Velvela Jade
Member-
Content Count
97 -
Joined
-
Last visited
-
Days Won
1
Velvela Jade last won the day on June 23 2012
Velvela Jade had the most liked content!
Community Reputation
8About Velvela Jade

-
Rank
Advanced Member
Profile Information
-
Gender
Not Telling
-
Interests
Rugby, Football, MMORPG, Harry Potter, Fantasy, Sci-Fi, Top Gear
-
Solved-Need game to save character graphic that was changed in event
Velvela Jade replied to Velvela Jade's topic in Editor Support and Discussion
Solution: If you put all the sudoku show choices events in one of 9 common events, then this solves the issue with the game not saving the character graphic. And, the event will rerun after loading from a save without issues. I had all this in the particular event in question instead of using common events. Thanks! (I post the solution just in case someone else ever needs this.) I'm glad I don't have to make 3000 events. lol -
Tutorials I plan to make very soon.
Velvela Jade commented on Velvela Jade's blog entry in Velvela Jade
Thanks! I wrote a new blog post that actually has info about the tutorials I'm currently making now. The secret entrance tutorial - I can't find the original post so that I can give credit to the right person. I also had some computer issues, but I'm back again, finally. lol I hope to have the tutorials mentioned in my latest blog post up by July 1st. Thanks! And sorry for the long wait.- 2 comments
-
- tutorials for eventing
- mini-games
-
(and 1 more)
Tagged with:
-
Update: Been very busy and didn't have time to come back here. Sorry. I am working on a new tutorial - two actually. I hope to have them done before July 1st. Tutorials to come: Sokoban: I finally figured out how to do a type of Sokoban game using Eventing. I'll write a tutorial on this soon. This is a puzzler game where you can push, but not pull boxes, to get them over designated squares. Telekinesis and Teleporting: I'll write a tutorial on getting this in your game as well. Someone else came up with a cool way of doing collision detection. We do use collision detection with telekinesis when we want to have an object go only so far towards or away from a player. That person will get credit for her eventing in my tutorial, but I can't remember the name currently. A good game, has a plot, a beginning, a climax and a solution. The Tutorial I'll write, will be a puzzler game with a plot but will be written such that you would have a decent puzzler game that you will be able to play even though you don't have everything in it. You'll be able to keep adding to the game, as you feel like it. Plot: Player has to figure out how to escape the House. The Problems: 1. Boxes in the way, but they are too heavy to pull. You can only push them. And, if you get stuck, you have to find a switch to reset the boxes back to where they started at. 2. Telekinesis to reach keys to unlock doors is needed. 3. Teleportation will be needed to get out of a tricky maze. 4. Need to find how to open up secret door by using Telekinesis around the room to see if it does anything. 5. Chests with rewards to help player increase skills in Telekinesis and Teleportation. 6. Some sort of reward when the player successfully escapes. Game Making my way (aka the highly controversial way): 1. Game version 1: Create map with chests for rewards. 2. Game version 2: Add Telekinesis and Teleportation events for more fun to the above game. 3. Game version 3: Add sokoban game to the above for more challenge. 4. Game version 4: You can add more mini-challenges like the above. Basically, you can keep adding more stuff to the game, as you feel like it, or play the game as is. This is the philosophy of my game making and enough ramblings from me. I have to go write those tutorials.
-
Box disappears and conditional switch not working.
Velvela Jade replied to Velvela Jade's topic in Programming
I created an event, and assigned a graphic (a chest) to that event. Now, how do I write the code so that the event does not go where an event exists that has a chest graphic? I've tried using a self-switch and other switches, but I couldn't figure out how to make that work. Thanks! Update: Hold On! I might have it. I'll edit this post in an hour or so. I might have the switches issue fixed. Update 2: No I do not have it. Issue: If I have player try to move box to where another event has a box, text saying this is not allowed does not pop up. If I try again, the game freezes. OFF means no box is on space/event. ON means space contains box. @>Control Switches: [0052:N53-31] = ON @>Conditional Branch: Player is Facing Left @>Conditional Branch: Switch [0047:N52-31] == OFF @>Set Move Route: This event (Wait) : :$>Graphic: '!Chest',6 : :$>Move Left : Else @>Text: : : No can do. Box is here. @> : Branch End <snip> @>Set Move Route: This event (Wait) : $>Through ON @> The Autonomous Movement: Fixed, X2 Slower, Normal. Priority: Same as Characters' Trigger: Even Touch Options: Walking Animation Thanks! -
Box disappears and conditional switch not working.
