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Messages - Galdon2004

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241
Ask a Question / Re: Making something appear and stay on screen
« on: February 20, 2012, 10:46:23 am »
Ok.. for some reason when I tried that, it did not appear on the screen at all where it was told to spawn; I put a .1 second delay on it, and it appeared when the screen first loads, then vanishes.

242
Ask a Question / Making something appear and stay on screen
« on: February 20, 2012, 09:59:16 am »
I'm trying to make a persistent sidebar for a game I'm working on, wherein the scene it's self is larger than just the screen. So, I want it to appear at a specific location relative to the camera, and stay in that spot.

Unfortunately, the X/Y measurements refer to the scene rather than camera, and inputting "X/Y of camera" for the X/Y values just makes it spawn and stay in the top left corner of the scene. I thought maybe the 'screen space' command might work since it works on text, but then found that I apparently can't use it outside of the 'when drawing' and putting the 'set X/Y' command inside the 'when drawing' section does not do anything.

What do I have to do to get the menu to get to the spot where I need it and stay there?

243
Ask a Question / Re: Randomly generated tiles
« on: January 05, 2012, 01:42:24 pm »
Well yeah I know that they'd really have to be actors I was meaning creating what the player would see as the floor tiles. Anyways, what I am asking is when creating a new actor representing a floor tile off screen, it seems like there would be a chance for there to accidentally be a gap between it and the tile in front of it if the player is moving forward at a higher speed if I were to just tell it to spawn in incriments of a certain distance from the edge of the screen.

Basically, I want to know if its possible to tell the game to check the exact location of the last spawned 'floor' actor (if necessary i can make it one actor with different frames and randomize what frame it appears as so its all one actor type) and place a new actor directly behind it, and how might I go about doing that.

244
Ask a Question / Re: Please help with saving the game.
« on: January 05, 2012, 04:48:23 am »
I think what Luky is trying to say is, they want to know how to save stats such as score, player lives, and acquired in game items so that the player can reload and start from there with everything they finished the previous level with.

245
Ask a Question / Randomly generated tiles
« on: January 05, 2012, 04:39:24 am »
Had some computer problems for a while, which forced me to put a hold on designing, and just got a new computer a week or so ago, so I'm back now but having to almost start learning back from scratch XD

I am wondering what the most efficient way to randomly generate tiles offscreen would be; I had an idea for a sort of 'running game' with a bit of a twist, in that you are running down a hall with a series of variously colored buttons which trigger different traps when you step on them. the object being to avoid the worst of the buttons while trying to progress further and avoid the traps.

the buttons I have a good idea on how to make work; however, I can't seem to think of a good way to tell the game to generate the buttons and floor tiles off screen so they will be there when you reach them without risking there being gaps between them when running faster. Is there a good way to tell the game to check the current location of the last generated tile, and to create a new tile randomly selected directly next to it?

246
Game Ideas / Re: Rebuild: Life after Zombies
« on: August 13, 2011, 02:37:00 pm »
Small update; finished modeling and posing the main character; hopefully using that as a base I can make the rest of the 'cast' more quickly. No new progress coding-wise as I am using all my time working on the graphics right now. ><

247
Game Ideas / Re: Rebuild: Life after Zombies
« on: August 06, 2011, 02:56:18 pm »
I'm not really thinking it would lead to accusations of theft; I figure it would though cause the game to be compared directly to the other game, which would probably be bad. I'm working on a better name; but main focus is getting solid progress on the game it's self.

248
Game Ideas / Re: Rebuild: Life after Zombies
« on: August 06, 2011, 03:29:25 am »
It's actually hard to find a title that fits a zombie based game that hasn't been used before. I might come up with another name by the time I finish; but it's not going to be anything like that one; it'll be more action oriented rather than delegating NPCs to go on missions for you.

