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Roadmapped by steve (done)
Comments
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.
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.
You don't need director to edit casts - they are the text files.
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.
If the enemy required extra programming, you'd have to leave that to someone else.
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?
[#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.
#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.
I don't believe you can.
What do you mean? So what am I supposed to do??
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.
I thought you meant you weren't able to set the parametres, which you apparently did.
So...I am finished with the desert bandit then?
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.
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.
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.
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?
[#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?
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)
Let me guess...I have to BUY director? Ugh. So I guess I have to wait...
no, you just need to find another free trial, ie, a different version of director.
Yes sorry, I forgot about putting the graphics in.
It *was* late :)
It *was* late :)
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.
It's 1000$.
And I guess you could use the money better.
1000?!!?!?!
Ugh...
Ugh...
Don't bother, we'll have a proper solution at some point.
Ok. Then I will wait.
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Rating: 5.00 in 2 votes
Status: rate | *In Roadmap*
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