bump, I'm still working on this
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bump, I'm still working on this
you do not seem to be making much progress since 2013
but it was like half a year since aloy gave you item system code. you could glue it to your game in all that time. dont worry, I have these dormant projects, too. however, I don't bump the threads when I have no actual updates.
Alloy gave me a system that (because I'm guessing he also didnt look at the game, just like you) didn't work. It's not dormant, I'm currently working elsewhere in the game (the battle system) to develop status ailments as well as getting each individual character the ability to use separate physical and chenre attacks.
ex: Azul would be able to select "Physical" and a dropdown menu would open allowing him to select from 4 different "physical" attacks.
I'll keep bumping until someone with a brain wants to help. If you have nothing to contribute, you can kindly ignore it
The big question is where is angelhdz
he no show for longest time so farr.
not no weather he come again or no.
he no better than alloy though, but he would helping you
alloy i find these post you make sometimes ago.
how come you make array like you do in this post if you claim this.Quote:
Alloy Bacon 28-Jul-2014 13:05 (in response to Dhivakar dkear)
Adobe can you please!! please please! atleast give us adobe air for as2 so we can publish to android and ios, I would make some amazing apps for android, i dont have time to learn as3! i took 4 years to fully understand as2 and use it with php and xml to its full potential and then you take it away from us, atleast make the runtime open source so someone can hack it to work on android!
why does firefox get the as2 for android
you can try privute mesage him, maybe he answer
Honestly, I'd pay whoever can figure this out cause this game has a few other issues I'd like help with after this is solved. I'll throw down $50 usd to whoever can make a good item system with these reqs
- Has to be able to draw from a database of different item types (consumable, weapon, armor, accessory)
- consumables must be able to "stack" (weapons, armor, accessories dont need to stack) <most important part
- consumables must be able to directly affect hp/mp values (heal and the like)
- Weps armor acc. must have values attached to them so they can affect the character's stats when equipped (ex.strength +10 or something)
- items must be able to be bought and sold
- items must be able to be displayed in text (movieclips of each item is not really necessary)
- AS2
- pretty much this
Attachment 75639
Literally if possible, use Final Fantasy 7 (or any FF game) as a basis for how the item system should work. If you can get it close to that, I'll pay you immediately.
so far bacon had the best system, but it needs a little more work. Was missing a lot of needed features
well once i add the view source option[</>] to indocastles you can rip off that.
i can not even open you web page neve mind reader source code, you page never load
^ hes right
maybe post to https://www.bountysource.com/ or something?
6.21.16 Update
Added:
-Point of Interest System
Characters who have not previously been spoken to will now display an (!) above their head. This will go away when spoken to
-Dialogue update
characters will now have the ability to say something completely different when talked to a second time. After initiating the first conversation, you may walk away and come back to the same character to talk to them again and view a different dialog
-Gamemsg update
gamemessages will now allow for more than one line of dialogue and can also be dismissed by finishing the dialogue. So rather than popping up once and being annoying, you can read more and they go away upon completion. This is helpful for parts of the storyline where characters need to have a conversation with each other to better understand whats happening
-Tutorial Stage
with the help of the new systems, I've made it so you can't leave Yorke without gaining your first ally (Malforn) that way you dont wander into the forest and die alone
I've also updated the tutorial Villager in front of the Inn to have a second line of dialogue explaining battles better
-CheatCode
there is a hidden secret in the top right corner of Yorke that will unlock all the characters for you. I currently use it for testing purposes
In addition to this, I've locked all the characters so you can't just leave town and go add stronger people to your party immediately and insta win. without unlocking the cheat, you can't select characters that arent available to you yet
-EXP Things
players that die during battle will now no longer receive exp
Players that are alive and level up will be fully healed
Battle Updates
-Status Bar
during battle a status bar will display at the bottom of the screen reading damage inflicted and taken as well as giving you status ailment updates
for now, this is a bit broken on when it displays but I wanted the idea in place
-Status Ailments
there are now status ailments in the game that will affect how players fight and their stats and whatnot
for now, these must be manually turned on, but soon I will make them able to be inflicted during battle
-Item System
I have the basis of an item system forming, for now its ****ty drag and drop until I figure out how to make the values in the database stack. In the first frame on the Game Brain line is where i'm currently working on stacking duplicates
I don't, however, like my current system at all and I'd still like help with it.
