[XP] Blizz-ABS

Started by Blizzard, January 09, 2008, 08:21:56 am

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AnalogMan

Quote from: AnalogMan on December 13, 2008, 07:11:29 am
Haha, here we go again. I finally got around to making myself some hidden entrances and passages, and must now figure how to hide these passable tiles from the minimap. I'm thinking of adding a check into the minimap script to not only see if a tile is passable, but also if it's terrain tag is set to a specific number, thus rendering it as not passable on the minimap. Though I thought something like this existed for jumping... so I'll see what I can do.


The passability edit for the minimap outwitted me, however after staring at the script for so long, I did improve one thing (for myself at least):
I disabled the minimap icons that are based on certain flags in an events name and replaced it with Tons of Addons' system that relies on comments. Now the minimap arrows and boxes are drawn according to comments in the event. The good thing about this is I can have different comments on different event pages thus doing things like having a box icon disappear upon opening a chest and STAY gone without constantly renaming it, and hidden teleports appear on first use permanently. I also made teleports be violet boxes by default instead of arrows and only show if there's a teleport comment instead of showing by default (I did that because I have a row of like, 5 teleports going to the next map, and I only want 1 purple box on the minimap and it's easier to mark one as 'teleport' than 4 as 'nomap'). Anyway, I may not have solved the 'hidden passages revealed by minimap' problem but I fixed a few others so I feel the effort wasn't wasted.

Blizzard

Alright, but keep in mind that comment based settings increase the lag. I would have rather suggested that you used a parallel process with renaming the event immediately on my entry, but it's your game.
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Shadonking

i showed him ways like that  :huh:, o well.

at least he is happy with what he has done. :)





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Makasu

Dang a lot of the errors I sent you in that PM of mine have been resolved by me looking at COSLOL again. XD I feel so ashamed! I fixed the gun sound error. So thats one for sure.

Also do you know what I would have to put into the script call to make it check if the attack key is being pressed? I was never any good with this and its kinda hard for me. :(
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AnalogMan

Well, I did employ a few of the parallel process methods in the demo I posted, but despite increase in lap, I do prefer the simplicity of just making a new event page sans a comment to make something vanish for good. It's not that parallel processes couldn't solve my issues, it's just I'd prefer to have the script tweaks. I appreciate all the help though mostly because it got me through until I got the edits working. Also, thanks for mentioning lag, I had been wondering why you ditched the comment based system and went for the name based instead.

Shadonking

no worryies, im glad i could of helped, even if it was only a little bit 8)





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Blizzard

Quote from: Makasu on December 15, 2008, 03:54:03 pm
Dang a lot of the errors I sent you in that PM of mine have been resolved by me looking at COSLOL again. XD I feel so ashamed! I fixed the gun sound error. So thats one for sure.


Did you fix them all or should I take a look at your demo anyway? It might be better if you sent me a new demo then actually. xD

Quote from: Makasu on December 15, 2008, 03:54:03 pm
Also do you know what I would have to put into the script call to make it check if the attack key is being pressed? I was never any good with this and its kinda hard for me. :(


In the 4th tab there is a section that says "Script". Turn it on and type "Input.trigger?(Input::Attack)". For more information read 3.2.4. of the manual.

Quote from: AnalogMan on December 15, 2008, 04:00:11 pm
Well, I did employ a few of the parallel process methods in the demo I posted, but despite increase in lap, I do prefer the simplicity of just making a new event page sans a comment to make something vanish for good. It's not that parallel processes couldn't solve my issues, it's just I'd prefer to have the script tweaks. I appreciate all the help though mostly because it got me through until I got the edits working. Also, thanks for mentioning lag, I had been wondering why you ditched the comment based system and went for the name based instead.


Yeah, lag is the reason why I avoided the comment system. That's why I added the event renaming system. I prefer script tweaks myself to common events if they are simplies to make. ^_^ I have many common events (currently over 80) in my own game which could have been a pain to script. They do have some advantages, but not in all cases.
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Makasu

December 16, 2008, 08:23:07 am #1247 Last Edit: December 16, 2008, 09:33:46 am by Makasu
Quote from: Blizzard on December 16, 2008, 06:32:44 am
Did you fix them all or should I take a look at your demo anyway? It might be better if you sent me a new demo then actually. xD


Well I've managed to troubleshoot myself out of most of the errors but there are still some that are there. The explosions not working, _idl animations not playing, no sound to let me know if I have the wrong ammo equipped for the gun and the respawn points not working at all. Those are pretty much the only errors I'm running into. Also at random moments in time the allies still get stuck on your. Like they literally become one. I'll make a demo to demonstrate these errors/bugs. But thanks for the most part. :)

[qoute=Blizzard]In the 4th tab there is a section that says "Script". Turn it on and type "Input.trigger?(Input::Attack)". For more information read 3.2.4. of the manual.[/quote]
Ahh thank you. :D I was reading that over and over and over and couldn't understand it at all!

I'll send you a PM when I get it together.

I'm not to sure if this is caused by BABS or not but I get this error whenever I click on arrows and thing in the menu

script 'Stormtronics CMS' Line 2377: NoMethodError occured.
undefined method 'scope' for nil:NilClass

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Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Makasu

I have the scripts in the right order. It just happens. It'll occur in the demo I'm going to send you but you might have to open up the rxproj. because I forgot to put an audio file in there. :( so you might have to change that under the game settings m'kay? Sorry about that!
Dead on Arrival is the name of my project. Topic thread coming sooner or later.

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tSwitch

I've got an issue with jumping.
spoiler has screenshots and description.

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Desert map, all the tiles are the same settings as the RTP, except
that the cliff edges are terrain tile 1, for non-jumping tiles.


dashing and jumping brings me 2 spaces forward, like this.


now, if I were to dash jump, I can get right onto a now jump tile
but then I can't jump down, because of the no jump tile.
before:


after:



any ideas?
are non-jumping tiles not set to be non-land-after-jump or?


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Blizzard

I'll have to check the jumping obviously. ._. Did you check the No Jump Tags and Allow Jump Tags? I assume that they are set right.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

tSwitch

Quote from: Blizzard on December 17, 2008, 03:14:50 am
I'll have to check the jumping obviously. ._. Did you check the No Jump Tags and Allow Jump Tags? I assume that they are set right.


no jump was set to terrain tag 1, and allow jump was set to 2.
the boarder that I can jump on is a 1, and all the rest of the tiles are zeros


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Blizzard

Alright then. You're the second person to report problems with jumping, I'll look into it ASAP.
Check out Daygames and our games:

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Makasu

Do the explosions and idl's work correctly for anyone else? I seem to be hitting crossroads with it. :(
Dead on Arrival is the name of my project. Topic thread coming sooner or later.

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Blizzard

Nobody's complaining so I would guess that they do. o.o
I'll probably have time later today to look into it and let you know about it tomorrow.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Shadonking

i havent been able to test the new versions of the abs so i wouldnt beable to say that i get the same prob.

but if some one is kind anouth to do my request in resourses it would alow me to test it ;)





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Aqua

Explosion doesn't work :P

Using shooting skill [20, 2.0 99]

Only hits 1 target

danesopeezy89

Why can't I use the character off sprite for? When I attack, I see another layer of my character over my sprite.

this happens when I attack

http://imgcash6.imageshack.us/img241/2301/96124122km8.jpg


Aqua

There are no longer offsets for the action sprites.
(I need to ask Blizz for an old version of it, so I can remake my float system lol)