i got a great idea but i cant do it

gamemaker
09 Jun 2005, 15:26
i was thinking of a 2d/3d adventure game with the following skills:
mining
smithing
cooking
firemaking
farming
magic
woodcutting

with quests and shops and bank space but i cant do any of that please help

paul_one
09 Jun 2005, 21:13
I'll gladly help!
With the following advice:

.... Bugger off!

davidw
09 Jun 2005, 21:51
Good advice as well. Well thought out and very helpful.


TrOn, I want to:

Learn to fly
Live forever
Catch bullets in my teeth
Wink at the sun and make it go out.

Unfortunately, I can't do any of that. Any advice for me?

francisstokes
10 Jun 2005, 06:28
I want to fly!
Once tron teaches you david will you show me?

paul_one
10 Jun 2005, 08:36
I have more wisdom from my godly teet's.
The more complex and ingenious advice for you to contemplate is this:

... The only way to learn - is practice!
Go jump off a cliff until you can fly :D .

Elexxorine
10 Jun 2005, 12:19
you conplain about zelimos, yet flame others yourself. gamemaker, just use a variable for the level and another for exp, if you like. banking's harder.... to do i properly, you'll need variable for each object you can put in the bank, the number is how many are in there.

I think Im Dead
10 Jun 2005, 14:22
I think that response was warranted as you can't do graphical games with quest.

paul_one
10 Jun 2005, 15:26
I think Im Dead wrote:I think that response was warranted as you can't do graphical games with quest.

ITID hit my point right on the top of the nail!

Asking about 3D games in a text-creation system isn't sensible.

gamemaker
11 Jun 2005, 23:24
ok anyone got a code for a leveiling system

Elexxorine
13 Jun 2005, 10:06

define variable <miningexp>
type numeric
value <0>
display <mining: %mininglvl% (%miningexp%).
onchange {
if ( mingexp > ((mininglvl * mininglvl ) * 35) - 35 ) then {
set <miningexp; miningexp - (((mininglvl * mininglvl) * 35) - 35)>
set <mininglvl; mininglvl + 1>
msg <|crDING!!!|n|nYOU HAVE GAINED A LEVEL IN MINING!!!|nYOU ARE NOW LEVEL %mininglvl%.|cb>
}
}
end define

this makes it so you automatically level. you can change to formula to what you want (mine's quite cool: starts at 50, then goes up by 70, then 140, then 210, etc. lol)

this what you wanted?

theRazor
13 Jun 2005, 12:54
I don't know, you guys didn't give GM the benefit of the doubt at all. I kind of figured that he knew you couldn't actually pull off a 3d game and was talking about a map with multiple layers (a one plane map is 2d, a multi-plane map is 3d...).

Anyhow, one way to acomplish magic if you only have one playable character is to have variouse menu's, one for each acheavable magic level where you gain new spells.

Annother way to do it might be with "if object has action defined." That way you can have a hidden, in game object that holds all the magical actions you have learned, and define a new one when you learn it. For instance, the command could be "cast X"
(X is the name of the spell). If object has action X defined, run action X. Else, print "You don't know that spell -- why don't you try to learn to fly or blink out the sun for your manifest ignorance?"

The Razor

paul_one
13 Jun 2005, 13:51
Actually Elexxorine, it starts at 0 (1*1*35-35=0) then goes up by:
2*2*35-35 = 3*35=115 = 115 increase
3*3*35-35 = 8*35=280 = 165 increase
4*4*35-35 = 15*35=525 = 245 increase

Elexxorine
13 Jun 2005, 14:08
(brackets)

gamemaker
13 Jun 2005, 17:51
where do you put the code

davidw
13 Jun 2005, 18:18
If you need to ask that, Gamemaker, then you're clearly not ready to make a game like this.

Some advice: start small. Write a mini-game and play through it a few dozen times and fix errors and mistakes and improve it as you go along. Don't start on some grand epic and expect it to be finished, particularly when you don't even have a clue how you're supposed to be starting.

MatCauthon137
03 Sept 2005, 05:12
actually, by definition, you're right, you can't make a 2d/3d game such as a sidescroller (mario brothers) for example. But with a little thought and ingenuity, you could sort of bypass the limitations and do exactly that, the impossible. Ever read a "choose-your-own-adventure" book? The concept in quest, or qdk is basically the same. Everything is written out, and the player's job is to make key decisions every once in a while. i.e. to move to a different room, to take an object. using that philosiphy, if you have the time and energy, write your game, make sure the decisions are much more spread out, mimicing very closely the layout of one of those books. Us qdk to display images, pictures of things the player has decided to do, and when you create those pictures, make them animated, the animation only stops when the pic is "over" and the next decision needs to be made. quest will then prompt you (at the bottom of the screen for you to type) and load the next appropriate animation, thus creating a 2d/3d game that could be campared to a cross between one of those books and a "king's quest" game.