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Selacius

Member Since 13 May 2007
Offline Last Active Jan 06 2014 05:46 PM

Topics I've Started

XML Script Parser in AS3

19 December 2013 - 08:56 PM

I'm trying to make an XML script parser using AS3 (which my game is being developed in) to handle NPC interactions and down the road to assist with scripting battle sequences. My goal is to develop a system which is similar to that used within the RPG Maker series of programs, in that you script events and they run on interacting with said event. I've created a small list of commands which I want to start out with, but I am having difficulty trying to figure out how to specifically start. Basically for the purpose of NPC conversation, the NPC script will be attached the NPC movieclip, and when the player interacts then it will run/implement the script/commands through the XML parser. 

Here is a small example of what the command structure within the NPC would be like.

<text face=TRUE ID=0 loc="LEFT">Good day sir. Loving morning out there.</text>
<qstchk ID=0 status=0 oper=">=">
    <TRUE>
        <qstchk ID=0 status=1 oper="==">

            <TRUE>

                <text face=TRUE ID=0 loc="LEFT">I see you have my 5 Iris'. Thank you very much. Here is your reward.</text>
                <qstset id=0 status=2></qstset>

            </TRUE>

            <FALSE>

               <text face=TRUE ID=0 loc="LEFT">You've given me my Iris', I cannot help you anymore.</text>
            </FALSE>

    </TRUE>

    <FALSE>

        <choices num=2 ques="I've got something I could use your help with. Do you mind assisting me?">

            <opt id=0 text="I'd be more than willing to help, what can I do?">

                <text face=TRUE ID=0 loc="LEFT">Excellant. I'm in need of some flowers. Can you collect me 5 Iris'. Thanks.</text>

                <qstset id=0 status=0>

            </opt>

            <opt id=1 text="I'm sorry, I haven't the time right now. Maybe later">

                <text face=TRUE ID=0 loc="LEFT">Very well, maybe next time.</text>

            </opt>

        </choices>
    </FALSE>

</qstchk>


Most if not all of the commands would relate to specific AS3 functions that would display text on the screen, etc while a few others (qstchk) would just basically be an if statement to compare the progress in a quest with a specific value and then based on this value the script would continue in either the TRUE or FALSE direction.

Any assistance with this would be greatly appreciated.

Dialogue Storage - Python/LUA + AS3

06 November 2013 - 03:27 PM

I'm looking for a method to store my NPC dialogue for my AS3 RPG game. I've looked online and found numerous people recommending a scripting language such as Python or LUA that will actually parse the dialogue context and display this in game. I am very curious how I could specifically implement this into an AS3 game. I am hopeful that I can get my dialogue system to be similar to the way it would work in the RPG maker series of game makers. If anyone can assist with this and also give me a good starting point on how to make a dialogue engine that would be fantastic.

Thank you.


Equipment Design

07 June 2007 - 03:47 PM

I'm creating a medieval type RPG, well more converting it from PHP to C#, so I'm trying to redo all the code and make things nicer, easier, and better. My big thing I want to change is the equipment design. Right now I have 3 types of equipment, Normal, Magic and Rare, much like Diablo 2, infact kind-of stealing the stat bonuses you recieve from their modifiers. I'm stuck on whether I want my equipment to enhance the players stats or not. I'm also stuck on whether I want to somehow dynamically create new equipment from the base equipment lists, or convert the equipment lists into the equipment themselves. Basically how the system goes now is, the function selects what to make (armor, weapon, jewelry), then it selects the base of that type (sword for weapon, chest plate for armor, etc). The base types have base attack speed values and base armor. From this the item then gets a name which is found in an array, and the stats of the equipment (armor, durability, weight, etc) are computed. So I can either keep that system in play, or just create a huge list of equipment and select from those few. Any suggestions are welcome.

[.net] Buncha C# Questions

06 June 2007 - 05:42 PM

I figured Id make one post with all my questions, instead of multiple posts. 1. How can I modify a control element (button, textbox, label) which is placed on my main windows form from a user control? 2. Is it possible for me to hide specific tab pages until certain conditions are met or do I need to delete and readd each time? 3. Is it possible to prevent the user from moving to a new tab page when certain conditions are met? An example of this would be to make the player stick out the battle and not have the option to exit the game, or move to a different tab page. 4. How can I add some form of opacity to specific images within a graphic/bmp? Can I add opacity to the image before it gets drawn onto the graphic? 5. When using a message box, with a yes or no button can I change the test of the yes or no to something different (accept, decline). 6. How would I go about having two classes on a user control and displaying both. The need for this arises with my explore system. One part retrieves the map from the database and stores it in a 2d array. The second part displays the map from this array. When the user presses a key or button to move his character, I only want the second part to be refreshed, but when the user transitions to a new map, I want both to be refreshed.

[.net] Problem With Variable Declaration

06 June 2007 - 03:35 PM

Okey so I am linking a user control onto a tab page. Whenever I go to the windows form designer to modify it, I am getting this error: The variable 'explore1' is either undeclared or was never assigned. Hide Edit at System.ComponentModel.Design.Serialization.CodeDomSerializerBase.Error(IDesignerSerializationManager manager, String exceptionText, String helpLink) at System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeExpression(IDesignerSerializationManager manager, String name, CodeExpression expression) at System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeExpression(IDesignerSerializationManager manager, String name, CodeExpression expression) at System.ComponentModel.Design.Serialization.CodeDomSerializerBase.DeserializeStatement(IDesignerSerializationManager manager, CodeStatement statement) How exactly can I fix this? The name of the usercontrol is explore not explore1. Nowhere in my solution do I have something called explore1.

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