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Post by crazynate on Mar 11, 2011 22:59:19 GMT -5
I've been trying to pick back up on programming over the past few days, so once again i'm trying to make a rpg... atleast this time i'm wise enough to work on the actual framework before trying to make a lot of graphics So far in the framework: tilemap simple collision sprite movement/animation events -press the spacebar when facing the small rock -step on the portal Attachments:
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Post by matthew on Mar 12, 2011 9:31:19 GMT -5
Hi Nate good work, now all you need to add is a battle system & some magic.
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Post by shadow008 on Mar 16, 2011 10:10:26 GMT -5
INTERPOLATED MOVEMENT!!!
Please incorporate interpolated movement @_@- liek in pokemon
Then it shall be better than FALLOUT 3 MUAHAHAHAHAH!!!
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Post by crazynate on Mar 17, 2011 22:01:07 GMT -5
...i may try to do that later, i'm still trying to add some of the basics... i don't want another failed rpg framework attempt because i get ahead of myself... i think then the failed attempt count would be at 6 for me... So far i've added npc's, they don't do much other than move, collide, and acknowledge you when you face them and press the spacebar. Also, i'm starting to work on allowing the player to move between maps (note the hole placeholder on the overworld map), which i hope to have implemented and have functioning by the time i post the next version Attachments:
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Post by crazynate on Mar 19, 2011 0:10:39 GMT -5
Well i've managed to set up the program to change between maps when you step on the hole tile. I've also cleaned up the code a little bit and added support for a game controller. Attachments:
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Post by crazynate on Apr 1, 2011 16:51:02 GMT -5
-changed the character sprites to some from a previous framework attempt -added a pause menu (press backspace to open, up/down to navigate, & space to select; only the return option currently works) -able to select a response when you interact with the yellow character Next i hope to add stats & items and make them appear in a menu. After that i might start working on the battle system.... Attachments:
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Post by crazynate on Apr 17, 2011 22:36:00 GMT -5
still working on adding items and such... haven't had much time to work on it though...
i realized i never said the screen mode is meant to be set to 800*600... that may be important...
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Post by shadow008 on Apr 18, 2011 10:14:51 GMT -5
You can set the SPRITE screen mode with ResizeSpriteArea(Length, Width) Defaults to 640 x 480 It isn't "meant" to be set to 800x600, but that works also. BTW: The screen resolution doesn't affect the sprite area at all. However, I realize you used the word screen MODE. Not quite sure what you meant by that, so I covered the only 2 topics relevant to what you're doing. If you meant something else, please say so
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Post by crazynate on Apr 18, 2011 16:26:35 GMT -5
I was talking about what the window size needs to be set to in the basic4gl options; it doesn't effect much other than if the menus appear in the right place and whether the text is shown inside the boxes. Attachments:
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Post by Darkjester on Apr 18, 2011 22:16:29 GMT -5
add resizing support, using windowwidth() and windowheight() they return INT's so it should be pretty straightforward to do a resize, ill post code if you need some help with this. -darkjester
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Post by crazynate on Apr 19, 2011 16:43:40 GMT -5
I was planning to do something along those lines eventually, though i might still have trouble getting the text to line up with the menu boxes...
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