Game Maker's Garage Forum

Game Maker's Garage => Announcements => Topic started by: alias on July 03, 2008, 03:36:45 AM

Title: New Project
Post by: alias on July 03, 2008, 03:36:45 AM
I have been working at a new project in GM for a while and have just completed the battle engine. This is significant because it is a real time battle engine. I have not decided on a title yet but the game is more or less planned out story wise. Expect to see a simple game demo soon.
Title: Re: New Project
Post by: Silverwind on July 03, 2008, 04:31:27 AM
Cool. Is it an RPG?
Title: Re: New Project
Post by: Gan on July 03, 2008, 10:16:04 AM
Wow, real time....

I would like to see that.

-Gandolf
Title: Re: New Project
Post by: Silverwind on July 03, 2008, 11:21:22 AM
I built a RT RPG battle engine concept ages ago for LW. It used sprite collide.

EDIT:

Here, I've re-uploaded it: http://www.savefile.com/files/1645813
Title: Re: New Project
Post by: Gan on July 03, 2008, 11:22:55 AM
Hey, is Lw ever going to come back?

I might have a network solution for it, but it is just an idea.


-Gandolf
Title: Re: New Project
Post by: Silverwind on July 03, 2008, 11:31:32 AM
I'm most willing to continue work on it when 4.0 comes out, but I'm not sure if Swamp and Mist are still interested. Certainly the ideas and design if the game still appeal to me.

My next RPG is the game I'm really gonna go all out on though. I really, really wanna attempt shareware, and I can't keep holding it off for 4.0.
Title: Re: New Project
Post by: alias on July 03, 2008, 06:58:44 PM
I use spritecolide too, i shall upload a demo tonight, i just need to finish all the character graphics. Also, its not grid based. And the combat is good old hack and slash + real time magic fun.

EDIT: Ok it might take a little longer lol, im terrible at making graphics.
Title: Re: New Project
Post by: alias on July 04, 2008, 07:42:02 PM
I seem to have run into a problem

EDIT: Al i think i may have found a bug in GM. Ill upload it and show you.
http://myfreefilehosting.com/f/9a1c2c4f2e_0.39MB
Run the source code then the compiled application. Notice how a sprite doesnt show up in the compiled version?
Title: Re: New Project
Post by: Al Staffieri on July 05, 2008, 10:18:25 AM
Oops. Looks like a bug I created when I was trying to fix some string to long errors from happening. I have it fixed for the next update. For now you can use this fixed code to solve the problem

Code: [Select]
ON TIMER 0
SPRITE 10 pcx pcy $pc$$
IF ded = 0 THEN
SPRITE 8 skelx skely $skel$$
END IF
CLEAR TEXT
PRINT ---Mana potions: $manapotions$
PRINT ---Mana: $Mana$ / $maxmana$
PRINT ---Spell Cost: $spellcost$
PRINT ---Spell name: $spellname$$
PRINT ---Spell Cool Down Timer: $grdfg$
IF start = 1 THEN
grdfg = grdfg + 1
IF d$ = "pcright.gif" THEN
attackx = attackx + 20
END IF
IF d$ = "pcleft.gif" THEN
attackx = attackx - 20
END IF
IF d$ = "pcup.gif" THEN
attacky = attacky - 20
END IF
IF d$ = "pcdown.gif" THEN
attacky = attacky + 20
END IF
SPRITE 9 attackx attacky fire1.gif
IF grdfg > spellcooldown THEN
SPRITE 9 1000 1000 fire1.gif
start = 0
grdfg = 0
END IF
END IF

IF keydown$ = "a" THEN
IF mana => spellcost THEN
IF spellname$ = "fire" THEN
IF start = 0 THEN
attackx = pcx
attacky = pcy
D$ = pc$
mana = mana - spellcost
SPRITE 9 attackx attacky fire1.gif
start = 1
END IF
END IF
END IF
END IF
IF keydown$ = "p" THEN
IF manapotions > 0 THEN
mana = mana + 20
IF mana > maxmana THEN
mana = maxmana
END IF
manapotions = manapotions - 1
END IF
END IF
IF keydown$ = "RIGHTARROW" THEN
pc$ = "pcright.gif"
pcx = pcx + speed
END IF
IF keydown$ = "LEFTARROW" THEN
pc$ = "pcleft.gif"
pcx = pcx - speed
END IF
IF keydown$ = "UPARROW" THEN
pc$ = "pcup.gif"
pcy = pcy - speed
END IF
IF keydown$ = "DOWNARROW" THEN
pc$ = "pcdown.gif"
pcy = pcy + speed
END IF
keydown$ = ""
IF pcy < skely THEN
skely = skely - 2
skel$ = "skeletonup"
END IF
IF pcy > skely THEN
skely = skely + 2
skel$ = "skeletondown"
END IF
IF pcx < skelx THEN
skelx = skelx - 2
END IF
IF pcx > skelx THEN
skelx = skelx + 2
END IF

