Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Zenthos

Pages: [1] 2 3 4 5 6 ... 16
1
Suggestions & Requests / Animal PlayerType Pack
« on: November 28, 2009, 03:23:09 PM »
I think instead of making bugs and stuff, we should have like, Bears, wolves, dragons, stuff like that.

Is anyone working on playertypes/models for any of these?

2
Modification Help / Blockquest - The Generic, in Depth, Medieval RPG
« on: November 22, 2009, 08:06:51 PM »


I've been working on this for a hell of a long time, and since I have been enlightened by scripting, I can actually make it not based around events for all of my processes. I just use events so that I have an easy way to develope stuff In-game once I have the system done. I have posted different versions of it before, but they haven't been this far and I didn't understand that much about coding.

Gameplay:

The game is supposed to be fun, not a clicking grind or the same quests over and over, Idk what I'm going to do for professions yet (like, mining/woodcutting), but If I had them I would try to make the most fun gathering skill possible... I have no clue how yet.

My goal is to make this about 8 hours of gameplay, from 1 to 20, people probably do not want a dedicated rpg (like wow) in BL. 8 hours may seem like a lot, but thats like 3 days of playing normal amounts.



In the World:

There are probably going to be 6 zones, each with a dugeon, and a PVP Area.

Sketched up Map:


The colored outlines are for different servers I may host it on, if the Idea is possible. (I will talk about it later.)
I only have Sunshire Valley built (I will be in it in the picture below).


Classes & Spells:

The Knight

The knight is a defensive class, used for tanking and leading the way.
They gain energy by using their basic attack - (Similar to warriors in games like WoW)

  -   Attack

Just a swing of the Sword that does 5 damage.

Styles:

  -   Thrust

A strong attack that does 20 damage.
20 energy.


The Hunter

Similar to a rogue/ranger in most rpgs, they do the most damage and can get around traps.
Gets energy rapidly, but spends it rapidly, so you are constantly having to switch attacks.

Abilities:

  -   Shoot

A basic shot of the bow that does 8 damage.
Costs nothing.


  -   Aimed Shot

A focus shot that does 17 damage.
50 energy.

- Stealth

A special ability, which hides the Player from other users or monsters.
Out of combat for 5 seconds.


The Wizard

A difficult class to play, even though a lot of people will play them.
Used for crowd control, healing, and some damage.
I know it makes no sense lore wise to make the wizard heal, but I wanted 3 fundamental classes.
They are spell dependant, so they can go through a whole fight on one pool of energy.

Spells:

  -   Water Bolt

A simple water spell that does 17 damage.
1 second cooldown and 10 energy.


  -   Fire Ball

A powerful fire spell that does 35 damage.
2 second cooldown and 20 energy.

Upgraded - does 15 more damage.



  -   Freeze

A weak spell, but it does cause someone a lot of trouble when they can't move.
5 second cooldown, 50 energy.

Upgraded - Costs 20 energy.


Other

Here is an ingame pic of a mage:

I don't care about your screen stretching.


There is an energy bar, then an HP bar, at the bottom it tells you your exact amount.

At level 20 you have 4600 hp (if I remember right), so if you want to see your exact hp I guess.
(No, I only use 3 playertypes for this rpg, one for each class not level.)

There is an issue I have, I don't have the bottom bar updating on a schedule, so its doesn't have the energy updated because it last updated when the energy was 13%.

On the right of this scene is the rest of the Sunshire valley zone, theres not much to see except a huge empty valley with a lake.



Comments

I do not take credit for the wizard spells, they are basically recoded (energy system wise) versions of Amades spells, since I like the style and I am not an artist. I can make basic pictures, like the ones used for the spell Icons.

I would appreciate help, I am not going to put up a roster thing because I think thats pretty dumb, but help with maybe some animations (if I decide different spells for the Hunter/Knight need animations) and building.

I need suggestions for spells, since I need at least 5 - 8 for each class.





I may or may not update the main post immediatly, except for new things like spells and class information, so check the topic.

3
Modification Help / In game editor
« on: November 18, 2009, 09:32:42 PM »
Is there any way to make an ingame modification to the console or something that allowed you to save and write scripts while you play, but it just sends the script to the console instead of saving a file to a zip and executing it... pretty much a console input area that allows carriage returns do that you can actually code impulse things easily.

4
Modification Help / Connecting a client to another server?
« on: November 12, 2009, 08:29:45 PM »
Well, say you had a huge rpg or something, and it was so big it actually messed with engine limitations (such as number of bricks, or bots) so to fix that, could you possibly connect a client to another server with a function? It would be nice to have servers for each "zone" in an rpg, and it would be very fast.

Well, If you did this, it would be nice if there was a way to hide a server from the master server so it doesn't spam peoples server list, and they can't get into them. (I guess you could password the other servers)

5
Off Topic / The Best Programming Language
« on: November 02, 2009, 09:31:41 PM »
LOLCODE

http://lolcode.com/


hai-world:

Code: [Select]
HAI
CAN HAS STDIO?
U SEEZ "HAI WORLD!"
KTHXBYE


Hello World: Equivalent in C
Code: [Select]
#include <stdio.h>

void main()
{
      printf("Hello World!");
}


I can't find an interpreter (or compiler, but its interpreted), but this could be fun.


