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Windows / Mac / Flash / HTML5 / Re: Rombo (Full Version)
« on: July 17, 2013, 01:28:59 pm »
Looks awasome man!! I love the art style, its so unique

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What you are asking for is a very complex system. It's possible, but it is very difficult. I wont go through how to make the entire thing, but you basically need to create a dialogue system (or borrow one from the Stencylforge) and make some mods to it. You would store dialogue into a list as text. You would also store special parameters into the text string that tells the system what to do. For instance, let's say that I am displaying four lines of dialogue at a time. On the first line I would have something like this:
2_Yes_No_acceptQuest_rejectQuest_Hey there adventurer! Have you got a moment?
I could really use your help with something of the utmost importance!
There we have two lines of dialogue. Then we'd need to split the text in line one into a separate list so that we can analyze it. We would split it at the _. Next, we'd check to see the item at list position 0, which would be the 2. This signifies that we will have 2 possible choices. That also tells the dialogue to check the next 4 parameters.
So, now that we know we have 2 choices, we move on to list object #1, which is Yes. This will generate a button on screen with the text Yes. We send to that Yes Button parameter #3 which tells it to trigger event acceptQuest, when pressed, in all behaviors for our NPC. We then create the next button, No, which triggers rejectQuest.
Finally, we have the normal line of text which our npc will say. So, the final result of this code would look something like this in the dialogue box:
Hey there adventurer! Have you got a moment?
I could really use your help with something of the utmost importance!
1. Yes
2. No
Then, when the player clicks on acceptQuest or rejectQuest, you have the dialogue skip to the required position in the dialogue list to display the appropriate response, or you use a separate list of dialogue for that.
Like I said, it is a very complicated system. If you don't understand a single thing that I said, you probably need more experience with Stencyl.
There is not a premade solution, no. (Trust me, I checked about 2 minutes ago.) However, you could make your own system for dialogue. Here's how I did mine in AS3 (Flixel)...
I had a dialogue class that was called from an NPC object. When the dialogue method shoots, the game alternates to another update function that only specific objects have. That feature is so I can have certain animations and other things still running during the dialogue. You never truly want to pause everything in a game. Anyway, whenever the dialogue class closed or finished what it was doing, it would call a function/method from the NPC object's code. That function would then call the dialogue class' function for updating the dialogue... if there are any dialogue lines left.
Hope that helps.
I have no idea where it is that boon was attempting to find a dialogue system, because there are a ton of them up on Stencylforge, including one that I made. To locate the Stencylforge, simply open up Stencyl, click on View, then click on Stencylforge. Then you can search for behaviors and games and all kinds of other resources. My dialogue system can be found by searching Games for Mee - Dialogue.
Again, the game looks and plays the way it should, have you tried kong or something yet, armorgames? Sponsorship is always good for publicity, By the way, max doesnt really look like a regular teen, so i had to ask to be sure
And i know that feeling about grand visions, but i always ask my best friend and regular pals at school before i start on something newi wanted to make a unity game 3D, And i was planning to get like randomly generated worlds and shit
but 99% of my friends told me i was aiming for something impossible as a first game.
And could you please check in at my game, i would love to hear your opinion on my 2 Posts![]()
http://community.stencyl.com/index.php/topic,23614.0.html
http://community.stencyl.com/index.php/topic,23664.0.html
Check out those topics and replied. I haven't looked officially into any sponsorships. I'm pretty new to all this so I am not sure where to start. I have been floating some ideas around.
Are you saying you can get sponsorship before you are done at a place like Kongregate or Armor Games? Just curious since I haven't contacted either at this point.really cool, but i would work on the audio a little bit more, background soundtrack is pretty repetitive.
Thanks for the compliment and totally agree. The audio is due for a tweak pass. I plan to add more music and vary up the soundtrack.
-Tim
Three Amigos caught my eye. John seems cool too!
Heck, any of them done well would be awesome.
-Tim
i been throwing around with this new game idea i call a Normal Day! this is my first real game and i wanted to make something in stencyl that was easy and filled with humour, so i decided to think on it.