bool = SPRITECOLLIDE 8 10
IF bool = 1 THEN
IF ded = 0 THEN
bugfix$ = "attack.gif"
skel$ = skel$ + bugfix$
SPRITE 8 skelx skely $skel$$
TIMER 60
ALERT UR DEAD
GOTOCARD 1
END IF
END IF

bugfix$ = ".gif"
skel$ = skel$ + bugfix$
bool = SPRITECOLLIDE 8 9
IF ded = 0 THEN
IF bool = 1 THEN
SPRITE 8 skelx skely skeletondead.gif
ded = 1
END IF
END IF
END TIMER

a$ = a$ + "some text"
causes a bad string in compiled games

use this to fix it for now:
b$ = "some text"
a$ = a$ + b$
Title: Re: New Project
Post by: Al Staffieri on July 05, 2008, 10:26:39 AM
I like how you used the keydown$ without using ON KEYDOWN. I didn't even know that was possible. I think someone posted before that I should make it work that way. Well there. It does.

Title: Re: New Project
Post by: Tireas Dragon on July 05, 2008, 03:18:47 PM
Quote
I like how you used the keydown$ with using ON KEYDOWN. I didn't even know that was possible. I think someone posted before that I should make it work that way. Well there. It does.
Don't you mean without?
Title: Re: New Project
Post by: Swamp7hing on July 05, 2008, 05:40:18 PM
Quote
I'm most willing to continue work on it when 4.0 comes out, but I'm not sure if Swamp and Mist are still interested. Certainly the ideas and design if the game still appeal to me.

My next RPG is the game I'm really gonna go all out on though. I really, really wanna attempt shareware, and I can't keep holding it off for 4.0.

Am I? AM I EVER!
Title: Re: New Project
Post by: Tireas Dragon on July 05, 2008, 05:45:29 PM
so you are interested?

Title: Re: New Project
Post by: Al Staffieri on July 05, 2008, 05:53:19 PM
Quote
Don't you mean without?

haha. Yes that's what I meant. I just edited it. Thanks.
Title: Re: New Project
Post by: alias on July 05, 2008, 07:53:23 PM
Say Al..... You could possibly add a
bool = SPRITETOUCHINGCOLOR (spritenumber) (hexcode)
command could you?
Title: Re: New Project
Post by: Tireas Dragon on July 05, 2008, 07:57:34 PM
Why don't you just make a sprite line and if the sprite collides with that line it doesn't move.
Title: Re: New Project
Post by: alias on July 05, 2008, 08:02:06 PM
Because I cant have more than 20 sprites on screen and i cant do a curved collision detection with sprites. Also it will slow down the code (i think)
Im not an idiot.
Title: Re: New Project
Post by: Tireas Dragon on July 05, 2008, 08:11:34 PM
Dang, I thought if the sprite was transparent the collide wouldn't count I just did a test and this doesn't work. Another feature needed.
Title: Re: New Project
Post by: Silverwind on July 06, 2008, 04:12:33 AM
Another important thing to note is that hiding a sprite with a negative value doesn't actually null collides with it. The sprite is still there, just invisible. You probably knew that already, but just in case. It got me pulling apart my code for gliches awhile back. ::)
Title: Re: New Project
Post by: Al Staffieri on July 06, 2008, 07:06:18 AM
Quote
Another important thing to note is that hiding a sprite with a negative value doesn't actually null collides with it. The sprite is still there, just invisible. You probably knew that already, but just in case. It got me pulling apart my code for gliches awhile back. ::)

Wow. I didn't know that. I'll change it so it doesn't detect a collide if it's hidden.
Title: Re: New Project
Post by: Silverwind on July 06, 2008, 07:55:01 AM
Cool, thanks Al. :)

How do you go about changing things like that? I mean, is it like "IF COMMAND$ = "SPRITE spritenumber x y filename$" THEN command properties" or something similar? Or is it completely different?
Title: Re: New Project
Post by: Tireas Dragon on July 06, 2008, 09:47:13 AM
I believe it is COMPLETELY different.
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