DISCUSE


6
Modification Help / StatMod Help
« on: October 08, 2009, 06:37:35 PM »
I am trying to make a stat mod, well, I guessed to what methods to use, and I am not sure whats wrong.

It echos

"1.#INF"

to the console every time I shoot at a monster.
Code: [Select]
-snip-Is most likely not to be the right way to get to the projectile direct Damage from the ShapeBaseImageData.


I don't know what to do at this point, I don't even know if creating
Code: [Select]
%col or %ownerobj.DamCoand stuff work.

Also, what exactly are the three arguments for ShapeBaseImageData::onFire?

I am assuming the second one is the owners object.

tl;dr: I do not that many functions or definite syntax for using datablocks.

7
Modification Help / Question About Events / General TorqueScript
« on: October 07, 2009, 07:56:14 PM »
Ok, is it a good Idea to code simple events as a start?

The reason is that theres a set system for interacting with game content, where as with what most people start off with (/ commands)
doesn't have a definite way to interact with the game.

I understand how register Output/input event works, and I also understand programming because I can program simple programs in C++, and I understand objects/classes (one of the main parts of BL scripting) -edited redundancy out-


I have finally understood something: those who learn scripting by just looking at the script have had experience. I have finally started to get some of the concepts, and I really want to learn.


QUESTION(S):

What exactly is the %this that I see everywhere, er, what does it stand for, and where does it come from?

Obviously its a argument that the function is recieving and modifying, but I don't know where its coming from since it is very vague.



If I am unclear I am not surprised.



Edit: Ok so people just use %this as the variable for the first argument. So it isn't vague, its just literally "this", whatever the function needs to modify.

I know, duh, but I'm learning.


NEXT QUESTION:

Wheres a good source to find all of the blockland functions for things like the player, fxDTSbrick, and other things?

like, I do not know where to find things like %whatevervar.getDataBlock().

edit: Ok a list of functions.


ANOTHER:

What my definition of a datablock is a, ... block of data?

So a datablock is only like a structure or something like that in torque, what is an exact definition?          

8
General Discussion / Graphics in Blockland
« on: July 30, 2009, 04:06:31 PM »
Due to this being a combination of a suggestion and a gallery topic, it is in General Discussion.


Anti Aliasing:

I have done this by setting anti-aliasing in my Catalyst control settings at my dads, I havn't tried this with nvidia. The problem with forcing AA in those is that I have no clue what it'll do to anti-aliasing that I have actually set in other games. Idk though, going into my settings everytime I play BL may be a pain.


BEFORE:

AFTER:



This isn't like I set 16x QSAA, but it makes it look better. For people who don't know what AA does, if you look at the second pic it has less jagged edges. If you still aren't seeing it, look at the BLP sign in both pics.

The reason I did this is because I was wondering why DOF screenshots look better and realized its because some of the points of the pic have basically been anti aliased.

Anti Aliasing I do not believe is possible in TGE, if my dreams come true and Badspot ports/remakes/whatever Blockland to torque 3d, this I would hope be a feature.

Shadows & Lighting:

In screenshots, shadows of you player are displayed on bricks. Would it ever be possible to have that always display for higher end PCs?

And now for something that would probably require an engine change (Torque 3d... *hint*), would be realistic lighting, as in, we may actually need to put lights inside structures. I could make a dark room in the bedroom day if I made a room with no windows.


Depth of Field:

We've all heard of the DoF screenshot, but that makes a more tunnel vision effect. Have you ever played Ifluid? What I'm talking about is something like this:



As you can see, stuff in the background is blurry, and creating an effect of the hugeness of the room. Well, this is blockland and DoF would be very awesome to give that effect.

As in, not twilight princess.

Bloom:


Just kidding.

Wait, actually if it wasn't exaggerated and just gave the feel of daytime, it would be cool. Just a little touch of it.

I will be editing this as I go, post other things that you would want to see. I could see these things happening if we kept the old settings so people would still be able to run it that barely could.

9
Gallery / Blockintosh - The Multi-Hardware Computer
« on: July 07, 2009, 11:31:33 AM »


The Multi-Hardware Computer


Overview:


Quote from: MHC Help Guide
       The MHC Offers a new median for Event Computing, providing a more stable, efficient, and organized system to base PCs on. Using an MHC is faster than ever. Refreshing 150 pixels on the MHC Standard 10x15 Resolution is as fast as it could ever be in Blockland. When I was on my own server, the MHC would respond as soon as I would influence it to change its set of pixels as fast as I could click. The point of this projects is to provide a standard for comparing PCs created by users and even clans. This system will be released to the public under Blockintosh and have free access to by clans. For instance, BiT will develop and release their own private MHC, The Aero.


      As the creator of the system, I took the glory of creating this topic ( :cookieMonster:, I am very proud of it. It got me lead Programmer :P ). If you didn't read or didn't understand the quote above, this PC will be released under BiT as a public system for people to edit.

