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  • #83147
    Marby
    Moderator

    OK your’re right to do this with variables. I previousely had something like this in mind:
    if hp change received by actor12345 then
    ….

    But yes – it’s probably better to wait until we have variables and do such stuff by using them.

    #83140
    Marby
    Moderator

    Btw. thinking about this:
    If we ever would have an action key (for talking to actors or searching for items) there should be another key for doing this.

    #83138
    Marby
    Moderator

    Now I understand. Thanks for the link!

    However, if the opponent also is using bull rush than there seems no possibiltiy to avoid a counter attack. You also cannot decide not to attack with the current implementation of bull rush.

    How about to also use an attack key for bull rush and have a little jump forward by using it? Then we could decide not to attack as well are able to avoid counter attacks.

    #83137
    Marby
    Moderator

    Could you please consider to give us a “sender” for the when-hurt-event / on-health-change-event?
    The “sender” is either an actor or an item. If it is an actor or item of the current map, you could provide the actor / item name. If it is an item of the inventory, you also could let us know and provide information of which item was the source. It would be a great improvement, if we are able to react to different hit sources differently.

    Perhaps using items from the inventory should also trigger another new event like on-item-use with the item name or ID as the source.

    Because these are new feature requests, they should be added to a trello ticket.

    #82365
    Marby
    Moderator

    Yes, it is very annoying to manually delete not only every single default item but to even have to confirm that deletion. Meanwhile, in order to make our lives easier, we could download “Ghost Mouse”. This is a tool, which allows you to record your mouse clicks and playback them with an accelerated speed using a key of your choice. It still is cumbersome to get rid of the default items even by using Ghost Mouse, but less cumbersome than without it.

    #79231
    Marby
    Moderator

    I’m not sure. Spam will be deleted after a day so I cannot check anymore. I don’t remember whether I had a look or not, so this might be possible. Furthermore, only the one notification regarding Comp’s reply has been affected. Lately, I get every notification directly in my inbox. I remember that one notification has been delivered to my spam folder and I marked it as safe. Meanwhile, those issues have not reoccurred. Perhaps, it really has something to do with the spam folder. Let’s hope the best. I’ll keep you posted if this one occurs again.

    #79230
    Marby
    Moderator

    Thanks a lot for adding! Please also consider to add the source of an attack to the hero’s (and also every other actor’s) “when hurt”-event. Then we could have something like:
    if hurt by Vampire of level VampiresDomain then …

    With this we even could have different vampires and other enemys in our game and react to their attacks differently.

    This also could be improved further if we think of direct access to the attacker actor as an object:
    if AttackerActor.Name.StartsWith(“Vampire”) then
    AttackerActor.HealthValue increases with 10
    That way we could completely avoid code redundancies and are able to use mere those two lines for every vampire of every level in our game. However, this is not the way screenplay is implemented yet so you’ve to think about how something like this could be done best.

    #79213
    Marby
    Moderator

    I appreciate that you would like to help and try to find a workaround. However, I think an improvement of the hero’s access capabilities makes sense:
    I mean that we cannot access the properties of a npc using the hero’s “when hurt”-event.

    Imagine e. g. a vampire boss:
    We can set a token as soon as the hero enters the vampir’s domain. With this we’re able to activate screenplay programmed at the hero’s when hurt event. However, when the vampire is hurting the hero and is “drinking” his/her blood, we cannot access the vampires “health value”-property from the hero’s “When hurt”-event in order to refill the vampire’s HP.

    I know you can just activate a token (e. g. “VampireAttackPerformed”) using the hero’s “When hurt”-event, place invisible switches at that level everywhere and put screenplay in each “When touch”-event of the switches which is checking the “VampireAttackPerformed” token, reacting accordingly and deactivating it afterwards. As a programmer I of course know stuff like this. So, yes… we can have workarounds for almost everything. But I refuse to implement things this way. It is redundant, hard to maintain and just… ugly. We should have full access to every actor on every level from anywhere. Only then we can avoid implementations we will regret later.

    Why not start to make the hero’s when hurt event better? The actors’ “when hurt”-event can access every other actor’s as well as the hero’s properties. But from the hero’s “when hurt”-event we can access almost nothing. The reason for this most probably is that the hero does not belong to a certain level. Therefore, screenplay accessing the properties of actors which belong to another level will produce errors. Best would be if we have some kind of selector for our actors like:
    Vampire of level VampiresDomain health value increases with 10
    This would make clear which actor is meant. Therefore, this should also be possible from the hero’s “when hurt”-event.

    #78903
    Marby
    Moderator

    There is a way to get maps darker in order to get a night effect. For this you can use shadows. I first saw that technique in one game Comprehensible made and also used it for some of my own maps. There are different shadow types available, so that it is possible to stack them and make your maps even darker. If you leave some “holes” in your shadows you even can get some cool light effects. And there are also shine and fire tiles you can use for making your light effects nicer.

    However, as soon as you have placed shadows on your maps you won’t be able to change the map content below without moving or deleting the shadows. And for a real day / night cycle a timer event is surely more helpful than having to track every place where a teleport is programmed. So yeah, as Macmor stated, you can already have some amazing stuff for your RPG Playground games. Unfortunately, this often is very cumbersome and you rather might end up with managing things the engine actually should do for you. For that reason I decided to wait for better features before I continue with creating my games on RPG Playground.

