Medieval RPG - Grail Quest
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DanShadow
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Posted: Mon Sep 27, 2010 9:12 am Post subject: RE:Medieval RPG - Grail Quest |
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The "corpse" is really easy to implement.
Easiest way being, to create an array that contains several pieces of data:
- array[max_items] that contains items
- gold to store how much (if any) gold retrieved
- map to store which map they died on
- XY coods to store where on map they died on
- active (boolean) to determine if corpse is active
So when their HP <= 0, run a function to save all the data into the "Corpse" array, and set active=true.
Then when rendering your zone scenes, do a check if current_map==corpse["map"], and if so, draw an image of your bloodied corpse on the ground.
You could even make it easy on the player, if you walk within the bounding box of a corpse, it auto-equips all your old items, gives you the gold, sets "corpse"s active variable to false, and maybe give a message.
See, super easy |
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Srlancelot39
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Posted: Mon Sep 27, 2010 6:42 pm Post subject: RE:Medieval RPG - Grail Quest |
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makes sense, thx! =P |
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SNIPERDUDE
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Posted: Fri Oct 01, 2010 4:51 pm Post subject: Re: Medieval RPG - Grail Quest |
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Working on an updated engine. All's going to be included as well as a better ranging system and likely a magic system. Looking pretty fun so far.
A demo is likely to come out as soon as I can get everything tied together.
Here's just a screencap of what I've been working on for it: (this is a freeze magic spell)
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Srlancelot39
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Posted: Sat Oct 02, 2010 9:50 am Post subject: RE:Medieval RPG - Grail Quest |
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looks awesome!
i like the array drop down menu integrating weapon type and substance (mythril, steel, etc).
one other thing, i recently took the level indicators off the characters' heads; your character now has it on top of his hp bar, and the npc's is next to their name when their hp bar comes up.
i chose to put your level on top of the hp bar since hp is a factor in your level, and since it was available space =P.
lastly, the most fun part, i have implemented a moderator/administrative abilities into the chat entry system. by typing in a code which i will not release over the internet...lol...., you can enable 'cheat codes' that will allow you %100 command over your character. 'cheats'/abilities include: a code to get max gold, a code to make any weapon spawn in your inventory, a code that gives you the grail, and even codes to make you move 60 pixels in any direction thus allowing you to break through boundaries and walk over water etc.
The main reason for this implement was to make editing/testing the game easier.
one last thing....i must say, because of your avatar i hear House talking whenever i read your comments >.> lol |
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DanShadow
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Posted: Sat Oct 02, 2010 1:49 pm Post subject: Re: Medieval RPG - Grail Quest |
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Here, have a monster
[img]http://danshadow.pcriot.com/Images/demon.bmp[/img] |
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Srlancelot39
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Posted: Sat Oct 02, 2010 4:28 pm Post subject: RE:Medieval RPG - Grail Quest |
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lol nice.....
@SNIPERDUDE
few more things i forgot to add:
i created an equation for the colour of the hp bar.
colour = round ((hp/100)*8)+112
green is 120, red is 112 so with this equation the bar turns green if you have full-almost full hp, green-red colours for in between, and red when you have low or no hp. try it urself: sub in any value from 0-100 and see the colour u get! i noticed after making the equation that the multiplier is the difference between the two colours 0.o
also, your character does not face you when not moving; with the addition of a variable i was able to make it so that he stays facing the last direction executed.
P.S. i tried that site for 8bit music and after i tried to post a request it gave me some kind of error saying that it could not post. =\ |
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DanShadow
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Posted: Sat Oct 02, 2010 10:16 pm Post subject: Re: Medieval RPG - Grail Quest |
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I think you guys should add my enemy , if you get what I mean by this:
DanShadow wrote: |
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Srlancelot39
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Posted: Sun Oct 03, 2010 10:21 am Post subject: RE:Medieval RPG - Grail Quest |
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lol i'll think about it =P
but if i do decide to, i'll need its left right and up views |
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SNIPERDUDE
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Posted: Tue Oct 05, 2010 1:03 pm Post subject: RE:Medieval RPG - Grail Quest |
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Just catching up on this thread. Awesome stuff.
I just about have an updated top bar menu working completely, I'll send you the demo via email for your thoughts on it. Should be done by tonight, but I've plans later so we'll see how it works out.
@ DanShadow: I like your demon, if you make it a bigger it could make for a nice new menacing creature for the dungeons. |
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Srlancelot39
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Posted: Wed Oct 06, 2010 1:47 pm Post subject: RE:Medieval RPG - Grail Quest |
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was going to say that too...
make it bigger, cus i already have a cyclops and a troll in the game....and theyre f**king big...k not that big, but theyre the biggest non dragon monster at a whopping 64 pixels in height!!! lol |
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SNIPERDUDE
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Posted: Wed Oct 06, 2010 3:53 pm Post subject: RE:Medieval RPG - Grail Quest |
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A cyclops now? Is that coming out in the next release or did I just miss it on the current one?
Can't wait to see it. |
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Srlancelot39
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Posted: Thu Oct 07, 2010 1:13 pm Post subject: RE:Medieval RPG - Grail Quest |
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next release
same design as troll, just a diff colour...and obviously: one eye lol |
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Coldkick
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Posted: Fri Oct 08, 2010 9:20 am Post subject: RE:Medieval RPG - Grail Quest |
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Hey, I'm working on a map graphic revamp right now. Making Hi-Res versions.
Here is a sample for the cemetery
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SNIPERDUDE
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Posted: Fri Oct 08, 2010 9:48 am Post subject: RE:Medieval RPG - Grail Quest |
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Now if the trees could be made to match the style...
I like the style of the grass, looks quite cool. |
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Coldkick
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Posted: Fri Oct 08, 2010 10:13 am Post subject: RE:Medieval RPG - Grail Quest |
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Thanks, did you receive my PM? It includes the link to the PB and the guest PW. I'm not sure how I'm meant to change the trees to make it match the style of the grass and such since trees are a different texture, but I'll give it a go. The hardest part of the maps is going to be making natural flowing water for the river. I have mouseover and mousedown buttons being made as well. |
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