Discuss Scratch
- Discussion Forums
- » Collaboration
- » Tairuahxe (Working Title) | RPG
- WolfCat67
- Scratcher
1000+ posts
Tairuahxe (Working Title) | RPG
That's great! We should use that system.i have a system that allows you to pick your own keys. you could do ijkl keys if you wanted with my systemSounds like a good idea. We could always pull a Metroid and have creatures show what you can do, though /swe need characters that introduce the system.OK, then… Maybe something extremely simple? You just walk down a few hallways in a corridor and leave, and then maybe have a few things slowly introduced outside of the cave?NO. that introduces the system of the entire game like a bullet. look at undertale, mother, and pokemon. all of these introduce the system of the game gradually.Make a round starting area, and then maybe three things branching off the left side, right side, and bottom side that you can do in any order, each with one key at the end of maybe one puzzle and an enemy encounter, and you need three keys to exit? gonna try to make a map layout for the cave.
Are we using WASD, arrow keys, or both? I prefer arrow keys but what are your thoughts?
It could maybe be in an options menu under “controls”, accessible from in-game or in a menu before starting the game. If that's possible, the pause menu should probably be programmed ASAP to work with the cave system. We can then work on pixel art for different tiles for the cave (I can probably do that no problem), and then we can add in the music I made, and then we'll have finished off the starting area!
Yes, thank you. Okay is this better
Last edited by WolfCat67 (July 12, 2017 15:21:56)
- Code_Pi
- Scratcher
500+ posts
Tairuahxe (Working Title) | RPG
okPlease, just minimal text tutorials. Maybe just showing the button controls.we need characters that introduce the system.OK, then… Maybe something extremely simple? You just walk down a few hallways in a corridor and leave, and then maybe have a few things slowly introduced outside of the cave?NO. that introduces the system of the entire game like a bullet. look at undertale, mother, and pokemon. all of these introduce the system of the game gradually.Make a round starting area, and then maybe three things branching off the left side, right side, and bottom side that you can do in any order, each with one key at the end of maybe one puzzle and an enemy encounter, and you need three keys to exit? gonna try to make a map layout for the cave.
Text tutorials are painful.
i beg to differ, i think they are the same amount of smoothnessThe only real difference is that the system I generally use checks for collisions before moving. Doing that makes movement a lot smoother.I think we should try using one set way for the whole overworld so that it's a lot more consistent. The more consistent it is, the easier it should be to patch things together properly without bugs showing up. Let's try using Code_Pi's way first. If that doesn't work, we can use TheCoolCreeper's way. If that doesn't work, then… I guess whatever you'd want.I know how it works, but it's not what I use.gonna try to make a map layout for the cave.i take it you understand this? could you explain how it works so I can add things on later?https://scratch-mit-edu.ezproxy.canberra.edu.au/projects/168668114/
- Code_Pi
- Scratcher
500+ posts
Tairuahxe (Working Title) | RPG
ok, right now the system is theoretical, but i know it is possible and i can do it with ease That's great! We should use that system.
It could maybe be in an options menu under “controls”, accessible from in-game or in a menu before starting the game. If that's possible, the pause menu should probably be programmed ASAP to work with the cave system. We can then work on pixel art for different tiles for the cave (I can probably do that no problem), and then we can add in the music I made, and then we'll have finished off the starting area!
- WolfCat67
- Scratcher
1000+ posts
Tairuahxe (Working Title) | RPG
I think we should use as minimal hand-holding as possible except for maybe at the start. Maybe just provide hints and tips by talking to NPCs on your own accord? I too think that text tutorials are really annoying, and to be quite frankly honest, out of place in most games. I mean, just look at the platformers people have made on Scratch. Those don't even need tutorials and yet still have them almost every time.okPlease, just minimal text tutorials. Maybe just showing the button controls.we need characters that introduce the system.OK, then… Maybe something extremely simple? You just walk down a few hallways in a corridor and leave, and then maybe have a few things slowly introduced outside of the cave?NO. that introduces the system of the entire game like a bullet. look at undertale, mother, and pokemon. all of these introduce the system of the game gradually.Make a round starting area, and then maybe three things branching off the left side, right side, and bottom side that you can do in any order, each with one key at the end of maybe one puzzle and an enemy encounter, and you need three keys to exit? gonna try to make a map layout for the cave.