Velvela Jade replied to Velvela Jade's topic in Programming
I am was using your tileswap script because Ace does NOT allow moving of boxes in any real fashion, and the boxes are the "tiles". I was attempting to make a Sokoban game in Ace. The events as coded, is not working because I do get boxes moved where a box already exist. The player only sees 1 box, but the other box disappears which is banned in Sokoban. In short, player can only push not pull a box. Box can not move to a spot a box already exists. What you maybe didn't read, was what was happening for me in my code, and the code as I wrote it, and where I'm having the issues. Thanks! -
Box disappears and conditional switch not working.
Velvela Jade replied to Velvela Jade's topic in Programming
I am bumping this because no one is replying with an answer and it has been about 23 days. I am NOT editing the post because that does not help get me an answer. HOWEVER, IF THIS NEEDS TO BE A SCRIPT NEEDED question, then please DO move this topic because I am NOT convinced anyone has a solution for me. MANY THANKS! -
If you see 4 as A, 5 as S, and 3 as E, then you get his name.
-
Velvela Jade started following Solutions to the 999 map limit?, hard to explain please read, Box disappears and conditional switch not working. and and 2 others
-
Box disappears and conditional switch not working.
Velvela Jade replied to Velvela Jade's topic in Programming
Answer to Above Question: Left Side: Conditions: None set Autonomous Movement: Fixed, Speed: x2 Slower, Freq: Normal Priority: Same as Character Trigger: Event Touch (update: Trying to simplify this yet again.) Issue: I need Ace to recognize whether the spot box is being moved to, is a floor or a box. I am using Tsukihime's Tile Swap code to get box to be moveable. How do I write a script that does this? Would this script solve my issue? I tried using Switches, but couldn't get that method to work at all. What I think I need is a script that does this: If (260,143) = B118 then ban movement. [if x,y = tile number B118...using Tsukihime's Tile Swap code. My Demo is New to reflect current changes to code. Switch Method Issue: 1) IF Player facing LEFT and tile next to box is Floor, then switch Box to Floor, and the other Floor to Box. 2) Ban movement of Box to Box. Thus: [player][box][Floor] becomes [Player / Floor][box] (and player would end up standing on the floor. 3) For a sample Sokoban game (one that works, using JS) go to http://www.tpgames.net/demo/ah/sokojs.htm (demo game only) 4) I must use pos_revert script to get tile to reset itself so a new image can be placed there. 5) Switching it to Switch being ON = passable. OFF = Box is in the way does not work because the tile the box moves too, won't be triggered to being ON when empty. Reversing it to tiles are automatically OFF, still doesn't communicate to the other event whether the tile we are moving the box to is On or Off. Other Issues (which is why maybe a script might be easier): The picture above (previous post of mine), shows which box has which number. Scenario 1: Move Box 3 and it will disappear into Box 2. This is wrong. Scenario 2: Move Box 1 down, then Box 2 to Right (where Box 1 was), then Box 3 should be moveable down (to where Box 2 was). IF Box 1 not moved, then Box 2 should get message "Box is in the way." IF Box 2 not moved, then Box 3 should get message "Box is in the way." IF Box 2 is moved, then Box 3 should be able to move onto Box 2's tile. This scenario should play out for all tiles on board no matter where a box is now, or used to be, or will be moved to. I need the switch to tell the game whether or not on the OTHER event spot, is a box or floor. Otherwise, I could get unexpected results when the player faces a tile that has an event on it, but doesn't have a box on it yet. Thanks! Game Demo: http://www.globalwritersclub.com/jadeuni/err/ Just download the Tar file. (Its been 8 days since I updated this. I still do not have a clue. Thanks! I won't attempt to bump this again until after March 24th.) -
________________________________________________________ I was using the number that "Get Location Info" game me, and it gave me 054. To get box to move from 054, 032 to 054, 033, I have to use decimal, or the box won't move. (It actually gives a number that is 8 tiles to the left and 5 tiles up from where mouse actually chose.) 1) Solution: To get the player to not be able to pull the box, but instead only be able to push the box, I found this option: Conditional Branch: Player is Facing Down (or facing in which ever way box is too be pushed). That solves the issue. FYI: Sokoban is a game where the player attempts to move boxes through a series of challenges in order to get them in "storage". They have walls in the way, hallways that boxes can't go down, and other boxes in a the way. And, they only allow the player to push a box. There is no do over if you push a box into a dead end. You can't pull the box. If you have never played Sokoban, then this may be confusing. Question: What script do I use to prevent Box (tile B118) from being moved to a spot where another Box already exists? Thanks! (using chrome and apparently, it adds crap html to posts and bans smilies! Chrome is bleeping stupid! I deleted all the crap, but can't guarantee it will stay gone. ) Picture:
-
1) What teleport system are you using? 2) In editor, on page 3, they have Get Location Info, last button under Map on the right column. I don't know if this will help you or not.
