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binoal

Joined: 20 Jun 2009 Posts: 123 Location: My Own Little World
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Posted: Fri Jul 31, 2009 8:39 am Post subject: |
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| Quote: | Neat, I do love being in the credits of stuff.
As a side note, you might also want to include a Play sound command in order to make the bomb more impressive. Simply import an explosion .wav file. ( many of which can be found in the import folder thats included with the engine ) Then put in the command:
Code:
Play sound ( 0,false,false)
Place it right below ( or above ) the change npc command in the script, for what I assume would be the desired effect. |
Haha i already put the explosion sound into the script, it was a modification i made after making it hurt you. But i found a bug in the script that i dont quite understand. It specifies the exact location of the area it can blow up. but for some reason, it is hitting anything that is in a row with it or adjacent to that row...
Im hoping to have a demo type thing that goes until you beat the first real dungeon up by the end of the day. If anybody wants to check it out, im adding the link to my signature as soon as its up!
Once again, thank you to everybody who helped!
EDIT: This is kind of a random idea i just got. During the credits, the background music will be the Legend Of Zelda Theme by System of a Down! Yes! It's perfect! lol
ANOTHER EDIT: After further testing, i realized the bomb isnt just blowing up everything in a row. When it is used in a dungeon, it is destroying 4 random NPC 0 copies. BTW, the demo is up now! _________________ Resident Evil RPG Demo
http://www.castleparadox.com/gamelist-display.php?game=963
Legend Of Zelda: Reptilian Warlord Demo
http://www.castleparadox.com/gamelist-display.php?game=961 |
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Fri Jul 31, 2009 2:49 pm Post subject: |
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| O, yea the NPC ID checking scripts react badly when there is an NPC 0 present. Um, replace those. Sorry, that fact totally slipped my mind. |
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binoal

Joined: 20 Jun 2009 Posts: 123 Location: My Own Little World
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Aug 01, 2009 4:18 pm Post subject: |
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Let me explain:
| Code: | AB:=NPC at spot (NPC X (7)+1, NPC y (6))
If ( get NPC ID (AB) == 0 ) then ( destroy npc (AB) ) |
NPC at spot returns 0 if there's no NPC there. Passing this straight to getNPCID will cause it to check if there's an NPC with ID 0, and if so, return its ID (0). You're meant to do some error checking:
| Code: | AB:=NPC at spot (NPC X (7)+1, NPC y (6))
If ( AB && get NPC ID (AB) == 0 ) then ( destroy npc (AB) ) |
_________________ "It is so great it is insanely great." |
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binoal

Joined: 20 Jun 2009 Posts: 123 Location: My Own Little World
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Posted: Sat Aug 01, 2009 5:20 pm Post subject: |
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Also, im trying to make the hookshot. i have the basic thing done, except one problem: i have no idea how to create the npcs in the right spaces. like the lead NPC statys at the front the entire time. it has a chain on the beack of it. i create the NPC on the same space as the hero. but i dont know how to create the new NPC on the space it should go to next. _________________ Resident Evil RPG Demo
http://www.castleparadox.com/gamelist-display.php?game=963
Legend Of Zelda: Reptilian Warlord Demo
http://www.castleparadox.com/gamelist-display.php?game=961 |
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