Text tutorials are painful.
- Code_Pi
- Scratcher
500+ posts
Tairuahxe (Working Title) | RPG
yah, this is just an example, and yes that is in the current rpg version.I like the perfect collisions, but let's just hope we make it a hitbox so that if you're up against a wall that's north of your character, your head won't be the thing that stops it, but rather a certain point that stops because of the hitbox. That way we can have depth. I'm pretty sure you showed that inside of your OSW project that's the current version of the RPG engine?gonna try to make a map layout for the cave.i take it you understand this? could you explain how it works so I can add things on later?https://scratch-mit-edu.ezproxy.canberra.edu.au/projects/168668114/
How does this have 259 posts on it, I mean seriously
- WolfCat67
- Scratcher
1000+ posts
Tairuahxe (Working Title) | RPG
ok, right now the system is theoretical, but i know it is possible and i can do it with ease That's great! We should use that system.
It could maybe be in an options menu under “controls”, accessible from in-game or in a menu before starting the game. If that's possible, the pause menu should probably be programmed ASAP to work with the cave system. We can then work on pixel art for different tiles for the cave (I can probably do that no problem), and then we can add in the music I made, and then we'll have finished off the starting area!
if <(system) = [1]> thenIt's not compact in any sense, but it'd do what you said. XD
if <key [right arrow v] pressed?> then
...
end
end
if <(system) = [2]> then
if <key [d v] pressed?> then
...
end
end
...
- Code_Pi
- Scratcher
500+ posts
Tairuahxe (Working Title) | RPG
I think we should use as minimal hand-holding as possible except for maybe at the start. Maybe just provide hints and tips by talking to NPCs on your own accord? I too think that text tutorials are really annoying, and to be quite frankly honest, out of place in most games. I mean, just look at the platformers people have made on Scratch. Those don't even need tutorials and yet still have them almost every time.
yes, i did not want to do a pokemon heartgold text tutorial or anything like that. your way is good.
- Code_Pi
- Scratcher
500+ posts
Tairuahxe (Working Title) | RPG
it is way more efficient and uses hacked blocks. i will incorporate my system soon but i have to go for a while.ok, right now the system is theoretical, but i know it is possible and i can do it with ease That's great! We should use that system.
It could maybe be in an options menu under “controls”, accessible from in-game or in a menu before starting the game. If that's possible, the pause menu should probably be programmed ASAP to work with the cave system. We can then work on pixel art for different tiles for the cave (I can probably do that no problem), and then we can add in the music I made, and then we'll have finished off the starting area!if <(system) = [1]> thenIt's not compact in any sense, but it'd do what you said. XD
if <key [right arrow v] pressed?> then
...
end
end
if <(system) = [2]> then
if <key [d v] pressed?> then
...
end
end
...
- WolfCat67
- Scratcher
1000+ posts
Tairuahxe (Working Title) | RPG
Alright, see you. (Also, I knew it would be way more efficient; that's kind of a given.)it is way more efficient and uses hacked blocks. i will incorporate my system soon but i have to go for a while.ok, right now the system is theoretical, but i know it is possible and i can do it with ease That's great! We should use that system.
It could maybe be in an options menu under “controls”, accessible from in-game or in a menu before starting the game. If that's possible, the pause menu should probably be programmed ASAP to work with the cave system. We can then work on pixel art for different tiles for the cave (I can probably do that no problem), and then we can add in the music I made, and then we'll have finished off the starting area!if <(system) = [1]> thenIt's not compact in any sense, but it'd do what you said. XD
if <key [right arrow v] pressed?> then
...
end
end
if <(system) = [2]> then
if <key [d v] pressed?> then
...
end
end
...