-
I'm trying to use Tile Swapping to make a sokoban game. (Rules of Sokoban is posted last). What I am attempting: Using Tsukihime's Tile Swap to make a Sokoban game. 1) Player uses Choices, they can move box anywheres they like, which is not what I want. I know I have to use player variables some how, but am not connecting with how to do that. When[LEFT] Script: pos_swap(042, 025, "B118", 1) : pos_swap(043, 025, "A157", 2) When [RIGHT] // etc. // includes UP and DOWN, with pos_swap. Original question solved --> FYI: using Get Location Info in Ace, does not give a good location of where spot on map is. Its off by quite a bit. LOL This was why code wasn't working at all. If I delete that Get Location Info code, then I can get the box to move. With it in, it doesn't work. Thanks! Sokoban rules: Player can push but not pull box. Box is to be pushed to marked spot. In my case, its the purple tiles with the black background.
-
Solutions to the 999 map limit?
Velvela Jade replied to Velvela Jade's topic in Editor Support and Discussion
Tsukihime: Thanks for the map folders! That is brilliant! Thanks to everyone else's ideas too! The player is a student who role plays everything a student would go through. This means they will actually be required to read textbook pages and then use the workbook to practice what they have read. The workbook: Will include word puzzles, battle using the weapons received by choosing the correct answer, and any other type of puzzles and whatnots I can think of. It will contain lots of questing. Alchemy class with (for now) click and choose what to do to create and finish alchemy lab assignments. This is more advance then what Skyrim does. Skyrim has you choose ingredients to taste and combine then its done. I will have the player have to choose to cut, mix, turn up the heat, down the heat, and so on. I might even have the player write a small term paper eventually, but not necessarily in the Level 1 game. -
Solutions to the 999 map limit?
Velvela Jade replied to Velvela Jade's topic in Editor Support and Discussion
The textbooks each have their own map or set of maps. I have the player actually read the information in the textbook, then go to the workbook to test their understanding. The workbook has many mini-games that help with the overall stats for the main game. The only reason why I don't have auto-scroll text is because I wanted it to look like a real book with images, diagrams and so on. I use tilesets. marillmau5: Calling a Book picture for each page of the book where the text is in the picture (instead of scrolling) I never thought to try. If I could just make the book using Gimp, it would probably be a lot faster. lol Snake: I am already going to use large maps and combine where ever possible, but you wouldn't know that because I forgot to mention that in my post. Plus, I found a spelling error in my post making one sentence completely nonsense (combing instead of combining). -
To EB: I would like to see an end to the arbitrary limits that EB thinks they must impose on us. And yes, to make the programmer happy who has to program the Game Engine, setting the limits to 100,000 would work for even the most studious game maker trying to reinvent Skyrim. These limits make it almost impossible to make a SIMs type game. SIMs type games in their very nature, have more variables, maps, switches, maps, skills, weapons, maps and did I mention maps? Yes, I do use the Databreaker by game_guy. Thanks!
-
You do realize that saying that Newbies should stick to 2D game makers like VX Ace is also saying that Game Engine Programmers are too stupid to figure out how to program a game engine in 3D that would work for Newbie Game makers. I am so over game makers who think that newbies should just stick to easy stuff. Some of us newbies got into game making for the simple reason that no one cared to make a game that works for us. For starters, HP Sims was NEVER sold in USA. I was livid as I was the fool who asked for HP SIMs. I always wanted a game that mixed Harry Potter and The Tomorrow People (UK, childrens sci-fi show) that had as its main focus questing instead of blood, guts and gorry. I wanted a game that had creative puzzles to figure out that actually worked for how my brain was wired. I have a whopping choice of Mensa levels puzzles or preschool/elementary level puzzles if I want to go beyond Sudoku. I was forced into taking my defective brain and creating it myself. In conclusion, I'd like to see a stop to the relegating newbies to simple minded game making. I have a cognitive disorder of such a nature that I should have flunked college/university. Instead, I graduated with a degree in Social Science (a pre-law major) with concentrates in Sociology, Criminal Justice and History. Just because we are newbies does not mean we aren't capable. Thanks!