-Shop
in addition to the item system, I've also added a working shop system, however, your money value can go into the negatives while using it and I need to stop that
-Treasure
you can now find dropped treasure, I'm working on making it so picking up the items is a choice, but for now, just walk up and grab it and it will be added to your inventory. There are more items and money in the Sea of Trees
-Aesthetics
changed the world map to reflect how large I want the first continent to be, more towns and stuff will be added once I draw out a better map of the world. For now, just go up into the sea of trees and into Redum to fight the first boss
you'll still be booted from the castle if you're not level 5 when you attempt to fight the first boss
http://www.mediafire.com/download/59..._-_6212016.fla
10.11.16 Update
Added:
- New...er controls
I've figured out how to assign controls to any button I choose. Later, when the game is closer to completion, I'll likely change up the entire design, but for now, I've only changed one thing: You press "I" to bring up the menu, thats it. everything else is still spacebar as ****
-Stackable Items
This is why I take breaks from the code, sometimes I come back with really good ideas. I've managed to finally get those pesky items to stack the way I want them to. Enter the keyboard controlled menu and go to items and it'll split into four different categories, Items, Weapons, Armor, Accessories. The lists are populated, but I'm still perfecting this so I haven't had time to display the separate lists for weapons and armor and acc. I had a lot of trouble making the item list not say "undefined" a million times for unused slots, but I figured it out.
So it works!
The keyboard controlled menu that you will select and use items with can only scroll through the 45 slots by going up and down right now, maybe if I have time i'll set it up so you can go left and right but thats a whole lot more code I'd have to go back and do.
-Next
Now I have to work on making the items usable, making the item screen update in real time (when you pick up an item, its added to the database in the script, but the game itself wont reflect that outside of the ghetto shop I set up.) making the items equippable and of course, making the items do ****.
-Battle Menu
I went through the trouble of making a new battle menu so I can expand the fight. Characters will soon be able to choose from a list of 3 Physical Attacks and 3 Chenre attacks, each specific to that character. I'm going to make the menu run a script that will draw from a small attack list blah blah blah, thats all later. Also made a Burst button that will only appear when a character has Burst available. I haven't set up the variable in game yet but its there somewhere. That button is able to be individualized since it will trigger a character specific in game cutscene that will deal a **** ton of damage to all enemies on the field. Thus, a Burst attack, and yay we finally get to use that ****ty little yellow bar I set up a year ago lol
So yeah, I'm still working on this, thanks to people who stick with it and care about the updates. I actually learned to split arrays thanks to AlloyBacon and that in itself was a big breakthrough to making these stackable items. The code isnt a flush or clean as I want it to be but hell, whatever works works man. I just want the coding issues worked out so I can get back to actually designing the game and plot.
SWF: so you can see whats up before you download
http://www.mediafire.com/file/5ts858...stackmessy.swf
FLA: so you can look deep into the code. I go through the process of explaining how I made the stacking system work inside the ItemSystem frame in here if anyone is interested
http://www.mediafire.com/file/b340x2...stackmessy.fla
Don't forget this is all still AS2
me be getting in some house, sayin inn
there be some green female
cant talk to her, but there is button to battle
press that, but now instead of female there are 3 beasts
press run, says you cant escape
wtf
oh and btw,
none of the attacks work, he's just standing there, and so does his white gf (who also does not actually follow him when he walks around)
when you choose an attack, 3rd level buttons do not disappear, and when you choose an attack again, they get overlapped by new buttons
As with any NPC in the game, you walk up to the person you want to speak to and press the space bar. When you're close enough a little prompt should show up in the bottom right corner. Its honestly not that hard to figure out.
