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silentdemonic

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  1. Wouldnt it be neater to write it into the Player file instead of a bunch of PutVars in another folder. Thats how I did it.
  2. Robin please explain to me why it is a stupid way of doing it. Thanks. From what I read he wants to have random turned based encounters - it came across that he meants it FF7 style. The batteground maps would be to mimic that without having to worry about another player bouncing into your battle (unless you wanted that of course). After that you could just block the attributes around a player and have Click tiles that represent Attack/Skill/Block etc whatever you wanted. As for Item use you could just have a class Type called "BattleMapPlayer" and set the Player to that Class during the waiting phase and set them back to it once they have been changed back to their original class for them to execute their attack or item/skill use. It would work and allow parties to battle together amongst other things, I dont see any issue with it and its quick to do - the main point of Eclipse from what I gathered.
  3. Look up Click Tiles and the rest will follow :) Map Wise you could just design some battle ground maps have them warped them and warped back after. Cave with 10 monsters? Ensure you have at least 10 Battle ground maps so that noone is waiting.
  4. You could just Use SetTile for this. If you wanted to be really slick you could grab the layer type and then set it to use the Layer above (could look odd if you next to a building and it splatters in the direction of a fringe roof tile - as the code you would write would have it show on the roof. But yeah - Eclipse Stable - Set Tile, have it take the current location of the Attacker, The Current Location of the Target, then based on that have it set the tile 1, 2, 3 etc tiles away from the Target. Depends on the complexity such as decay time before blood disappears or if you want players to clean it etc.
  5. teh jimpie add me :) [email protected] Ill discuss our project with you and trial you out on a test task.
  6. I will not download a game unless I have checked its trailer on Youtube, researched it a bit and so forth. A Video Trailer should give a view of the gameplay and what you will be doing, save the text for the website and manuals - its interactive media. 54 seconds and I saw no ingame experiences, also the logo at the start lasts around 10seconds, you would be better off watermarking or having a header/footer in the video with your Game name and website address in a frame matching Ambardias theme. This gets into peoples subconcious whilst watching and enables you to better use the time. Short clips are usually more effective so I would perhaps cut it down to 30 seconds spend 10 seconds on 3 major unique features about your game, then in a weeks time release a new 30 second clip, itll infiltrate Youtube better. Instead of saying 11 characters, use "More than 10 varied characters" . 19 Skills? - "More than a Dozen skills" - Use language and content to wow and impact the user, if I was to use Farts as a reference (do not take offence Im deadly serious), this current trailer is a silent fart which only the creator of the fart is aware of - it has no smell and no impact. What you want is a short, violent fart which comes out guns blazing and makes all in the room and those next door take note of it because it is a smell like no other. I would suggest researching rather than asking Video Majors, I knew a guy on my Course who got a 1st in his degree yet it wasnt because he was all that good at the subject in question - he was just very good at examination techniques but on much of the coursework requiring creative thinking - he was just average.
  7. Why use Code Tags :-\ the result is there in plain view.
  8. Date Registered: October 04, 2009, 05:26:10 AM Local Time: June 27, 2010, 08:04:42 PM 1 Year is 12 months. Search the forums for "All Commands"
  9. I made that post already - was there really a need to repeat it :-\
  10. 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  11. Look into designing Web 2.0 Websites. They are a little difficult to grasp at first but they actually take less time design wise and most of the features can be used from open source scripts. ^_^. http://sixrevisions.com/tutorials/photoshop-tutorials/how-to-create-a-clean-web-20-style-web-design-in-photoshop/
  12. silentdemonic

    NPC chat

    Call PlayerMsg(Index, "The Thief tells you: Are you here to steal or you are here for a "friendly visit" to Jake? // You say: Erm…I am new here..just passing by..and who are you? // He answers to you: I? I am just a fellow.. well, I am nobody.. // You say: No, no, you wanted to say: I am just a fellow THIEF. I know your kind from my village. You are in the thieves guild, right? // He answers: Yes, but I am not only a newbie member. I have my well-earned rank of Recruiter. You have recognized me as a thief, so I must recruit you if you want. Go inside Jake's tavern at night, steal some goods, and then return to me. Here, behind me, so I can show you my Items.. // He finished speaking and you left. You must do what you want.", GREEN) The ""'s quotes in the middle of your playermsg command is causing it to fail. Use ' ' marks instead I believe they are fine to use within the playermsg command. :) e.g "friendly visit" becomes 'friendly visit'
  13. @Cyprien: > The reason for why zelda has got so much more simpler is due to it being in 3D. If you look at the past zelda all the more harder zelda have always been 2D with the hardest being Zelda 2. > > Now saying that your wondering well why is 3D simpler then 2D well because of the directions link link can swing,aim, ect. In 2D while you only have to worry about four directions it's not as simple still. > > The other reason is the cheap moves they gave link like helm splitter while it looks nice and somewhat fun to use it's still cheap. It makes combat a lot simpler (wind waker, twilight princess). > > The last reason is due to lock on…. this make everything so much simpler and targeting a cake walk... > > However keep in mind it's still a problem with the programmers which they could choose to make it hard by making the monsters a lot harder by them taking more health. Yet that doesn't really solve much as people can use codes to have one hit kills link or do a three heart challenge. I think you confused yourself a little. You start by saying it is easier because it is in 3D, but by the next paragraph you are mentioning that 2D only has 4 directions :-\. The old style Zelda relied on a simple mechanic whereby you could keep the enemy at bay fairly easy - it was not the monsters that made the game hard but rather the complexity of the puzzles. imo.
  14. I am sorry but I can NOT look at this game without posting this, I might never have the chance again : http://www.youtube.com/watch?v=JXXe2aVa1Ek Back on-topic, had a brief mentioning earlier, but Im finding the Zelda franchise much like others getting easier or is that now we are older it is not as challenging. I would really love to see a game aimed at the older market that really taxes the brain or maybe even a difficulty option which provides a different set of puzzles for in-game solving. EDIT : Video Fixed.
  15. Sorry for the double post - just in case it is missed http://comicpress.org/ might save you some time Website Developing wise ^_^ favourite one so far is the first one lol Id so do that lol
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