Is there anyway to change entity obstruction at runtime?
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blues_zodiakos

I have a really nice system (read: archaic and retro) system that I've put together. The enemies are dynamically created entities at runtime, but I've come up with a problem - I don't know how to make them not obstruct the player, which they do by default. Is there a variable I'm missing? Something nice and simple like entity.isobstruction[1]?

Yer gonna love it. :D

Posted on 2004-05-06 02:00:26

RageCage

nope, the only way to work it that I can think of is make a seperate chr that is the same but created with no hotspots and switch em out when you need to...

Posted on 2004-05-06 02:15:52

blues_zodiakos

You mean hot spots can be specified in the .mak file? I guess I have some searching to do.

-edit

Zero Documentation means no happy. :(

Posted on 2004-05-06 02:16:48 (last edited on 2004-05-06 02:20:33)

blues_zodiakos

Alrighty, I figured it out from another forum post that has been burried. For anyone that wants to create their own hotspots in the .mak file, instead of the default 16x16...

hotspot_x 42
hotspot_y 42
hotspot_w 42
hotspot_h 42

are the variables. Use your own numbers, not the meaning of L, U and E.

Posted on 2004-05-06 21:24:27

Gayo

Actually, it's even worse than you think! When you spawn an entity, whether it obstructs the player or not is randomly determined! Vecna fixed this in a build he's sitting on, and he promised to add entity.obstruction- and entity.obstructable-type variables so that the values can be changed at runtime, but we have to wait until he puts out another public build.

Posted on 2004-05-07 06:42:04 (last edited on 2004-05-07 06:48:39)

blues_zodiakos

I would sincerely request that the verge crew be commited to an asylum if I thought it wouldn't slow down the progress on sully chronicles. But that's my sane half speaking.

Posted on 2004-05-07 06:53:30

mcgrue

Sanity is overrated.

And now, a picture of a kitten eating my neck:

Posted on 2004-05-07 08:34:34

resident

Arrrrrrrrrrrrrgh!

No, not the kitten-eating-neck pic. (It's a cat - evilness is to be expected, and indeed encouraged).

The entity obstruction - that is going to be a major pain in the ass. Whats the point in attempting to create a horde of the walking dead id the player can run right through them?! Roll on the next release!

Posted on 2004-05-07 10:37:34 (last edited on 2004-05-07 10:38:15)

mcgrue

I'm starting to think you're making a zombie-laden game, resident.

...

...Call it a hunch.

Posted on 2004-05-07 16:48:09

Alex

Yeah, zombies! Are they going to be the sort that go "uuuuuuuuurrrrr!" or the sort that go "braaaaaains!"?

Posted on 2004-05-07 17:27:50

resident

The sort that you can walk through unless something's done about fixing the obstructions ;)

...they hunger!...

Posted on 2004-05-07 22:15:36

Alex

That's a nice "uuuuuurrrr!". Did you rip that from Resident Evil?

200 posts, hurrah! Read it and weep, Troupe -34! What... three million?!

Posted on 2004-05-07 22:35:56

resident

Actually, no. It's a surprisingly easy sound effect to make with access to a microphone :p

Believe it or not, my name has nothing to do with Resident Evil. It comes from a fairly obscure text adventure of the same name. It's just one of those odd co-incidences.

Posted on 2004-05-07 22:42:03

Alex

Never heard of it... was it a Spectrum game?

Posted on 2004-05-07 22:56:25

resident

It was an OS2 game (I think) that was converted to run on a Z-Machine interpreter - which is what cassic infocom games like Zork, Enchanter and The Lurking Horror ran on. So theoretically, it could have been playable on the Speccy, I suppose.

I think they have it over at ftp.gmd.de/if-archive if you're curious.

Posted on 2004-05-08 10:06:06

blues_zodiakos

So, you like text adventures do you? Can I...tempt you... into playing mine?

http://www.verge-rpg.com/files/detail.php?id=316

--edit

I feel cheap now. Like a whore.

I'll get over it.

Posted on 2004-05-08 18:25:47 (last edited on 2004-05-08 18:26:33)

resident

It's cool to see something like that running in Verge, but tbh, I'd much rather be playing a Z-machine version, even if the sounds got lost. The parser is a wee bit glitchy and there aren't a heck of a lot of synonyms for things (keycard instead of "card"? Thats a whole extra three letters I gotta type). And the need to get your card from UNDER the desk despite the fact I've already located it? Surely just GET CARD should be enough?

Other annoying things like EXAMINE BOX returning... well, nothing.

Still, as I say, VERY cool to see something like that running in Verge.

Posted on 2004-05-09 06:55:07

blues_zodiakos

Hey, your comments are nicer than what some people have said about it. But would it make you more impressed if I told you that the entire thing was programmed from scratch in little more than 3 days? :D Try writing a functioning parser that works like that in that amount of time. :D

Although, given what I know now (after having programmed ALOT more in vc, that was my first REAL project) I wonder if I could improve it significantly. I thought about making a version with graphics. I want to get some use out of my copy of Maya 5 Unlimited.

Posted on 2004-05-09 12:45:48

resident

Within 3 days, i will admit, that's no mean feat.

One thing I learned from my time using VERGE, is that no game is EVER finished. You have to draw the line someplace and get it out there, or else you'll lose it all at some undetermined poiint in the future when your hard drive crashes and your backups (if any exist) are lost :)

Posted on 2004-05-09 13:05:25

Alex

Resident: I'm probably missing something obvious here, but what do you need to run the z5 file?

Blues Zodiakos: I'm impressed with Forever Midnight. As someone who's written a couple of text adventures before I know how difficult they can be to do well. And in Verge in three days? That's pretty amazing. Though I can't find the thing to recharge the keycard, as for me "examine box" returns "a classy magazine", and I think I tried everything else...

Posted on 2004-05-09 14:24:52


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