The battle button as I've said before is only there to quickly enter battle for developing purposes. The run button is fully fuctional but works on a chance based system. I know the battle is wonky right now, if you read I haven't finished the new menu yet, but phys1 and chenre1 both work for the old attacks from before. Press the space bar when they're selected and they work. Trust me I know the current issues, this is an update not a complete project
This update was to bring you guys the new stackable item system which has been a pain in my ass since I started this game. Battle can wait
Also she's never going to follow you around, the party is only visible in the party menu and in battle. Its an RPG mate. You're able to have up to 4 playable characters in the party at once, I'm not going to animate them all walking around behind you. That's obnoxious
I'm currently working on another update. I have fixed the battle system/battle menu, so that works fine now. I've also added Burst attacks, so that little bar wont be totally useless now. I'm currently re-vamping character animations since I have to add new ones anyway. I figured I might as well since I was getting sick of the main character looking like 2008 babydrawing crap. I'm also adding a new playable character, Laava. All of these characters will now be able to choose from 3 separate Physical attacks and 3 separate Chenre attacks each specific to the currently selected character. Of course this means I'll have to draw about 4 new attack animations per existing character and 6 separate attack animations for Laava since I'm adding him. I think you guys will like him though, hes got a scythe. In addition to all the new attacks I have to draw, Burst attacks are carried out via a cutscene, so each character will have their own custom cutscene that will play when a Burst attack is selected to play
For now I'm putting the item system on hold while I draw all this ****. Gonna make the game look a little better while I'm still in the mood to draw basically the same picture 450 times. Just bear with me guys
quick question, say I have an array: _global.items = [0,1,1,2,3,6,4,8,3,2]
and I wanted to remove the 4 using actionscript, how would I go about that? I feel like I'm so bad with simple array stuff lol
you should try google.com, it's really useful site
http://help.adobe.com/en_US/as2/refe...5f6e-797f.html
Hi,
Yes is goojul is very useful at times, but here is also an answering place but from time to time a lot of us post a link instead.
here are a couple of ways, basically the same as each other just different usage
PHP Code:_global.items = [0, 1, 1, 2, 3, 6, 4, 8, 3, 2];
function numberSplice(whichArray, numberToSplice)
{
for (var i:Number = 0; i < whichArray.length; i++)
{
if (whichArray[i] == numberToSplice)
{
whichArray.splice(i,1);
break;
}
}
return whichArray;
}
trace(numberSplice(items, 4));
//-------------------------------------
_global.otherItems = [99, 17, 23, 11, 23, 32, 67, 4, 8, 333, 2900];
//trace(numberSplice(otherItems, 333));// using other method
Array.prototype.indexed = function(value)
{
for (var a:Number = 0; a < this.length; a++)
{
if (this[a] == value)
{
this.splice(a,1);
break;
}
}
return this;
};
trace(otherItems.indexed(23));
ha, I thought he just needs to remove forth element.
any way, can't you do while ((i = arr.indexOf(4)) > -1) arr.splice (i, 1) ? or does as2 have no indexOf ?
Hi,
indexOf is for strings I believe
well it's there in javascript, which adobe claimed as1 was based off, so I thought it should be there
indexOf only works for strings in as2
Thank you Fruitbeard. Obviously if I ask you guys a question, I've likely googled my ass off already. We've got the pro's here anyway. Also yes, Fruit, that is EXACTLY what I needed. A nice little function to remove whatever element from the array that I choose at will. I've already implemented it into the code.
With this code together with what I've been working on, we now have the ability to use an item, have it affect your HP, Chenre, or Burst, and (with Fruitbeard's function) REMOVE the used item from the current inventory.
appreciate the quick reply man! :)
I will water the fruit tree this time... *waters paypal balance*
Hi,
Thanks Alloy, but what are you parting with your dollars for, it's not as if this is your thread or question, perhaps you benefitted from the previous posts.
You can always pm me if you do such things, no need to declare it here randomly like so.