So a Normal Day is a 2D action platformer about an octupus invasion from outer-space and randomly caused disaster and destroyal, whitch side you choose matters and changes the main gameplay, your best friend or the high king of the octolords
you run, falcon-punch and stone-butt trough the city of Chicago as you either choose to be on a mission for the octolords or some sort of self-taken order to take revenge on them, as a two man team with your friend Roland or octopus-birdie Makaroni! Including epic boss batles versus either dangerous octolords or the president, nothing can go wrong! except for everything
i want it to be a small and about a 1-2 hour enjoyable experience with some easter eggs, i want to put the focus at the pixel art and gameplay, my brother-from-another-mother is doing dubstep-music to the game. Im working with my best friend August, so we cant really do that much of a long game right now, if it goes well there is always sequels and shit![]()
I would be very thankfull if you gave me some feedback on my idea and suggestions on everything, yet nothing but the music is in development so i hope we will be able to post some images and demo stuff soon
Love the idea. The thought of playing either side is cool.
Something which pooped into my head reading it is the possible (though not insurmountable) idea of making two separate games play situations (one for the friend and one for the octolord). That seems like a fair bit of work but I don't know from reading this how similar they might be.
-Tim
You will need array X x Y which will represent your inventory at the beginning you must fill it with "0" -representing empty space. create actor representing inventory<set of boxes>. for each box make item/loot actor. place it in a center of a box. hide sprite for it.
you find item on ground. instead of dragging i suggest you start of with on mouse click. It's easier and once you will be done it can be converted into drag. click on item.
make controls behavior when i pressed
if <inventory open>
close inventory
otherwise open inventory (screen) (and load items form array)
Now the question is how your inventory works. is it set of boxes and in a one box you can fit one item in one box or is it diablo style where a sword can occupy 3 boxes. IF you go for the first one<easier> the genral idea is like this.
after you clicked the loot make it follow your mouse. click on a box in an inventory. get x and y of mouse. based on x and y of mouse find proper place in array. if place at(x,y) array=0(is empty) fill at[x,y] with number equal to the loot(1= sword , 2 =shield etc.). kill actor following your mouse and change animation for item actor on a place where you clicked (get value form array[x,y]), show sprite for that actor.
i need some pics(game or concept art) as problem without them is abstract and i must know what you need.
Again, the game looks and plays the way it should, have you tried kong or something yet, armorgames? Sponsorship is always good for publicity, By the way, max doesnt really look like a regular teen, so i had to ask to be sureThis looks like a good game, keep up the good work
Is the main character human? Or something else, i know it says teen in description but it looks a lot like a bug or animal
Thanks for the compliments! Max (the main character) is a human. I went through a bit of a process getting him to where he is. Mostly the choices were based on time, my skill and the workload appropriateness. When I first started I had grand visions of a high resolution UbiSoft level animation game. As soon as I started digging into it I quickly realized the insane amount of work it would personally take me. That's not a bad thing mind you but within the scope of what I wanted to do for this first game it was not the best use of my time. Getting comfortable making a game in Stencyl and hitting a fun quality bar superceded my pure artistic desires.
I've been in the games industry for a while and something I notice (and am guilty of) is focusing on one piece versus the whole pie. My friend has a term called 'chaos level' and he uses it to describe things matching with each other in context. Basically - you want the 'chaos level' of something you are creating to be consistent. Companies like Kairosoft (GameDev Story and others) have a high consistency within their games. Every piece works with the other pieces for the most part. Their colors work, the shapes and level of detail work, etc.
Kinda a long answer for a simple question! Here are some shots of Max "through the ages". This was during the 3 week pre-production I went through with him.
Thanks again and any other questions are welcome. I'll post some more screenies as they drop in!
-Tim
Actually, I think the second option sounds very charming. I'd say go with that one!
i relly like all the choises except the first 2. the rest seem relly good. i cant decide!
Here's a 5-part series on making a platformer (links in the "Updates" section for 2-5): http://www.kongregate.com/games/Abigayl/stencyl-2-0-tutorial-1-basics
There is not going to be a direct walkthrough for what you are doing since it is something uncommon and is just a manipulation of a base game.