
search for oldschool game techniques like for the SNES and beyond. here’s one example:http://themechanicalmaniacs.com/guides/spriteguide.php
It’s not very good… doesn’t go over basic color theory, such as your sprite should have a defining color that separates it from the background. I.E. the black outlines you can see on any SNES sprite sheet.
But its a start to gather up information.
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