    Btw.: The RPG Makers provides a tint screen feature, which can make your maps darker. I suggested it for RPG Playground and deWiTTERS inserted a ticket at Trello:
    https://trello.com/c/NkalaeHh/555-action-tint-the-screen
    As more people vote for it as sooner we will have it.

    The planned particle system might be also useful for beautiful night effects. You can find its feature card at Trello too:
    https://trello.com/c/b4t2sxsp/26-particles-for-fires-smoke-%E2%AD%90

    #78686
    Marby
    Moderator

    Yes, I know there are some workarounds especially to get the hero as well as monsters invisible. But the “invisible trick” is undefined behavior. deWiTTERS already stated that it even could break our games in the future. And there are further downsides. You can hear the hero’s steps while walking and you cannot move the camera that way if it means that the hero must pass impassable terrain.

    The workaround to move characters simultaneously is indeed new to me. Congrats for finding out!
    However, I rather prefer to have proper functionalities for cut-scenes than workarounds, which are quite hard to predict or even might break the game. Therefore, I started this thread.

    #78598
    Marby
    Moderator

    I fear more complex programming constructs are not possible yet with RPG Playground.

    Up to now, you can assign number (floating point) or boolean (token) variables and compare them with constants but not with other variables. Other data types are not available and you cannot build more complex ones. There’re only a few events available (OnWhenTouched, OnAfterPickedUp, OnWhenHurt). But there is no OnTimer event and not even an OnActionKey event. We also have no user defined functions and not even loop-statement as well as no recursion yet. There is a trick to invoke a recursion, but this is rather cumbersome to use. Also the access to the hero’s and actors’ properties is rather limited. You cannot check e. g. in which direction an actor currently is looking. You can change your hero’s and your actors’ appearance, but you cannot upload your own graphics so this also is very limited.

    But with the events available you can change the speed, force an actor to move, change allignment (good, neutral, evil), power and health of actors or of your hero etc. Have a look at the designer and “insert action” button to get an overwiew.

    Meanwhile, you e. g. also can check if some item of your inventory is in possession or equipped and react to it using an if-statement. This is connected to your hero’s properties. Not all properties are accessable by screenplay yet.

    If you’re interested in programming you could have a look at my tutorial for RPG Playground. You can find it by clicking [More, Help, Where can I learn more on how to make games?, Read the advanced tutioral on screenplay actions]. You dont need any programming knowledge in order to understand this tutorial. Everything is explained from the beginning. Meanwhile, the screenplay editor changed spaces into bullets. If you copy your screenplay to a text editor you’ll see that bullets still will be replaced by four spaces though.

    #78540
    Marby
    Moderator

    I forgot a neccessary point, which is (as far as I remember) already available as a single ticket, but belongs to that list:
    Making the hero visible/unvisible using screenplay.

    Could we stick those ticket somehow together and create the missing ones?

    #78083
    Marby
    Moderator

    For realizing what you mention we probably need a new kind of event. An OnTimer-event for the “are you following me” stuff should do. Additionally, we need the capability to use variables in order to do more complex calculations as well as the capability to read the actor’s and hero’s position coordinates. With this we even can program the “are you following me” stuff rather easy. This all will come someday too and it is already on DeWiTTERS list. But it will be much more work to implement than what I mentioned here.

    I just meant to call the screenplay of our Actors’ OnTouch-events directly by using a screenplay command like “Call MyNPC1234.OnTouch()” or something similar. With this, you could implement e. g. a more complex check for every pickup item of the same type without the need to copy that check over and over into every single item’s OnTouch-event. Imagine you would like to change your screenplay afterwards. Up to now you need to modify EVERY SINGLE pickup item!
    There could be a much better way:
    By just calling an invisible (or even deactivated) actor’s screenplay you merely need to change your screenplay at THAT SINGLE PLACE and the new version will be valid for EVERY SINGLE PICKUP ITEM calling the modified screenplay without the need of changing your item’s screenplay directly.

    #77725
    Marby
    Moderator

    Yes, you’re right. This is really beyond words. For the moment, we probably have to accept that private messages unfortunately also makes abuse like this possible. Therefore, we have to accept, to lose that functionality by now. However, I still hope for the future that AI someday could help us out. It would be absolutely cool if AI could detect and stop any kind of abuse by 100% and also let such people automatically pay for their deeds. I’m sure the time will come soon. AI already is on its best way.

    #76958
    Marby
    Moderator

    Hello Comp,

    Thanks for your quick response! If private messages causes so much trouble, I understand this.

    Sure this is an obstacle for our communication. But I also understand it would be way too much work, to completely moderate the private messages before release them for sending. Perhaps, AI could help us out in the future by scanning messages for malicious content before sending them to the recipients. That way AI could be a great assistance for bringing back functions like that which are too risky without it. Its a shame we all lose essential functions for communication just because a few users do not behave properly.

    Marby.

Viewing 15 posts - 1 through 15 (of 159 total)