Search found 3591 matches
- Fri Aug 28, 2009 6:49 pm
- Forum: Libraries and Tools
- Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
- Replies: 367
- Views: 147342
Re: My Zelda style adventure engine progress thread
NPC's should be treated as actors. One per game. That can move around. Scripts can be created to include every single line of dialog they will say when you talk to them by using if/then/else's and variables (Flags) The only time a duplicate NPC will be used is if it is an alternate form of the origi...
- Fri Aug 28, 2009 6:22 pm
- Forum: General
- Topic: Ludum Dare 48, 15th edition
- Replies: 7
- Views: 3395
Re: Ludum Dare 48, 15th edition
48 hours. Too little. It's taken me months to get what I have now. But I look forward to seeing what comes of this.
- Fri Aug 28, 2009 6:18 pm
- Forum: Libraries and Tools
- Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
- Replies: 367
- Views: 147342
Re: My Zelda style adventure engine progress thread
Maps and scripts need to be kept separate. Since scripts can be used on multiple maps. I'm against putting everything in one file as it makes it difficult to edit just one file. I'd rather have all my maps in separate files, all my scripts numbered in separate files, and all my images in separate PN...
- Fri Aug 28, 2009 5:10 am
- Forum: Libraries and Tools
- Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
- Replies: 367
- Views: 147342
Re: My Zelda style adventure engine progress thread
Tests are going well. I created a long "Cutscene" style intro script where one NPC will wander around talking about her plans, then another runs up and they have a conversation ending with the second one running into the little house. The whole time I had Kefka in my head as he was the ins...
- Fri Aug 28, 2009 3:29 am
- Forum: Libraries and Tools
- Topic: My Adventure Game Engine - Making Way For Adventure Engine 2
- Replies: 367
- Views: 147342
Re: My Zelda style adventure engine progress thread
I have a fully working Scripting system in place. Based on Lua now. But it will still need work obviously. While you can use inline if/then/else's at runtime they all depend on the state of the game when the script is loaded rather than as it is being run. Because it loads it all in at once. So I wi...
- Thu Aug 27, 2009 10:06 pm
- Forum: Support and Development
- Topic: Distributing Stand-Alone Applications on Mac OS X
- Replies: 17
- Views: 13452
Re: Distributing Stand-Alone Applications on Mac OS X
If you own OS X, you have the Development tools anyway which includes an app for making icons anyway.
- Thu Aug 27, 2009 10:02 pm
- Forum: Support and Development
- Topic: Draw Text Rotated?
- Replies: 17
- Views: 9860
Re: Draw Text Rotated?
It's a huge internet meme. The first time I saw it was on NeoGAF. it's usually yellow.
Haha, I never noticed that.osgeld wrote:heh your avatar has the same expression
- Thu Aug 27, 2009 6:33 pm
- Forum: Support and Development
- Topic: Draw Text Rotated?
- Replies: 17
- Views: 9860
Re: Draw Text Rotated?
Are you a GAFfer?
- Wed Aug 26, 2009 1:59 am
- Forum: Support and Development
- Topic: Misc Questions
- Replies: 11
- Views: 4951
Re: Misc Questions
Yeah, I know, I read the changelog and am eager to get to recoding as soon as possible.
Blurring stuff is pretty standard stuff OpenGL has built-in as is my understanding. Like transparency, these days all the OS' take advantage of this ability as well. Sometimes at the same time.
Blurring stuff is pretty standard stuff OpenGL has built-in as is my understanding. Like transparency, these days all the OS' take advantage of this ability as well. Sometimes at the same time.
- Tue Aug 25, 2009 3:38 pm
- Forum: Support and Development
- Topic: Misc Questions
- Replies: 11
- Views: 4951
Re: Misc Questions
A saturation option for images is what we need. And a way to colorize them. From what I've seen, Modulate just lets you remove each RGB value, but not change the hue or saturation or brightness. Would be nice to have that ability too. Being able to make things greyscale could work in a lot of games,...