Suggestion

This is a suggestion for one of our games. You may comment on and rate the suggestion here.

The Suggestion...

By: steve on 21 Sep 2010
Rating: 5.00 in 2 votes
Status: rate | *In Roadmap*
tmb_website | general | [Suggestion_6779]

Member Roadmaps

I am already most of the way through programming this, so I though I'd better tell you about it!

Members will be able to add any suggestion to their personal roadmap. The overall roadmap for a given project is the union of all personal roadmaps.

Of course, the catch is, if you add something to your roadmap you are saying that you will work on it!

Any number of members can add a suggestion to their roadmaps - this allows for them working on different aspects of it and also if the first member just isn't doing it. (very likely as you've seen from me)

Once you've added something, you can remove it again if you change your mind. You can also indicate that you've finished it. And you can change your mind about that as well.
Roadmapped by steve (done)



Comments

21 Sep 2010 [comment_37904]
crazymerlinman321
Sounds cool! Would the programming also be needed for it to be finished because I don't want to go through all the director programs. Plus it is way too hard for me.


21 Sep 2010 [comment_37927]
Super_merlin
Crazy, it's not that it's hard. You just don't know it. Learn it, and you'll find it's not that hard at all.


21 Sep 2010 [comment_37938]
megaman4ever
You don't need director to edit casts - they are the text files.


22 Sep 2010 [comment_37940]
steve
Well, you could roadmap an enemy, and just do the graphics, or the data.

If the enemy required extra programming, you'd have to leave that to someone else.


22 Sep 2010 [comment_37959]
crazymerlinman321
No I know how to add all the strength and stuff in the text files but the problem is how do I add the graphics?


22 Sep 2010 [comment_37960]
crazymerlinman321
[#name: "act_DesertBandit", #type: #field][#objType: #objCPUCharacter,#AiType: #objAiCPU,#inherit: #CPUCharacter,#attack:[#animframe: [ ],#animType: #weaponMelee,
#damageMultiplier: 120,
#collisionLoc: point(15,0),
#cooldown: 0,
#hits:[#teamMembers, #teamBuildings],
#name: #sword,
#power: point(0.01,0),
#sound: "wizard_punch"
],
#damageSpeed: 3,
#dexterity: 10,
#dieSound: #none,
#energy: 180,
#experienceImWorth: 15,
#eyestrain: 25,
#inertia: 50,
#startingLevel: 0,
#strength: 10,
#team: #desert,
#name: "DesertBandit",
#walkSpeed: 5,
#weaponTechnique: 2
]

I just don't know what to add in the part next to animframe.


22 Sep 2010 [comment_37961]
Super_merlin
I don't believe you can.


22 Sep 2010 [comment_37968]
crazymerlinman321
What do you mean? So what am I supposed to do??


22 Sep 2010 [comment_37975]
megaman4ever
You see, the MR is compiled by Steve/note, and it apparently involves putting the gfx together. Which means you don't.

I thought you meant you weren't able to set the parametres, which you apparently did.


22 Sep 2010 [comment_37991]
crazymerlinman321
So...I am finished with the desert bandit then?


22 Sep 2010 [comment_38006]
steve
the animframe part is a list of the frame numbers that he actually attacks on.

so in the case of the desert bandit it would be whichever frame number it is when the sword is extended (hard to tell from the looped anim). Let's say it's number 4 set it like this.

 
#CPUCharacter,#attack:[#animframe: [4],#animType: #weaponMelee,


the reason it's a list is for enemies like the karate dude who has three attacks in one animation. He does a punch, a kick and a kick. So his list looks like:

#animframe: [5, 8, 12],

With a simple enemy like this (actually most enemies, except ones that require new spells), you can add him into the game (your copy of it) without doing any programming or sending anything to me or note.

It's getting late, now but if you want to know more just say.


22 Sep 2010 [comment_38009]
crazymerlinman321
I fixed it thanks to Steve.

[#name: "act_DesertBandit", #type: #field][#objType: #objCPUCharacter,#AiType: #objAiCPU,#inherit: #CPUCharacter,#attack:[#animframe: [5],#animType: #weaponMelee,
#damageMultiplier: 120,
#collisionLoc: point(15,0),
#cooldown: 0,
#hits:[#teamMembers, #teamBuildings],
#name: #sword,
#power: point(0.01,0),
#sound: "wizard_punch"
],
#damageSpeed: 3,
#dexterity: 10,
#dieSound: #none,
#energy: 180,
#experienceImWorth: 15,
#eyestrain: 25,
#inertia: 50,
#startingLevel: 0,
#strength: 10,
#team: #desert,
#name: "DesertBandit",
#walkSpeed: 5,
#weaponTechnique: 2
]

So what do I do know?


22 Sep 2010 [comment_38012]
He lied a little, one of us still needs to load the gfx in. Dibs not! (unless you would like to yourself, crazy)(If you do, you'll need to find yourself a version of director mx, to replace your director mx 2004)


23 Sep 2010 [comment_38031]
crazymerlinman321
Let me guess...I have to BUY director? Ugh. So I guess I have to wait...


23 Sep 2010 [comment_38052]
no, you just need to find another free trial, ie, a different version of director.


23 Sep 2010 [comment_38054]
steve
Yes sorry, I forgot about putting the graphics in.

It *was* late :)


23 Sep 2010 [comment_38082]
crazymerlinman321
But then I will have to get a bunch of free trials. I guess I will just buy it but that will take a while.


23 Sep 2010 [comment_38088]
Super_merlin
It's 1000$.


23 Sep 2010 [comment_38096]
megaman4ever
And I guess you could use the money better.


24 Sep 2010 [comment_38105]
crazymerlinman321
1000?!!?!?!
Ugh...


24 Sep 2010 [comment_38141]
steve
Don't bother, we'll have a proper solution at some point.


24 Sep 2010 [comment_38157]
crazymerlinman321
Ok. Then I will wait.


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