       It uses 4 main hardware parts: The CPU for controlling boot order of programs, and data related tasks. The GPU for holding events to change mass amounts of pixels, this contains the most bricks. (The group of chrome 1x1 prints near the bottom of the PC in the upper pic) The last two are the Data drive, which holds variables like which songs play in the music player, and the Program drive which is a place where someone can create a program to work on any MHC Computer just by copying the events to the drive. The Data drive was added later, so this pic doesn't have one. They are where the CD drive on a PC would be, for access even when the PC is closed.

Everything about the Computer is in THIS GUIDE (Which is WIP).
If you want more pictures, read the guide above.

Note: You need to be a fairly advanced eventer to program this, I am not teaching you completly how to event, mainly made a simple guide to teach you how the system works.

This is a WIP, so no download is avaliable yet. So far, I have decided to include 2 example programs to do two things. One, prove the system works and two, give examples for programs.

Oh, and heres a Movie maker masterpiece with me messing with it.
http://www.youtube.com/watch?v=AM3kL9cJ_T0&eurl=http%3A%2F%2Fwww%2Eyoutube%2Ecom%2Fuser%2FZenth0s&feature=player_profilepage

I will be editing this as I go, the quote does sound like an Ad.

Gallery:





These pics are not the standard MHC, but an example.

10
Off Topic / The Internet
« on: July 07, 2009, 01:51:54 AM »
http://forums.worldofwarcraft.com/thread.html?topicId=18369407494&sid=1


Ohh this made me laugh.


Post other stuff like this.

11
Suggestions & Requests / Events tied with Bot mod?
« on: June 28, 2009, 02:11:46 PM »
If I missed it tell, me, but I suggest that whoever is making the big bot mod next (space guy I hope) to implement it with events. I think a remember space saying it will be, but just making sure.

12
Off Topic / Post a picture of your CAT
« on: June 19, 2009, 10:31:01 PM »
And I will actually contribute: Ok fien DSi.


Little kitty!




He got bigger!




OSHT




Oya, 3 cats total:


BLINDED BYYY THE LIIIGGGHHT



The black/white one, is my own (as in, sleeps in MY room.)

Name is neko, japanese for "cat".

13
Modification Help / Bob-Omb Thread
« on: June 18, 2009, 12:37:55 AM »
Quote from: Old Topic
Bad news, I was on the milkshape trial when I made this so I couldn't save, I got the key today but my PC randomly booted overnight because I had left it open. Anyway, this could be inspiration for somebody to make this with their own model, I'm going to learn to model better before I try to remake this so I could maybe do it better.
No more :P. I bought milkshape and decided to remake it using a pic of the old model, its almost the same, the feet are rounder.


Words:

     A Bob-Omb for you non-Mario people, is a common enemy from the mario series that is basically a walking bomb. The idea of it is that it's a wind-up mechanizm that charges at you with its fuse burning then explodes.

I was randomly modeling when I suddenly realized that it could be fun to run around as one of these and blow up people. I would get info on scripting it because I do not know how to script very well, and the goal of this is the model making and the animations.
This would be a player type.

Walking, Jumping, and Death animations - The farthest I've gotten is animating things in milkshape, and playing them there. I've never had something play through it in game, or had multiple animations.

Instead of jets, the Self Delete - Right click will Self Delete the Bob-Omb, but, whenever the Bob-Omb dies, it explodes. This is where the death animation would occer, and emit an explosion. The death animation will just be pieces going everywhere. For the right click, the fuse will burn for 5 seconds, then explode. This would just need a spark emitter at the top of the wick.


Pictures:

The Model:


The Model put into BL via the Mission editor, sadly the flatshading didn't work, but Ill sort that out. This is just to show an Ideal scale, easily changed.



If anyone wants to help with coding or advice for my issues, great. Posted this because it would be fun to play with as a player-type.

Things to Do:
Finish Model - Add wind-up on the back, Which will be followed by working out flatshading.
Animate each Part/Figure out animation fully
Script

Needed Suggestions:
Should I make the wind-up key on the back be floating in midair similar to the feet, this would keep the extremodies similar to blockhead style, and the feet, floating. Or should I have it be more like a key inside its back?
Tell me what size it should be, this could be cruicial to it being stealthy.
Also, the size of the explosion is critical, if we made it tiny but the explosion the size of the pillow on the bed, that would not make sense. It wouldn't make sense whatever size it was.

I will update the pics as soon as I get the key on the back so its worth posting new ones, and if I flatshade correctly.

Old topic was in Modification Help, Idk why so I locked and made a better one.

14
Modification Help / Modeling Question
« on: June 17, 2009, 11:55:12 PM »
Ok, I am trying to model something, and I've hit a roadblock. How do I make a hole in something/hollow something? Say I had a cylinder, well, I want to make a hollow cylinder inside it, like a donut.

15
Modification Help / Wait...
« on: June 17, 2009, 12:16:42 AM »
What happened to Kajes robloxian model?

Pages: [1] 2 3 4 5 6 ... 16