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 Turing RPG
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ScarletSkyFury




PostPosted: Wed Jun 21, 2006 9:34 am   Post subject: Turing RPG

Ok guys this a RPG i made for turing, its more of an attempt at a RPG..its not really a complete game but i may consider to continue on it...if anyone wants to help me on what i should change about my game that would be great, and maybe if i get enoguh feedback i may continue to work on it.
But anyways..here it is, KEEP IN MIND...i made this a long time ago and its not a GREAT RPG..but i though i'd show you guys anyways, if im missing a picture or something plz tell me and ill fix it.

here goes nothing:

(too big to fit in attachment)
http://www.filefactory.com/?3c55a1
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ScarletSkyFury




PostPosted: Wed Jun 21, 2006 2:21 pm   Post subject: (No subject)

Sorry guys my bad, this new link should work

http://files.filefront.com/RPGzip/;5174088;;/fileinfo.html
Guest




PostPosted: Wed Jun 21, 2006 5:16 pm   Post subject: (No subject)

Sweet, thats like the best RPG I ever seen made in Turing. I don't like how you canot skip the text, and you have to wait. Should of made an input.pause when you talk to people, when u press any key it exits the dialouge.
ScarletSkyFury




PostPosted: Wed Jun 21, 2006 5:26 pm   Post subject: (No subject)

Thanks

I am actually considering updating/continuing my game...so how does this input.pause work if i may ask
Mr. T




PostPosted: Wed Jun 21, 2006 11:26 pm   Post subject: Alex's Opinion

Very thorough. Very Happy
[Gandalf]




PostPosted: Wed Jun 21, 2006 11:26 pm   Post subject: (No subject)

It simply waits for the user to press any key before continuing execution. Here's the information from the help files:
Quote:
The Input.Pause procedure simply waits for a key to be pressed and then returns. It echoes the key pressed if echo mode is set. (See View.Set for setting echo mode)
This subprogram helps avoid having to declare a variable declaration and then make a call to getchor getchar.


*edit* 'ey Mr. T, read one of Cervantes' latest posts? Here's the important part:
Quote:
Reviving a topic to say "Good job" is frowned upon. Heck, posts that say "Good job" and nothing else are frowned upon even if the topic isn't old.

Keep that in mind. Wink
Mr. T




PostPosted: Thu Jun 22, 2006 12:34 am   Post subject: Alex's Opinion

[Gandalf] wrote:
*edit* 'ey Mr. T, read one of Cervantes' latest posts? Here's the important part:
Quote:
Reviving a topic to say "Good job" is frowned upon. Heck, posts that say "Good job" and nothing else are frowned upon even if the topic isn't old.

Keep that in mind. Wink

I didn't revive the topic? It was created a day ago. Confused
Delos




PostPosted: Thu Jun 22, 2006 9:06 am   Post subject: Re: Alex's Opinion

Mr. T wrote:

I didn't revive the topic? It was created a day ago. Confused


Cervantes wrote:

...even if the topic isn't old


@ScarletSkyFury - not a bad start at all. Your code left a lot to be desired, but I'm going to guess you've not been programming with Turing all that long.
As has been mentioned, functionality is great here. Of coures there are areas that could be improved on (the character walks too slowly!) but otherwise it's well delivered.

If you're considering continuing with this, then there's a lot you need to improve on before you go forth. I would suggest a complete rewrite incorporating some more advanced programming elements. For a start, learn to use parameters in your procedures. This will allow you to be a lot more dynamic in your programming - less hard coding.
I like that you've used files for some of the data - try expand on that and use files to dynamically create your maps.
Try to steer away from creating the images of each scene before hand - but instead create your code so that the images can be created directly out of your game engine. As a great example - think about the average cut scene in Warcraft (I believe that's where your avatar is from. I may be mistaken). The movement and camera angles are not prerendered (per se). They are simply manipulations of an in-game engine, using in-game characters. If we were to compare your method to theirs, it would be like them creating a seperate movie for each of the cut-scenes and loading that up each time. Quite bulky and inefficient, seeing as they've done a little extra work on their engine allowing them to create said scenes.

+bits for a good piece of work.
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ScarletSkyFury




PostPosted: Thu Jun 22, 2006 2:08 pm   Post subject: (No subject)

Alright thanks i will take all that into consideration, and yes my game does get slow over time but anyways...i have exams until tues so after that ill see if i can find some time to rewrite/update my game and then continue it. by the way...i was taught turing in the older version but i had the newer version at homw(i didnt even know Evil or Very Mad ) and so there is alot of stuff thats new to me which could help my game. Thanks for the advices
upthescale




PostPosted: Fri Jun 23, 2006 7:14 pm   Post subject: (No subject)

unbelieveable is all i have to say, cept i had an error!!!!!
aftr i got out of the forest, an error occured tghat Pic was freed!

+10 bits good job
ScarletSkyFury




PostPosted: Sat Jun 24, 2006 12:20 pm   Post subject: (No subject)

sorry ill see if i can fix that
upthescale




PostPosted: Sat Jun 24, 2006 1:13 pm   Post subject: (No subject)

it's not a big deal man, but if u cud fix it, it wud be pretty sick. Love the graphics, and the fighting! and the explosions, and the music, WHY NOT EVERYTHING!
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