For DarkMage139
The forum bug wasn''t a forum bug. That happened ''cos you entered without "loginning in" before.
Thanks, Arthur(rockslave)
FF7 Messages
Keep track of all of the events that you need to use for your scripting engine. Usually events in scripts would activate when talking to someone or moving in a certain area.. Remember you are the one making the game so you make the call =)
The nightmare travels across the cosmos with his burning mane. The trail of ash that is produced.
?Have a nice day!?
not to intrude or make a fool of myself, but DarkMage, did you mean Dialouge boxes?? That is done with a scripting engine!? No way. I was thinking just make a function that takes how many lines of text the characters dialouge is, and then draw the corresponding box for it, but I know that is not how I will do it in the real game, but is it really done with a scripting engine?
Ferinorius: You need some kind of scripting engine to activate the dialogue boxes and to know what character/npc what says, but the boxes itself are drawn by a function of course.
Dee: The way I did it is using a map structure with 32 ''specials''. These are structures itself by the way. In these specials you could refer to a specific tile on the map (a treasure chest for instance). You can define a special type (treasure, trigger script, etc) and some properties like: what''s in the treasure chest, what script must be triggered.
Sludge Software
www.sludgesoft.com
Developing a secret of mana style role-playing-game
Dee: The way I did it is using a map structure with 32 ''specials''. These are structures itself by the way. In these specials you could refer to a specific tile on the map (a treasure chest for instance). You can define a special type (treasure, trigger script, etc) and some properties like: what''s in the treasure chest, what script must be triggered.
Sludge Software
www.sludgesoft.com
Developing a secret of mana style role-playing-game
Sludge Softwarewww.sludgesoft.comDeveloping a secret of mana style role-playing-game
quote: Original post by Dee
About the scripting... do you write a script for every single event then?? and how do you track that??
what about items in treasure boxes... how do you keep track of them, what is in them, open/close.. etc..
thanx... i''m a real newbie..
I''m not too sure about the scripting, but I think I can use classes for treasure boxes. That''s the magic of the new operator...
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Anyway, I''m still reading through the zillion or so tutorials I saved onto my hard drive. Among them are a couple of scripting engine tutorials... so I''ll figure out something...
- DarkMage139
"Real game developers don't change the rules. Real game developers don't break the rules. Real game developers make the rules!"
"Originality (in games) is the spice of life!"
- DarkMage139
I had asked this question before a while back (not on these forums) and I got told to try out scalable bitmaps. Have the bitmap of the dialog box at it's desired size and merely scale it up or down and then write over it when you do the text. I've never tried it though - have to get round to it...
Also, if you want to see it in action, go get yourself a SNES emulator, a Square game ROM (like ChronoTrigger or something) and start paying with the layers and you'll see all the graphics layers. It is, afterall, for educational purposes...
Edited by - Jeranon on June 15, 2000 7:55:33 AM
Also, if you want to see it in action, go get yourself a SNES emulator, a Square game ROM (like ChronoTrigger or something) and start paying with the layers and you'll see all the graphics layers. It is, afterall, for educational purposes...
Edited by - Jeranon on June 15, 2000 7:55:33 AM
JeranonGame maker wannabe.
Thanx for all the info so far
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Dee: The way I did it is using a map structure with 32 ''specials''. These are structures itself by the way. In these specials you could refer to a specific tile on the map (a treasure chest for instance). You can define a special type (treasure, trigger script, etc) and some properties like: what''s in the treasure chest, what script must be triggered.
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Do you mean 32 specials for every given scene (like within a certain town) and another 32 specials for another place?? what about the whole game?? Wouldn''t FF7 have like 1000 events or something?
thanx
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Dee: The way I did it is using a map structure with 32 ''specials''. These are structures itself by the way. In these specials you could refer to a specific tile on the map (a treasure chest for instance). You can define a special type (treasure, trigger script, etc) and some properties like: what''s in the treasure chest, what script must be triggered.
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Do you mean 32 specials for every given scene (like within a certain town) and another 32 specials for another place?? what about the whole game?? Wouldn''t FF7 have like 1000 events or something?
thanx
Dee: I''m using it per ''map''. You can see this as a location (town). Because I''m programming a secret of mana type game, the fields are included as well.
Btw, are you from waterloo in Holland?
Sludge Software
www.sludgesoft.com
Developing a secret of mana style role-playing-game
Btw, are you from waterloo in Holland?
Sludge Software
www.sludgesoft.com
Developing a secret of mana style role-playing-game
Sludge Softwarewww.sludgesoft.comDeveloping a secret of mana style role-playing-game
quote: Original post by Sludge
Dee: I''m using it per ''map''. You can see this as a location (town). Because I''m programming a secret of mana type game, the fields are included as well.
Btw, are you from waterloo in Holland?
Sludge Software
www.sludgesoft.com
Developing a secret of mana style role-playing-game
Alright... but globally, including each 32 for each map... in total i mean.. how do you keep track?? say... if i wanted to save a game and keep track of every box that is opened or not opened... in every map though... how is that done or is there another method...
BTW, i''m moving to Waterloo in a month or so... to attend the University of Waterloo at Canada.
one more thing...
back to the text/script thing again... say i trigger an event... and start a conversation between characters.
How do i know what is being put for the message?? There are definitely a million messages and conversation lines... where are they stored?? in one file, separately?? in the code (thought that would be insane) and how would i go about finding the right message, speech??
back to the text/script thing again... say i trigger an event... and start a conversation between characters.
How do i know what is being put for the message?? There are definitely a million messages and conversation lines... where are they stored?? in one file, separately?? in the code (thought that would be insane) and how would i go about finding the right message, speech??
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