Slightly discouraged
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gloon

Of course I have this fantastic idea for a RPG, but I have very little programming knowledge (a tiny bit of c++).

I read the tutorials and the vergec.txt file. I was just going to try and copy and change other peoples' code until I got the idea of how to do it, but it seems to be out of my leauge even to do this.

I don't think that it would be so difficult if there were just some more information of structure and usage and code definitions and examples. There is just too little support here for the unknowledgeable of programming.

I guess my question was, is it even worth the effort to try and put something together in verge if you are not a programmer? I am much better at the graphical end, and I know that a lot of the game is map driven, but you can't get too far without some major programming skills (it seems). So any help in the direction of files and such things would really be appreciated.

-gloon



Posted on 2001-08-10 00:42:59

Miggle

Depends what you want to know. or what you already know, and what your having problems with.

-Program Structure
-Loops
-Plain Vc
-(And the major killer) Logic

Each of these could be easily solved by a plain C tutorial. One that's for learning quick and goes though the basic things. I'm assuming you know the Basic programing things, like variables,loops,etc. So it should be easy.



Posted on 2001-08-10 02:47:31

gloon

Well I know variables, loops, and functions in c++. My main problem is the Program Structure and just basically what commands are open for use (and what and when the do). Is there any help files or anything?




Posted on 2001-08-10 06:39:27

Rayner

Unfortunately, while I'm sure there are help files out there with the shutdown of our main file archive site they are very scattered and hard to find. We're basically all just hoping the next version of VERGE will solve this documentation and ease-of-use problem (I'm writing a scripting toturial for it myself). The structure of a game's scripts are as follows:

* There must always be a SYSTEM.VC whatever is in it's autoexec-block will be executed first.

autoexec
{
//put a map loading function here for example.
}

* Each map you make must be accompanied by a script file of the same name (CASTLE.MAP comes with CASTLE.VC). The script file will be filled with event-blocks that will correspond with events you layed on your map. The blocks will be filled with whatever commands, functions, or statements you want that will make the event do what you want it to do.

event 1
{
//on this event our Hero falls in love.
}

* Files with functions and variables may be "included" into your system.vc with a simple statement at the top. This will give you access to the included file's contents from within the file you're in.

#include "coolfunctions.vc"

* Keep in mind that everything I wrote in the events and autoexec examples weren't really code- it was just a description of what could happen. Anything that is preceeded with the "//" symbols are ignored by the compiler.

If you need more help please don't hesitate to ask. And if you need a part time coder to do some work I'm always here.



Posted on 2001-08-10 12:06:44

gloon

That clears up some things.

Should I just wait until the new version comes out, or will I be able to transfer the work I do now to the new version.

So in order to have any type of event you need to trigger it from a map, correct?

So what if I wanted to just have some text on the screen? Create a blank map with a trigger to the text?

Thanks much for the help.



Posted on 2001-08-10 13:10:52

Rayner

Should I just wait until the new version comes out, or will I be able to transfer the work I do now to the new version.
The new version (version 2.7) will use a new language that will be easier to learn and use than VergeC. So if you do plan to use the latest version of VERGE you probably shouldn't bother to do any extensive coding in VergeC and try to learn the basics of the Python language (or read my upcoming toturial). You can DEFINENTLY still do artwork such as characters (chrs) and maps. In fact, the_Speed_Bump has released betas of the upcoming version of VERGE so you can practice scripting with it and use it's nice WinMaped 2.7 program to construct your maps.

So what if I wanted to just have some text on the screen? Create a blank map with a trigger to the text?
That's possible, but there are easier ways. First, know that the first event of every map's script file (event 0) is automatically executed when the map is opened. So you could put the text displaying there. Also know that you can hook functions onto keyboard buttons. So you could make a function that draws a menu and hook it to the enter key with the "HookKey" command. And finally know you can make functions automatically preform themselves, under certain conditions, with commands like HookRetrace- which makes the function execute everytime the screen is updated.



Posted on 2001-08-10 18:36:25

gloon

Well even though there seems to be a shortage of tutorials and things for the newbies, it's sure helps that everyone is nice.

I suppose I will wait then until the 2.7 comes until until I get into the code (and also your tutorial).

I have one more question. As far as the MAPED feature of uploading tiles from a pcx file goes, is this done one tile at a time or can you fully load on picture and have it cut into seperate tiles (I am assuming that this would proabably have to be done manually a tile at a time).

I thank you all for the information. Can't wait to get started. Maybe I will put up some the character's I get finished.

-gloon



Posted on 2001-08-10 23:17:41

Rayner

I'm not exactly sure on earlier versions of MapEd but if I remember correctly they could import whole image files and cut them into sections.

I'm definent that the latest version of MapEd (WinMapEd 2.7- the version coming with the latest version of VERGE) is able to import whole .PNG images and cut them into a bunch of tiles. If you don't know, .PNG is a very good image format that the latest version of VERGE uses mainly. There are programs out there that can convert .PCX and other file formats into .PNG. And there will be support for .PCX and the other image formats soon.



Posted on 2001-08-10 23:32:56

gloon

I don't suppose that anyone knows were I could find one of these marvels, eh?

-gloon



Posted on 2001-08-11 00:01:23

ShadowDrak

I have one called v2chr... i think i got it from vergesource.com ... my version only displays the original verge palette though..

ShadowDrak



Posted on 2001-08-12 18:17:38


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