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Author Topic: Turn based RPG?  (Read 2484 times)
gekido
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« Reply #15 on: August 28, 2009, 02:01:18 PM »

http://www.combatspecops.com/2009/08/rts-sample-project/

here is the rts sample project template.  more details about what it does and how it works on the site.

please let me know if it doesn't work out of the box, i may have to post updated ai & character scripts for the default library, but i'm pretty sure it should work as is.
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pixel_legolas
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« Reply #16 on: August 28, 2009, 02:18:07 PM »

Sounds very good and it makes me glad that you also thought about it mike. So, give us 100% working code now Wink

Just kiddding but feels like things are happening now.

zknack, you read the pm?
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zknack
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« Reply #17 on: August 28, 2009, 02:48:37 PM »



Roger Pixel, and sent you an email already ;-)

Gekido- thank you! I'll be going over this on Monday/Tuesday with luck. This
should help.

I am looking forward to seeing the working examples of sprite support, etc.

I'd love to see an example of your OptionFile / Content Browser Gekido, even stripped
down dramatically- just with default built in weapons for example?

For the inventory screen I really think the best way that I can think of-would be to have
a Menu file that has all of the items hidden & disabled by default, but enabled & shown
as they became available/found. Item counts are easy to do- the ammo & heart bar
coding shows this well enough. I'd warrant a guess that it shouldn't be an issue to have
a quantity displayed for each item.

The only trick with this method would be to then devise a method of 'arranging' the item
menu's for people that like to organize in a different fashion... But that's a secondary
concern for me.

Magic spell screen should be similarly done also- all final fantasy games seem to utiilize such
a method.

Star Ocean and others do this I believe with their exploration / dictionary menus.


On a side note, my personal summary of the next few days at my day job is: Company transitions = not fun


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pixel_legolas
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« Reply #18 on: August 28, 2009, 04:13:14 PM »

by the way have you tried THE LAST REMNANT? Quite a nice looking piece of turn-based gaming:

demo here:

http://www.gamershell.com/download_40086.shtml





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pixel_legolas
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« Reply #19 on: August 30, 2009, 05:25:19 AM »

gekido, I tried the RTS example and really looks cool. First nothing happened but suddenly mouse was visible and I could select stuff. I had to zoom in really close to see character name above head though
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gekido
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« Reply #20 on: August 30, 2009, 08:31:22 PM »

yeah the camera starts in a bit of a strange position (basically 0,0,0), and the terrain just has a white texture so it's not immediately apparent what's going on.

Quote
I had to zoom in really close to see character name above head though

Load up the UnitInventory world and select either of the characters - there is a controller setting called 'DisplaySpriteMaxDistance' - you can increase this, it is basically the max distance from the camera to show the name sprite.

I added that to reduce the clutter when you have a lot of characters on-screen - for like an mmo type of game for example, or an RTS with hundreds of unit's active at once.

The 'name above head' feature is just something that the default character script supports, in the RTS example I'm overriding it to show which selection group the unit is a member of.
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