Glad it helpd xeno
*examines tree* hmm seems to be a cactus of the desert with dragon fruit!
Hi,
Soon be on 700 Alloy through your useless random comments on others threads.
Congratulations x
12.30.16 Update
12.30.16 Update
Added:
-Functional Item System
Consumable items are now fully functional and will work on both the World Map and in battle!
Press the "I" key on your keyboard to open the menu, then select Items to enter the Inventory screen. From here you will have four options: ITEM, WEAPON, ARMOR, ACCESSORY. Each button will take you to a different inventory with different items.
(avoid the items that clear status effects, as the game isn't set up to give you status effects, those items aren't functional as of yet. I should finish up the code the stops you from using them in battle, but for now you should be unable to use them in town just fine. An error message should display telling you you are not inflicted with a status ailment)
When on the Inventory screen, you can choose to use, discard, or exit. Discarding an item will reduce its number from the stack and item will be lost. Using the item will bring you to a screen to select whom you want to use the item on, afterwards the item will be used and removed from the stack.
-Weapons and accessories are not currently able to be equipped as I can't seem to get them to properly update stats. Or, to be precise, the values change , but won't properly display in game yet so thats not done
Battle Updates
-Items
As I said before, Items are now able to be used in battle. Select the Item button during a fight and it will bring you to the consumable inventory after which you'll be asked to select an item, and then select a target for the item. If you use an item on a character, the effect will be applied and your turn will end.
(revival items only heal you since Incapacitated is a status ailment and those aren't fully functional yet. I plan to make items other than the revival items unusable on Incapacitated party members, so they must be alive before you can use anything else on them, meaning you can only use revival items on them before anything else.)
-New Character Models
WIP. I currently only have Azul's stand animation and Laava's character model is entirely new. I plan to re-draw all of the playable characters as well as their new attacks.
-Attack Lists
Each playable character now has the ability to choose from 7 different attacks. 3 Physical attacks, 3 Chenre attacks, and 1 devastating BURST attack.
When the BURST BAR reaches 100, it will begin to flash for that character and an extra button will appear, allowing for a powerful Burst attack that will attack all enemies on the stage via a unique animation.
(currently only Azul and Malforn are capable of BURST attacks, and even then, only Malforn has an actual animation. I'm working on drawing new unique animations for each character and adding more to Malforn's to make it longer and more dramatic.)
(I haven't drawn all 6 attacks for every individual character yet, so if you happen to select an attack with no animation, the game will tell you that animation is not available and your turn will be lost.)
-LAAVA MEILLE
I've added a new playable character, Laava to the game. He is the King of a place not currently programmed into the game, but he does eventually become playable. For now, the only way to play him is to immediately use the Battle button on the bottom right when starting a new game. He will be overwritten with Malforn if you attempt to leave Yorke.
-Laava is a part of the new character battle models I'm drawing. As I'm giving these ones more detail, they take longer to pump out, as such he only has two functional attacks: "Phys - Incapacitate" and "Phys - Excecute"
-Treasure
This was in the last update, but now that items actually work, picked up items will be added to your inventory and will stack with existing items in your inventory
FLA
I fixed some weird error that was occuring within the .fla file that was causing there to be too many copies of the same sound, as well as embedding some font that was missing. I'm pretty sure by now everyone has Trajan Pro on their pc, but if not, I suggest getting it to see how the game is "supposed" to be displayed
I'm trying to balance code and art here, so sorry for missing so many of the animations, but I'd rather have the functionality in place and have it lead to a blank frame than not have it at all. These animations are all by hand so they take a long ass time to get done, and in addition to that, I recently broke my tablet pen, so likely we won't see fully realized animations until later in 2017, but for now enjoy Laava and Azul's new look.
Mediafire links:
SWF: http://www.mediafire.com/file/s97dag...-_12302016.swf
FLA: http://www.mediafire.com/file/hhqada...-_12302016.fla
Also I'm not entirely sure what the hell is wrong with MediaFire, but it seems to have a very slow download speed, so I will also upload the files to google drive as wel