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NamelessHero

Member Since 02 Jul 2009
Offline Last Active Mar 30 2013 01:00 PM

Topics I've Started

Parenting Problem

02 February 2011 - 11:44 AM

Ok guys, here is the little trouble I'm having with my parent objects and their parented counterparts.

So I have 2 parents, right. 1 for melee combat enemy, and one for sword fighting enemy. Lets name them parent_melee and parent_sword. Now I want to cast a spell on one of the objects which have one of those parents. Like lets say I have an enemy bandit_lv1 and an enemy zombie_lv1. Different parents, different positions, different ID's. The targeting system works between different parents, like follows:

enemy1=instance_nearest(bandit_lv1)
enemy2=instance_nearest(zombie_lv1)
if(distance_to_object(enemy1.x,enemy1.y)<distance_to_object(enemy2.x,enemy2.y){
target=enemy1
}
else target=enemy2

Where the executor of the code is the bandit. If there are 2 bandits on the field, it doesn't register that the second one is closer, it just goes to the zombie, and vice verse. How do I find the closest parent to the one selected? When I got all the variables drawn, the distance to the nearest instance with the same parent is a constant - 100000. Which means it doesn't calculate distance between same parents. When I tried point_distance it returns 0. How do I measure distance between 2 instances with same parents? I do not want to code in the instances, I want it to be parent sided. So how to calculate distance between 2 same parents?

A little Parent problem

08 September 2010 - 07:45 AM

Hello GMC, here's the little problem I have:

So there's this Quest parent, you see, who has this variables:
quest_item=""
quest_number=0

There is this inv_contr object, who is responsible for the inventory and has a whole lot of variables(local).

So what I want to do is basically make the quest parent pick a variable from inv_contr, compare it to a number, and if you have the number of items in your inventory, you complete the quest. Simple, right? Now here's what bugs me:

quest_item=inv_contr.apple
quest_number=0

if(quest_item>=quest_number){
//complete quest

quest_item-=quest_number
}
Now that doesn't work, because I do not take any apples from my inventory, I just theoretically take them in my Quest Parent. So how to refer to the inv_contr variable, by storing its name in another variable and then comparing it to a number? I also tried:

quest_item=apple(doesn't work) quest_item="apple"(nope) quest_item="inv_contr.apple"(no, comparing string to real value)

Any ideas?

Save/load Question

01 June 2010 - 05:49 AM

I have a very simple question for you guys. Up till now, I have been setting my variables in a simple way - beer=1; tv=1; fun=100;  But recently I discovered that there are actually functions to set them up - variable_local_set(); variable_global_set(); and so here is my question: What works better with save/load? I have experienced the "load error" in which when I try to load a saved game, it errors by saying the "certain variable mentioned in the create event" is not recognized. Is it because I do not use the variable_local_set()? Or perhaps because it doesn't read the create event? Any way of avoiding such a problem? I considered a backup ini file of every object's variables, but that's just insane considering I have over 1000 of em... variables that is...

Time Loss

28 February 2010 - 04:46 PM

UPDATE! Back from the dead are we?

Hello guys,

I've recently been working on an RPG project and I have quite big plans for it. But nevermind that, on to the game:

Currently the HUGE world is limited to 8000x4000 pixels(divided in four rooms).... so not much of game play
The controls are in the game info, please read before play...
The story so far:

You wake up in your bed... open your eyes... the sun is shining... it's too bright, so you close your eyes. When you open them again it's night. But wait, that's Impossible! I just woke up! I couldn't have fallen asleep again... could I? A man comes to you and says: "Greetings, traveller!" Argh! That's not my comfortable grass bed! I'm not where I'm supposed to be... You fade... your memory is erased... you have almost no memory exept that you used to be isometric some time ago... I hope someone gives you a name...
(Game Help 1:1)

Update!

The Demo has these features:
50+ items, including weapons and 4 armor sets
20+ quests
weird interface
FunRoom - the 4th area is just a brawl, pull the lever and watch em go!
4 weapons - sword, bow, axe, magic
Skills added!
Damage indicator!
Crafting!
Chests!
And other new stuff that I forgot about but you will notice in game!

Spells are triggered as follows:
Open spell menu(default M)
Select spell(left-click)
Cast spell with Z(the default key for special move 1)
Cancel spell casting Space(the default key for weapon raise)

To see the controls, check the Options - Keyboard Configuration menu.

tons of spelling mistakes, please don't mind them ;)

The demo download:Final Demo
YoYoGames: Time Loss Instant Play

NOTE: The game at the moment requires a lot of CPU usage ... I will work on the issue.

Feedback will be greatly appreciated  :)

Looking For A Spriter And Animator

26 February 2010 - 07:34 PM

Hi!

I'm looking for a spriter/animator who can do pixel art and concept art(required mostly for cut scenes) who isn't working on any projects or has minor responsibilities to others. The spriter/animator must be able to produce fairly decent graphics and have a Skype/MSN for faster contact.

The style of the graphics is top-down, cut scenes will be isometric. The project which I'm working on is planned to become commercial when it is finished. Currently it is 1 month in development and is about 25% done. I will pay the spriter/animator after publishing my game. We can discuss payment after you have contacted me.

You can contact me through PM so I can give you further details and a work contract.