Hey guys!
I'm making an Online Flash RPG, called Sidra, and I'd love anyone's help!
You can find an offline beta for Sidra here.
If you'd like to help, just post on this thread. =]
Somar
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Hey guys!
I'm making an Online Flash RPG, called Sidra, and I'd love anyone's help!
You can find an offline beta for Sidra here.
If you'd like to help, just post on this thread. =]
Somar
New Version of Sidra.
+There is hit detection on the house and the tree. It works on irregular figures and isn't processor intensive whatsoever. (Simply uses .hitTest( x, y, shapeFlag))
+If you go close to the door and click on it you go into the house.
+You can see the code now.
+Speed input box has 2 digits now =]
[Edited by Somar on 06-07-2001 at 06:55 PM]
I want to help!
I like what you've done. you should check oput our RPG Development team. a lot of people are coming up with ideas, and it's all open source. You can easily Sign up, and any ideas or files will help out. the more oyu ocntribute, the more credit you get.
RPG Dev Team:
http://www.magikdesigns.com
he he... don't forget about WFRP project :)
whole system (includin multiplayer, maze generatin, savin & loadin systems and many more) is built... now just need gfx :)
cheers...
our game is going to be similar to your idea, but there are other realtime games out there (at least 2). one is by vagabond at:
http://www.webwave.com/rpg/
the other is by unreality and is at:
http://www.signal8.org/ssfantasy/
Ours is going to be unique, (if we get it off the ground) because it will be online and offline, saving and loading from a file on the users HD. this is just an idea at the time. and we have only been working on it for 2 weeks.
there are others... but none of complexity and idea that WFRP have... :)
anyways... good luck with ur game :)
Anti-Matter()... I was in The Flash Rpg Dev team once before, nothing was being achieved, plus i don't like how you fight the people right on the level, I prefer going into a battle scene, hell, it could be an active battle like in "Quest 64" if you've played that.
I would love for some of you guys to cope with my ideas...
I'm currently programming inventory, and then after i get some char graphics, i'll make my very first status screen and the rigorous battle scene.
I'm also making classes and races. And because it's online, it's not going to have one set story line, everything, from quests to cities, to landmarks, will have it's own little story.
I like Booya Climber's work though. I like the fact that he's Canadian too. =P If you read this Booya Climber, tell me what you think of my game =D.
i still want to help you going to let me help? i want to bad!
SOMAR
i know we aren't the most organized, but it's hard to keep all of the team happy. we have decided on a battle scene instead of an "on-the-level" fighting style. we think that will be easier.
SSJ4 MewTwo
If you want to help our project, go to http://www.magikdesigns.com/Members.htm
and sign up. If you want to do Somar's thing, you gotta talk to him.
I looked at your game, but how do you move around in it?
--Jim
Het Somar, I like your game. I am glad you like my work too :). For the inventory, are you using my system, or are you developing your own?? If you are developing your own, i would like to see how it is done.
nevermind, i figured out how to move around.
--Jim
Hi!
Anti-Matter(): That's good to hear. =D I find it frustrating with different people programming a game, I mean, if we were all in an office together, then I wouldn't mind. The graphics is all I want.
Booya Climber: Hadn't realised you made a system =D Mine is basically: items[itemvalue][ammount]; and items[itemvalue][name]; . I would put items[1][ammount] += 5; inside of a MC with a potion, the one 1 being the numerical value for the potion. The shop aren't all that hard either. Just add money -= ammountdue; As for listing the items, when I have to define what the items does, I'd assign it it's name. Then whenever you recieve, steal, achieve an item it refreshs the list with something like this:
itemstextbox = "";
for (index=0;index<totalitems;index++) {
if (items[index][ammount] > 0) {
itemstextbox += items[index][name]+" "+items[index][ammount];
}
}
Jemuzu: The reason I added that canmove = true or false, is for when text boxes, and movie scenes, I set canmove to false and you lose control of you char.
SSJ4 Mewtwo: Are there any graphics, or progamming or ANYTHING you can show me, I'm not just going to let people join for the credit, I want REAL help.
sxdesign:
there are others... but none of complexity and idea that WFRP have...
anyways... good luck with ur game
How utterly modest.
Somar
[Edited by Somar on 06-10-2001 at 03:26 PM]
Hey Somar, I like you inventory system. Mine isnt as complicated as yours.
heres mine:
in the item:
on(enterframe) {
if(this.hittest(_root.hero)) {
_root.pickedup = true;
_root.whatpicked = 1; //or the number corresponding to the item
this._visible == false;
}
}
in the hero:
on(enterframe) {
if(_root.pickedup) {
for(item=0, item<10, item++) {
if(_root.inventory[item] == "") {
_root.inventory[item] == _root.whatpicked;
_root.inventory[item].gotoandstop(_root.whaatpicked);
break;
}
Basically, each item item has a number corresponding to it.
In the inventory, you have 10 movieclips (or how many items you want to carry) with 10 frames (or the amount of items there are). In each frame, you have a different item, and a blank frame at the beginning.
When you run over an item, it updates the array, and tells the movieclip to goto the frame with that item on it. WHen you need to check for an item, you just have a loop that checks the array.
Hey Somar, if you would like to use my map editor, i'd be glad to let you.
You're taking a different approach to this, using variables, boleans, and graphics, where as I use solely 2D arrays, and a text box =P Of course the update items function isn't at ALL full proof, I'm just simplifying it so that you understand the concept. IF anyone would like me to elaborate on anything or help them out with anything in an RPG, I'll be glad to answer you question to the best of my ability
Firstly, my revised psuedo code:
In the item:
on (enterframe) {
if (this.hitTest(_root.hero._x, _root.hero._y, true)) {
_root.item[1][ammount]+=7;
_root.updateitems();
this._visible == false;
}
}
In the loading of the game:
_root.item[1][name] = "potion";
function _root.updateitems {
for (i=0; i<totalammountofitemsingame; i++) {
if (items[i][ammount] > 0) {
itemsbox += items[i][name]+" "+items[i][ammount];
}
}
And as for the map editor... I'm not making my game tile based, I don't see the reason would want to make a tile based world in Flash, I mean in C++ or other more processor friendly languages, it would lag much so it'd be easier =\
I LOVE the layout of your map editor. IN fact, I'm making my menus as a tribute to yours, LOL (that's the legal way of saying I'm copying your stuff).
Final question: Why would any Flash Game Developer make their world tile based? I really am stumped!
There are advantages to having a tile-based world. First of all, you can distribute the editor to the player, so they can make their owns maps, like Starcraft. But there are downsides... the speed is horrible on tile-based games, especially when you get into hittest for every square... S-L-O-W. One way to get around this would be to make invisible hittest boxes.. then there would be much less enterframes. Here is an idea to make your collision detection more accurate. Instead of if(this.hittest(_root.guy._x, _root.guy._y, true))
try this:
on(enterframe) {
x=_root.guy._x + _root.xspeed;
y=_root.guy._y + _root.yspeed;
if(this.hittest(x,y,true)){
yada yada yada...
}
that should make it much more accurate. Somar, come on icq.