Olle H

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About Olle H

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  1. Hello fellow gamers!   Version alpha3 is done for my online Lua card game framework. Some of the features are: Create your own cards and decks, or use the available standard deck Animation, make cards move smoothly from one place to another Add buttons and input fields to your customizable user interface Add menus to cards, decks and slots Upcoming features will be: Dice Points table Saving data from one session to next You can check out a short code example here. There's a video of me playing 31 with two friends here.   Please feel free to ask questions or leave response. :)   Regards Olle
  2. Hello all!   Just want to give you a tip about version alpha2 of my online card game framework.   Here's a demonstration where I play Palace (shithead) with a friend: https://www.youtube.com/watch?v=pTqyUQlCGr8   If you want to read about how to use this framwork, there are two tutorials here: http://tonesoftales.com/cgi-bin/drakskatten?op=doc_tutorials&module=startpage   Would gratefully receive your feedback.   Regards Olle
  3. @plethora   intersting perspective. Since I'd like people to "quick match" with each other online, I don't think it's doable in that exact context. What you suggest would be more of a "card/board game simulation" engine. Absolutely worth thinking of, but perhaps too innovative for the common casual-play man/woman.   @powerneg   I saw that lackeyccg! I think the concept need to be adapted to our age, like webbrowser only/no download, or make an app of it. Also, it's important it doesn't look too complicated. Most people will only play, not create games.   I'm not trying to make an collectable cardgame engine. Each game will live in it's own universe. (But I am thinking of adding support for saving data between game sessions. Should not be too hard to do.)   @acharis   I can see that problem. I'll try to make some standard, tutorial-like games. What would be needed later, if there ever will be more members, is community mechanisms, like "like", grading systems, most played this week, etc etc. Starcraft 2 has a very good system for that, IMO.   The hardest technical problem right now is making the Lua state non-hackable. One solution is to charge some euros for membership, and then ban people if they write malware. Otherwise, I'm happily hacking away! Thanks for your opinions!
  4. Hello all!   I'm currently working on a website which let users play and create card games. Today I published the first alpha version and would like some feedback, if anyone feel so inclined. Much appreciated.   Here's the page to register an account: http://tonesoftales.com/cgi-bin/drakskatten?op=add_user&module=user (Password is hashed, but there's NO SSL, so please don't use your strong password.)   At the moment it's only possible to pick up cards, not play them. I've made a small demo game called "Markus", where players pick a card each turn. The player who gets the knight of spades is "Markus" (looser, winner?).   Do you think this is a concept that will work? Will people be interested of making card games, for no money? Please, tell me your opinion! :)   Instruction of how to play Markus: Login -> Play game -> New game session -> Search other games -> Markus4 -> "Create game session and enter lobby" -> Wait for your name to appear in the "Users online"-list -> Start game. Before your start the game, other people can search for the session in "Join existent session" alternative.   Some technical info: Game logic, as well as the API, is coded in Lua. There's some info about this in Documentation -> API. I have written no tutorials yet, but I will after alpha2, I think. Not much to write about at the moment. :)   Thank you for your time and have a good one!   Olle
  5. [quote name='M6dEEp' timestamp='1340530562' post='4952267'] [quote name='bollµ' timestamp='1340465407' post='4952021'] as far as I've seen, XML is overkill for almost everything you need, though in this situation, it *may* be justified. I personally feel a list name-value pairs is enough for dialog, because XML takes pretty long to parse (storing level data in XML isn't pretty either if your level gets pretty big). If you want to use XML, make sure you follow the KISS principle. [/quote] Strongly emphasize the KISS principle and XML. I believe that XML is a great intermediate format to use for editors etc. You can easily parse it and then create a binary file that is both much smaller and faster to read in. [CODE] <dialogs > <dialog characterId="2" questId="1"> <characterLines> <text>What do you want</text> could put tons of text elements here and randomly pick from them to add a little variety (what do you want, hi nice to see you etc) </characterLines> <answers> <answer>To steal your SOUL</answer> More answers.. </answers> </dialog> More dialogs.. </dialogs> [/CODE] Then you just serialize this to binary from your custom tool ("compile" it) and you are good to go. I think that the recursion stuff needs to be approached carefully but could be done. Another interesting thing is that you can procedurally pick from many dialog lines so even though the answers are the same you can simulate the characters having moods etc. EDIT: Oh and I forgot to mention, if you can work out the serialization to and from binary, you don't have to write that pesky XML parser, you could just use C#'s already excellent XML parsing mechanisms and forgo all of the headache. [/quote] Again, I'm not using C#, but a basic dialect on Amiga called BlitzBASIC. Thanks for the tip, though.