- TheCoolCreeper
- Scratcher
100+ posts
Tairuahxe (Working Title) | RPG
Okay if we're using your system, can you at least explain to me how it works?
- WolfCat67
- Scratcher
1000+ posts
Tairuahxe (Working Title) | RPG
I mentioned that earlier. I was thinking Side Quests would be a good idea, as long as they're not all fetch quests. Should we include side quests?
- TheCoolCreeper
- Scratcher
100+ posts
Tairuahxe (Working Title) | RPG
I'm not going to develop with your engine untill you tell me how. I can't use the engine you made without understanding how it works. Untill I am given an explanation, I'm going to be working with the engine I'm using.
- WolfCat67
- Scratcher
1000+ posts
Tairuahxe (Working Title) | RPG
isOnline says that Code_Pi is indeed online, though they may be away from the computer at the moment. They mentioned something about that earlier. But yeah, you should probably work with your current engine at the moment. Code_Pi says they seem to work the same, so it shouldn't matter. I'm not going to develop with your engine untill you tell me how. I can't use the engine you made without understanding how it works. Untill I am given an explanation, I'm going to be working with the engine I'm using.
- Code_Pi
- Scratcher
500+ posts
Tairuahxe (Working Title) | RPG
ok. i am using the project that i showed you as an example of the physics because i made that project just in the OSW style. I'm not going to develop with your engine untill you tell me how. I can't use the engine you made without understanding how it works. Untill I am given an explanation, I'm going to be working with the engine I'm using.
if you are confused about all the lists, i just think of them as lists of variables. i use lists instead of variables so i can organize my variables easily.
player data
1 x
2 y
3 direction
4 scroll x
5 scroll y
help data
these are variables that i can use without worry in my system. these dont carry important info
ground data
this is a multi dimentional list. each item within the lst is a list. each item within the list carries all the data for each area. (each item is one area)
the list item seperators are the periods.
the first item of a list with the list of ground data is an area's x, the second being its y
this is explaining how i can have one entity sense another:
think of it this way. each sprite has a color (area hitboxes are orange). when i do change i do one sprite at a time. i start with drawing the hitboxes. this draws the area hitboxes as orange. then i switch my costume to the hitbox for my character. this i would “switching sprites”. now, if i want to sense for area hitboxes, i need to go to the x and y for my player, then sense for the color orange, since the area hitboxes are orange. i could (if there were more than 2 entities) sense for all the rest of my entities using the same system. i carry the rest of the of the platformer script the same way. then i clear everything and draw the visuals. if you are looking for how the script knows where to draw what, that is in the lists and multi dimensional lists
Now that i have thought you have to read, i must tell you how to write.
to create an entity, you need to create its data. i will use the area hitboxes as an example. the first thing you need to do is make the location that the area will go to when it is drawn. to do this create another item in ground data. you need to put in this item the x and y like this. sinse the first item is x and the second is y, you would put (x).(y). as the value of the item. an example would be 480.0. (x = 480, y = 0). then you need to create two costumes for it: a hitbox (
note this comment is dedicated solely to the teaching of the OSW system, and so i will be editing as i go along.
Last edited by Code_Pi (July 12, 2017 20:02:02)
- TheCoolCreeper
- Scratcher
100+ posts
Tairuahxe (Working Title) | RPG
Can you please just organize it in a way that's easy to use and understand? That's all I'm asking for.
- Code_Pi
- Scratcher
500+ posts
Tairuahxe (Working Title) | RPG
i just added a comment explaining the functions of the lists check it out Can you please just organize it in a way that's easy to use and understand? That's all I'm asking for.
- TheCoolCreeper
- Scratcher
100+ posts
Tairuahxe (Working Title) | RPG
I know, but what about all the random unexplained functions? What do those do?
- Code_Pi
- Scratcher
500+ posts
Tairuahxe (Working Title) | RPG
those are pretty explainitory, but i will make a comment for each of them in the project I know, but what about all the random unexplained functions? What do those do?