After thinking about it some more, I'm not sure if I want to add this yet. With using maptext it'd be pretty limited. I don't think I'd allow you to use the arrow keys to move the cursor within the string (there's no easy way to show where the cursor is). You'd just be able to type symbols or press backspace to erase the last one.
I'd like to have it possible to make games that use only the keyboard, so it would be nice to have the ability to easily prompt the player to type in some text. It'd also be nice to have this use the consistent on-screen interface.
I really think you should just make your own game with this similar to the demo once you think the library has enough content, F_a. The demo just feels so good to play it's kind of disappointing when you realize that it's just simple demonstration of what the library can do :\
I'm already working on a game that uses it. The best way to identify features to add to the sidescroller and pixel movement libraries was to use them, I figure the same idea will apply here - I even have the story written for this game. The features I'm adding to the framework itself are starting to get pretty insignificant so I'm starting to work more on this game. Once I add some more AI-related features to the library I'll be in good shape to focus on the game.
One thing that people don't seem to realize is that you don't need to include everything the library provides. If you leave out the quest and inventory features you can make a straight-up action game. If you include all of the features you can make more of an RPG. Based on what you use, in BYOND terms, you could almost make anything from Epic to Casual Quest to Feed to Decadence.
You heard it first here, people. Oh yeah, could we get at least a demo of what tiny heroes would have been? you said you had finished one dungeon or two. It would be neat to just see what you had before it was discontinued
just delete all the libraries and download ACTION RPG FRAMEWORK again because it appears that you got origional keyboard library and copied its file into Pixel movement aswell.
A problem I was having was assigning classes with different speeds, icon states, etc. I'm new to DM and I'm hopping over from C#. I would probably uses a case statement for this in C# but what exactly am I suppose to do in DM?
mob
icon = 'mobs.dmi'
base_state = "human"
pwidth = 16
pheight = 16
pixel_x = -8
health = 20
max_health = 20
mana = 8
max_mana = 8
var
class = ""
base_speed = 4
power = 2
speed = 5
mind = 5
defense = 2
resistance = 4
A problem I was having was assigning classes with different speeds, icon states, etc. I'm new to DM and I'm hopping over from C#. I would probably uses a case statement for this in C# but what exactly am I suppose to do in DM?
You can change the mob's movement speed and icon after they select their character class. For example:
mob new_character() class = prompt("What character class would you like to be?", "Knight", "Ranger", "Mage")
The problem was that I was using =...instead of ==...I swear to god I'm going to anhero right now.
Cannot convert integer to boolean is generally what I would get if I tried to use a single = sign in an if statement. Thanks Forum_Account...I need to get some sleep !____!
#73 Aug 2 2012, 8:10 am (Edited on Aug 2 2012, 4:53 pm)
Whenever I try to add that code into the source it continues to tell me inconsistent indentation, but the indentations aren't the problem and when I "fix them" according to "DM" standards, it gives me a giant list of errors.
...Sorry Forum_Account :'[
#74 Aug 2 2012, 4:53 pm (Edited on Aug 3 2012, 3:41 pm)
It seems no matter what way I try to implement multiple classes, the items break as well as the base stats.
demo\enemies.dm:76:error: base_speed: undefined var
demo\enemies.dm:107:error: base_speed: undefined var
demo\npcs.dm:15:error: base_speed: undefined var
demo\npcs.dm:66:error: base_speed: undefined var
demo\npcs.dm:71:error: power: undefined var
demo\npcs.dm:72:error: speed: undefined var
demo\npcs.dm:73:error: defense: undefined var
demo\conditions.dm:37:error: target.slowed: undefined var
demo\conditions.dm:40:error: target.slowed: undefined var
demo\abilities.dm:45:error: user.power: undefined var
demo\abilities.dm:112:error: user.power: undefined var
demo\enemies.dm:32:error: user.power: undefined var
demo\abilities.dm:193:error: owner.speed: undefined var
demo\combat.dm:22:error: target.resistance: undefined var
demo\combat.dm:27:error: attacker.mind: undefined var
demo\combat.dm:34:error: target.resistance: undefined var
demo\combat.dm:48:error: target.speed: undefined var
demo\combat.dm:53:error: attacker.speed: undefined var
demo\combat.dm:59:error: target.defense: undefined var
demo\items.dm:47:error: m.power: undefined var
demo\items.dm:51:error: m.power: undefined var
demo\items.dm:62:error: m.power: undefined var
demo\items.dm:63:error: m.speed: undefined var
demo\items.dm:66:error: m.power: undefined var
demo\items.dm:67:error: m.speed: undefined var
demo\items.dm:82:error: m.defense: undefined var
demo\items.dm:86:error: m.defense: undefined var
demo\items.dm:101:error: m.defense: undefined var
demo\items.dm:105:error: m.defense: undefined var
I'd like to have it possible to make games that use only the keyboard, so it would be nice to have the ability to easily prompt the player to type in some text. It'd also be nice to have this use the consistent on-screen interface.