249
Game Ideas / Re: Rebuild: Life after Zombies
« on: August 05, 2011, 06:07:26 pm »
Wanted to post a bit of an update; I had some inspiration for the graphics; and am going to be using what I am arbitrarily calling 3D spriting, which describes what i'm doing pretty well; I'm modeling the graphics in 3D, then creating sprites from pictures of the 3D model in each pose. same memory usage as a normal sprite, with better graphics anyway.

http://novacorp-online.net/Gaming/Gamecap1.png This is a picture of what I've got so far on a character; put simple cloths on it so it wouldn't be naked. Haven't finished the head yet.

Anyways, It might take a little while for me to get the graphics finished, so the game may take a while to complete. If anybody does want to lend me a hand on the coding while I work on the graphics, let me know, as that would speed things along quite a bit.

250
Game Ideas / Re: Rebuild: Life after Zombies
« on: July 31, 2011, 07:51:24 pm »
Construction will place buildings that will gradually build into completion on any valid ground (can't build on top of debris, walls, other buildings, and things like that) and build faster if you have survivors who aren't doing anything (they will presumably help with construction in this case) however, buildings further away from your base are at risk of being stumbled upon by zombies and destroyed. You don't have to stick around while a building is being constructed; but a building under construction has far less durability so you might want to hang around just to make sure no zombies manage to get past your guards and destroy it while it's unable to endure much damage.

I'm planning for buildings to be available in a side bar that can be hidden and opened by a button on the edge of it, when you click and hold on a building it creates a duplicate of the building that follows your mouse, when you release, it checks if it is colliding with any tiles it can't be placed on, if the area is clear, it removes it's self and places the actual building which begins construction.

When you aren't dragging a building, clicking the mouse will cause your character to fire their weapon in the direction of your mouse; you have 'unlimited' ammo but are limited by your weapon's reload speed. For example, a pistol would need to reload once every 6 shots, shotgun would need to reload every shot, an upgrades version of it will have more rounds, flame throwers can overheat and be unusable temporarily if you spam too long. I'm going to try to have it balanced to where most of the weapons other than the obviously starter weapons are useful in certain situations above the others.

Will probably need to find a good artist to help though, as my artistic skill is lacking enough that i worry that it will hold back the game's potential.

251
Game Ideas / Rebuild: Life after Zombies
« on: July 30, 2011, 10:49:42 am »
So after a few small games to get used to the system, I'm fairly sure I know how to make most of the game, so I'm going to start on it now.

This game is a cross between the Top-down shooter, and RTS genres, in which you must explore the nearby city ruins infested with zombies in order to gather materials to build a new safehaven for you and the other survivors.

Throughout the course of the game you will be able to build structures to hold food and supplies, construct new weapons for use, and ultimately, a science lab to work on a cure for the zombie disease.

Zombies are mindlessly stupid, but are drawn towards loud noise, the larger you make your base, zombies from further away will begin to be drawn towards it, and you must not let them destroy your power generator, or all hope will be lost.

252
Having a bit of trouble on this; since 'do every' loops don't work in the always loop, I have to put them into the 'when created' loop; but apparently, the 'when created' loop does not check the current value of a variable when called for; but uses what that variable was when it started.

At the moment, I'm trying to get the game to move each enemy on the screen by an amount equal to a 'speed' variable.

253
Sometimes the action to send to the previous screen will fail to transition, and sometimes it'll crash soon after entering the scene. The problem is; it doesn't do it to me, but certain friends of mine have this problem when they try restarting the game so I can't try to test for it.

254
Ask a Question / Is there a particular way you need to exit a scene?
« on: July 26, 2011, 01:55:20 pm »
I've found that when I tell the game to switch scene to a scene the game has played before (such as going to the title screen) the game glitches up. Is there something I need to do when leaving the scene to prevent this from happening or is it a bug that hasn't been fixed yet?

255
Sorry about that, I thought the bent corner of the page would be obvious enough, I'll put a label on it next time i use a story page screen. ^_^;

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