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Bringing our ideas together...

 
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AkariNight
Poetically Justified




Joined: 26 Apr 2004
Posts: 38
Location: Beyond linear vision

PostPosted: Wed May 12, 2004 4:31 am    Post subject: Bringing our ideas together... Reply with quote

Idea

I was just going over the addons Junahu created for Perfect Night and got a little inspiration...

*Health...
Is it possible to make hearts (health) appear on the screen, as it diminishes through frequent laser blasts it would be possible to see you hearts drop from three-one, sort of like zelda...

We could use do this so that when the hero becomes stronger it is noticable on screen, and also some parts of the game may require you have certain strenghth (# of Hearts) to overcome obstacles or even take an easyer route around... This way you would also know when you have to use a health potion

It would be simple enough to change the status screen to blend with this all you would have to do is change HP in a Heart symbol...

I also had the idea of putting machines selectively araund the compound, that can restore your health, as you take from the machine the amount of power left to restore your health drops (half life)... this would mean we wouldn't have to make as many npc's for health, we could even hide them inside objects like: Cardboard box etc...

*Discuise...
I included several hero templates inside the PERFECT.RPG file using custom, i intend to use them as other discuises for our hero, we should probably spread them out throughout the game... They might not all have to be used (Metal gear solid)...

*Story...
I think we should mainly focus in improving the game quality before we get out of hand with the story because we'll probably just get so into it we won't get anything done... Ha ha ha!

Could someone make a short cutscene of the hero waking up, from a door unlocking sound, then moving towards the door an saying something stupid like... "Hmm the door is unlocked" then you take over... So that then when we want to add in the story we can put what he was dreaming about before he wakes...

-------------------------------------------------------------------------------------

I know alot of these things relate to popular games that have already been used but this game will be unique!! We will together find something so excellent that paople will be amazed!

Thankyou very much! Keep up brilliant work...

I suggest also that Junhu-Minnek should work out which part of the script you are working on to save a lot of time... We are also anticipating a message from CN giving his thoughts from our game (Pre bug-fix)- Thanks again to Junahu for doing an excellent job!!

I'm gonna get some serious graphics drawn!!!

Regards...
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rpgspotKahn
Lets see...




Joined: 16 May 2004
Posts: 720
Location: South Africa

PostPosted: Mon May 17, 2004 8:49 am    Post subject: Reply with quote

I agree. We all need some inspiration to try something new in our games! Just like it was said. Get together and make the best games to be though out! Its a contest for the best of the best! Make a unique game today! You can do it!
By the way, my friends and I have a company called RPGSpOt, we would like everyone to know of our upcomming demos. They will rock this place down.

Dafalos : The Three Kings
The Creatures of Chilbine
Winterfold : Revenge of the Samurai

these games will feature :
*Exellent storylines
*The best graphics anyone has seen in OHRRPGCE
*All original Stuff, just for you!
*Exellent Plotscripts

Hope you like them... comming soon!
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MultiColoredWizard
Come back, baby!
The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Mon May 17, 2004 12:07 pm    Post subject: Reply with quote

It's easy to make hearts appear on-screen. Just use a variable for the hearts and make the variable the HP stat.
EXAMPLE:
Code:
script,hpmanagement,
(
variable(hp)
hp:= getherostat(me,stat:HP)
while(stuff)
then(
showvalue(hp)
if(hit == true) # i.e. you get hit
 then(
 hp:= hp -- 1
 if(hp >> 0)
  then(
  gameover
  )
 )
if(hpup == true)#i.e. you get a hp up thing
 then(
 hp:=hp+1
 if(hp<<getherostat(me,stat:HP,max))
 then(
 hp:= getherostat(me,stat:HP,max)
 )
wait
)

Note that this is untested, but it works, in theory. Also note that there is no picture displaying it, it's just a value in the bottom of the screen. If you wanted hearts to display, you could just use a series of setnpcframe and setnpcdirection stats(don't use alternpc, it's slow. setheropicture is actually a better command to use, but I doubt that an NPC will be used for movement.

That makes me think.. would hp:=getherostat(me,stat:HP,max) be the same thing as setherostat(me,stat:HP,max)?
Probably...
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue May 18, 2004 2:24 am    Post subject: Reply with quote

find hero(hero by rank(me)) should really be used instead of all the me's.

if(hp >> 0) is the wrong way around, should be if(hp <= 0)

max should be 'maxium stat'

hp:=getherostat(me,stat:HP,max)
is not the same thing as
setherostat(me,stat:HP,max)
I don't know how you figure that. In this case, the variable 'hp' and the actual value of the heros hp contain different values.
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Wed May 19, 2004 3:49 am    Post subject: Reply with quote

whoops. I put a lot of me's into my scripts. Do you think an on keypress script that forces the character into the first hero spot would be enough to counteract the possibility that the player might start screwing with the hero order? I just don't find the prospect of replacing all the me's very appealing.

Any idea on how health can be displayed graphically without interfering with the map or other npcs? Perhaps the game could switch to some kind of status screen when you press a certain key?

...oh, I also checked up on implementing shooting (deer hunter extreme style) and I'm pretty sure I can get it working just fine (although, to get it to work accurately, I have to suspend the player and the npcs while you fire.)

Hopefully this game will (if you pardon the slang) 'rock'.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed May 19, 2004 5:39 pm    Post subject: Reply with quote

The best way to go is definitly npcs. If you just can't, use show value. Don't go to another map to show health, unless you also list all the other stats and menus there as well.
I would never use maptiles anyway, unless the camera was fixed. It just looks horrible to be moving around and have the health jumping to keep up.
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AkariNight
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Joined: 26 Apr 2004
Posts: 38
Location: Beyond linear vision

PostPosted: Fri May 21, 2004 3:41 am    Post subject: This game... Reply with quote

Ohr Rocks! Its just a shame i uploaded the game a while back because the changes we have already made look incredable and will by far surpass alot of other games, its going to take a long time but i know this will be a top game!!!
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Fri May 21, 2004 5:01 am    Post subject: Reply with quote

The Mad Cacti wrote:
The best way to go is definitly npcs. If you just can't, use show value. Don't go to another map to show health, unless you also list all the other stats and menus there as well.
I would never use maptiles anyway, unless the camera was fixed. It just looks horrible to be moving around and have the health jumping to keep up.


I don't think I could use npcs to show health all the time since, unless I used suspend obstruction, they would get in the way of the guards. Perhaps instead I could use 'p' to pause the game and show the stats on the top of the screen...
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AkariNight
Poetically Justified




Joined: 26 Apr 2004
Posts: 38
Location: Beyond linear vision

PostPosted: Fri May 21, 2004 9:14 am    Post subject: Reply with quote

could this 'pause menu' show other values aswell? such as game time... times caught... etc...
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