  6. [quote name='antiHUMANDesigns' timestamp='1340505553' post='4952194'] [quote name='lole' timestamp='1340455062' post='4951992'] [quote name='M6dEEp' timestamp='1340346701' post='4951626'] I would personally end up with some kind of tree structure that can easily be represented in xml. You can implement some kind of serialization for this dialog tree and then you could make all of your dialog bs offline (or maybe even make a dialog creation tool if you felt extra cool). You can add some extra metadata to the dialog to define the types of characters that use it, one for merchants, one for warriors etc. The cool thing is that you could also implement some kind of dialog engine on top of it that would unlock certain options as you progressed through the story. You can rank each dialog option with a flag. This flag could be just a simple data type like an int that denotes how far along in the story you are. I think that if you follow this idea you could also add tons of really awesome features like random dialog options appearing. [/quote] I think that is a darn good advice. A tree structure in this case will mean a recursive data structure, something like (pseudo C): struct dialog { string text; // The actual dialog line dialog answers[10]; // Answers, array of type "dialog" int quest_id; // Which quest does this dialog belongs to int character_id; // Who is saying this ... // More flags } Since I'm programming in BlitzBASIC on Amiga, I will have to do the XML-parser my self. Perhaps it will be easier to actually do that dialog creation tool instead. [/quote] Whoop, careful with the infinite recursion, there. "struct Dialogue" with member array of type Dialogue, so that each object spawns another 10 objects that spawn another 10 objects... You're probably aware of it, I just felt like pointing it out for the lols. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Btw, awesome that you're programming on an Amiga. I used to program AMOS when I was a kid. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] Have you tried that? It's like QBasic, but with more powerful graphics stuff. [/quote] Hello! It's not really infinite recursion, since the array really is pointers to dialogs, not dialogs itself. Hm, perhaps this is not appearent from my code... Amiga is indeed a lot of awesomeness. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] I hope I will have time to finish this project. I tried Amos but switched to BlitzBasic. Don't remember why. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] Don't know about QBasic?
  7. Hello! Nice with some answers! I've tried on a number of forums without any result. After some quick research I've decided that an XML-parser is too big for this project, for now atleast. So I'm just gonna implement some light weight configuration language which can read text into my data types. Something like so: [CODE] new dialog id = d1 quest = 1 text = bla bla answers = d2, d3, d4 end new dialog id = d2 quest = 1 text = but no anwsers = end [/CODE] Also, if you want to check out my project, this is the webpage: www.tonesoftales.com/blitz/ Bye!
  8. [quote name='M6dEEp' timestamp='1340346701' post='4951626'] I would personally end up with some kind of tree structure that can easily be represented in xml. You can implement some kind of serialization for this dialog tree and then you could make all of your dialog bs offline (or maybe even make a dialog creation tool if you felt extra cool). You can add some extra metadata to the dialog to define the types of characters that use it, one for merchants, one for warriors etc. The cool thing is that you could also implement some kind of dialog engine on top of it that would unlock certain options as you progressed through the story. You can rank each dialog option with a flag. This flag could be just a simple data type like an int that denotes how far along in the story you are. I think that if you follow this idea you could also add tons of really awesome features like random dialog options appearing. [/quote] I think that is a darn good advice. A tree structure in this case will mean a recursive data structure, something like (pseudo C): struct dialog { string text; // The actual dialog line dialog answers[10]; // Answers, array of type "dialog" int quest_id; // Which quest does this dialog belongs to int character_id; // Who is saying this ... // More flags } Since I'm programming in BlitzBASIC on Amiga, I will have to do the XML-parser my self. Perhaps it will be easier to actually do that dialog creation tool instead.
  9. Hello, I'm working on an Amiga Games in Blitz Basic. Inspiration is from Moonstone, Diablo 3, and Monkey Island 1, but it's basically a shoot-em-up/side-scroller. It will be based on an open map, like Moonstone, where routes between places (e.g. planets or space stations) are shorter shoot-em-up stages. In each place you can buy / sell, talk to characters, etc. Upon this, I'd like to have a story. The question is how this should be represented in the game. I have a number of types (structs) to start with, for example, Character, Dialogue and Quest. I am also thinking of making an editor where you can create new characters, and above all dialogues. Does anyone have experience with something similar? I'd like to avoid FSM, just think it leads to cluttered code. Would also like to avoid a lot of if-statements and switch statements for each characer, like "if quest1 done then say else say blah blah". One solution would be to implement a small scripting language that takes care of decisions for the characters, and which can be loaded dynamically (the behavior of a character can then be loaded and replaced when a certain quest is completed). Ideas, anyone?