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Messages - bendugames16

#1
Gloveman (it is actually, the Bendu guy) here....       Or another example for creating battles,

after months of beating my head against script, I found this:    you can use dialogs, but its a bit hairy,  to set a couple timers back and forth
if characters are in the specific battle rooms, the timers will activate one another's dialogs, and your dialog starts the other after the
selection has been done.. or what have you.  the dialogs even let you trail an automation of actions every time the dialog is triggered,
it can be counted, giving you the ability to set how many times a player or monster can be hit before it plays your destruction animation.;)

it works, trust me.  AGs is the 'cool beans'
#2
Hi, glovemaniac here just letting you know I'm a beginner here and found some pretty decently executed ways to make some of the classic
game functions happen including   heart meters/ balls left, score and rpg functionality.

One method that worked well for me as a simple solution, without having to know more than simple loops, was to think of the objects
and characters as real objects on a table or floor or area.   even like a small machine made of small moving parts.  its a cheat and
probably not very condoned in the field :) but it gets the job done to get the ball rolling in your game to some degree. and its fast.

Ex:  Hearts are an image or meter image [[[[[[]]]]]]       you can move it and have it collide with an invisible character to  mimic
health dropping and once the collision occurs..    game over... or whatever have you.     (Think like a caveman)
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