@dark coder-
Quote: "Anyway to make this not a useless post. progress looks good! other than the font in the last two pics but I'm sure they can be edited at any point. Hope to see a demo soon"
Thanks!! The font can easily be changed, but it looks way better in-game. I hope of getting a demo out soon as well!
@Benjamin-
Quote: "Yeah, so you should watch out, you may have been fine last time you used it but next time you may not be so lucky.
"
You never know in this high stakes, high drama industry...
Quote: "Well everyone was saying that Cash was dead, so I thought a bit of humour might cheer him up. It's a rather nasty condition after all.."
That's all that saved me, you know. Being dead sucks.
@Lucifer-
Quote: "Cash, usz needzz daz viiiidddeeeooossss"
Umm... I'll reply in kind...
Blazz blaahhzz videiosszzzzeseses!!! lololz lolz, uz needz ta ch8illaxes dudz!!!!
I jest
I appreciate your interest in Geisha House, and I definitely aim to please!
Quote: "but his game might just be the BEST dbp game EVER, i have never seen a game made in dbp that looks this good and looks so professional.."
You are definitely being too kind
@Diggsey -
Quote: "I'm glad you didn't die"
Yeah, I'm pretty glad about that too...
Quote: "cash has almost finished the best ever DBP game"
Thanks
You're too kind. I wouldn't necessarily agree, but I appreciate it.
@Bizar Guy -
Quote: "I like the capsule guys Cash, they're Awesome. But seriously that was a good idea to not build it with everything else. I'm going to try that on my next game..."
Thanks! It definitely helps to break it up. There's only so much you can do in the initial build, so you're left with lots of pieces that you need to add. If you try to add them to the whole project, it is a total mess and might never get finished. I've always broken it up into smaller projects. It doesn't always work perfectly, but it is so much faster and easier.
I agree though, I wouldn't call this the best DBP project ever. Maybe, mabye, in this genre. Are you talking about Claymore Island? That was a stellar looking game. I hope it gets finished. That game was a perfect blend of playability, fun, and gloss. I've seen other excellent RPGs as well, very beautifully made. They just tend not to get finished unfortunately. I can pinpoint exactly the various stages of development during which they die.
@BiggAdd -
No worries, I've been testing lately as well. I'll get in contact wity you, can't wait to finish up GH's musical assets.
@RiiDii -
That's a fascinating approach. If it's done correctly, nobody will even notice. Needless to say, I'm very interested in the mechanics of this
Currently I'm using a very low res image, 128x128. I've played with the FOV and got it looking alright. Although, I'm not spreading out the updates. I'll do this straight away.
As for #3, I don't use text except for debugging, I use bitmap fonts. After I finish the section that I'm on I'll get back on portals/mirrors and see what I can come up with that works with what I've already got.
I appreciate the help!
@Code Dragon -
Quote: "From the videos I can tell this is going to be commercial, right?"
Yes, it is. I've taken way longer than I promised the publisher, but I suspect that they'll get over it.
Quote: "I can't believe the engine is 19000 lines, that's very big!"
Yeah, it is pretty huge. There are many separate parts that can easily get in each other's way if I'm not careful. But so far it's all working
******************************************************
Okay guys, you've all been demanding it, begging for it, yelling at me for it. Here it is, the most over hyped presentation ever. Be warned, it isn't all that great. It does demonstrate some important changes and additions to the game.
First and foremost, conversation. The system uses a point and click GUI icon system. When you talk to someone, possible topics of conversation pop up. You select what you want, and various things can happen. They'll talk about it. That can unlock or lock other topics, and activate other game flags, which can do anything. It can unlock areas, lock them, cause events to happen, etc.
None of it is hard coded. It's all scripted, and it's very easy to modify the conversations without recompiling. Flags as well. The two systems work very closely together.
Characters can say things by themselves as well. If the game wants to warn you about something, the main character will tell you about it now. A slope might be too steep, or he might not want to enter the water. Now he'll tell you about it.
So, those are some other additions. I've added the ability to limit movement on steep slopes. The main character can no longer enter the water (because of his armor, other characters can swim around freely). All characters have footstep sounds. Those sounds are secondary to the main character's footsteps, which take precedence. The effect satisfies me.
I've also added mirrors. Unfortunately, LuaEdit eats code. Not in the normal way you might think either. About once a month it will crash. When it does it will delete every .lua file in the directory of the failed file. Unfortunately, it's been 3 weeks since I've backed up my script files, so I lost all of my mirror scripts. Thus, you don't get to see the mirrors in final form. That will be in another video down the road when I feel like adding mirror scripts back in.
So, it's been an update of details, no huge spectacular things like the battle system. Those kinds of updates are the most fun because they are so visually noticable.
http://www.youtube.com/watch?v=Hv6nGhOZsy8
http://www.youtube.com/watch?v=Hv6nGhOZsy8
I've got a few kinks to work out. One important thing is that somehow my zooming in and out functionality is now broken. I have no idea how, the systems are in no way related, at all. I added in my conversation code from the capsule guy program, and everything worked for the most part, but that was instantly broken. I'll figure it out, just plainly annoying.
One thing that slowed me down was modifying the LUA arrays. It was quite painful to accomplish. Here's what I had to pass to the LUA system...
Quote: "speech["dwarf"][1]["open"]=0"
But here is how it looks in DBP code form...
if talkButtons(0).openSpeech<>0 then err=lua execute("speech["+chr$(34)+char(game.talkChar).speech+chr$(34)+"]["+str$(talkButtons(0).openSpeech)+"]["+chr$(34)+"open"+chr$(34)+"]=1")
if talkButtons(0).closeSpeech<>0 then err=lua execute("speech["+chr$(34)+char(game.talkChar).speech+chr$(34)+"]["+str$(talkButtons(0).closeSpeech)+"]["+chr$(34)+"open"+chr$(34)+"]=0")
Special thanks to monotonic for his unwitting help. A previous post of his helped me to modify the LUA arrays exactly how I needed to make this work.
That's all for now, hope you all enjoy. I'm going to take the weekend off. Later!!!
Come see the WIP!