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Slime Knight
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Re: Reply 
 PostWed Oct 09, 2013 9:43 pm
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Ep1cLuis wrote:
Yes, Bob is right. Pardon me, must've read something wrong or confused this command with something I wrote...

Also, I'm working on the HUD features you asked for; I think it is possible to implement such thing... But as the camera moves, I don't know how exactly you will make a gauge that would always be in the right place. You should also consider using a global variable and display it using commands. (This means the flashy gauge won't be there, but instead a number displaying an amount of something, or maybe even an "amount/cap").


Slices don't move with the camera, unless they are set as children of the map layer.

Use sound effects for fanfares, just remember to set the music volume to 0. This has the handy advantage of being able to come back to the song originally playing without starting it over. You can even fade the music back in, if you're crafty about it. (But remember to save the volume the player had the music set to, so you don't bring it back to the wrong volume!)

P.S. Do we have sound effect volume yet?
Red Slime
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Reply 
 PostWed Oct 09, 2013 10:40 pm
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No, there doesn't seem to be anything to change the sound effect's volume, unfortunately. There's a command to change music volume, but the engine doesn't seem to have any variable to keep track of the sound's volume, except for the general volume of everything.

I have to learn how to use slices... Sigh.

(Sometimes I think I talk more than I should...)

At least Jamjamin will have a LOT of information to read; We're enriching his game.
Metal King Slime
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 PostThu Oct 10, 2013 12:10 pm
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I just I talked a bit about sound effect volumes in another thread. I think there might also be bug where the music volume sometimes affects sound effects too; can't remember. If you see that happening, don't rely on it.

Mogri wrote:
Bob the Hamster wrote:
There is actually no easy way to make a song play just once without looping.


Is that a backend limitation? It'd be a great addition for things like "you opened a chest" fanfares.


Actually it's not. SDL_mixer lets you specify a loop count, or infinite looping. Audiere only has the choice of either a single or infinite loops, but on the other hand it lets you seek and query the current position, so a finite loop count could be implemented (but I guess it's unlikely anyone would want an option other than 1 loop and repeating?)


As for slices, if you haven't seen it: http://rpg.hamsterrepublic.com/ohrrpgce/Slices_Tutorial
Slime
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 PostThu Oct 10, 2013 1:35 pm
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Wowzers, thanks guys ^_^

I was thinkin, if the always visible hud is undoable, would it be possible to make a new menu option that is like "star map" and lets you see what star sign you are currently at? I like the tic counter too, and wud really like to have a pretty graphical display of some kind for this feature, be it a hud, menu option, or maybe even npcs that display an image that are at save points or something.

Also, all the elemental bits start at 0% in the elemental bits options menu, this means the default setting for all elementals is no damage, until i set them to some other value? I dont know why this is so confusing to me lol
Metal King Slime
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 PostThu Oct 10, 2013 2:29 pm
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An always-visible HUD is easy (except in battle and builtin menus).

It seems that you've selected the "Combine resistances by addition option", which causes the default "no-change" equipment elemental resist to display as +0% instead of 100%. You can just add together all the percentages.
Slime
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 PostThu Oct 10, 2013 2:33 pm
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Ok thank you very much, ill just set the resistances back to multiplication, lol that was silly of me

Any tips on making a hud??? It would only need to be visible on the map really
Metal King Slime
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 PostThu Oct 10, 2013 5:01 pm
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Create it in the slice collections editor so that you only need to write a script to make modifications to it, such as changing text or showing/hiding icons. Assign slice lookup codes to the slices that need modifying and use the "lookup slice" command.
Slime
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 PostMon Oct 14, 2013 6:34 pm
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Is it possible to make a hero join the party with certain equipment already equipped???
Red Slime
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How to equip heroes 
 PostMon Oct 14, 2013 7:33 pm
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Easy!

Just after you've called a function to add a hero into your party, call the following command:

"force equip(Hero, Slot, Item)" will automatically equip the desired item to the desired slot. See the plotscripting dictionary if you don't know how to fill in the Slot argument.
Slime
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 PostMon Oct 14, 2013 7:48 pm
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Thank you very much!!!
Slime
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 PostTue Oct 22, 2013 6:06 pm
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Just so one thinks this project is being abandoned, i am currently traversing through some "hard times" as they say, first with my graphics card becoming sick, and now facing homelessness, but fear not, for i my mom may be sending me an old notebook computer, and my brother may be able to help me get everything important off of my pc, so there ya have it, i will have updates on this situation as it progresses <3
Blubber Bloat
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 PostTue Oct 22, 2013 8:59 pm
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Keep well, jamz.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Red Slime
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Reply 
 PostWed Oct 23, 2013 1:47 am
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I wish you overcome your problems. You know, it's good to know that it'll make you stronger somehow.
Slime
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 PostWed Oct 23, 2013 3:34 am
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Thank yoo very much, i like to think that in this modern era we live in andthis fortunate country i call home, and especially with the fantasticly adequate ohrpgce that being a game developer is still possible in spite of my problems, with some wit and dedication. Again thank you for the well wishes ^_^
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