Can we use the keyboard for the character movements?

  • #10, by tristan-kangWednesday, 30. September 2015, 22:23 9 years ago
    Once a year seems pretty interesting.

    Still there are a lot of times to wait. You know one day, you can make really complicated game without knowing any programming skill by buying the game engine that has everything.

    The day will come, and it's inevitable. I wonder how programmers can survive and get paid in that era.

    My view is only programmers will be required to shorten the develop time of the games. Because I know how lazy we can be.

    But still there are people who are not lazy and burst their creativity with their internal rush (I call them endeavours).

    Is Unity really requiring that much ram? I didn't know that. I should try any Unity game with my laptop.

    Braid is made by Unreal Engine. I think this engine is good to make various cut-scene in 2D platformers.

    But you know next Unreal Engine will be emerged... or better engine will be emerged. Game industry will not be like previous days... only people who can strive can prosper from now. grin

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  • #11, by afrlmeWednesday, 30. September 2015, 23:30 9 years ago
    The improvements to already made to VS since 3.7.1 to 4.x, such as the new action parts, shorthand Lua script method & the tweening functions have already reduced the amount of code needing to be typed & thus have reduced the chances of people needing me for freelance scripting / development work.

    Let's say you wanted to slide out an interface (like in Deponia) or have some clouds float across the sky. Before tweening I would have had to write quite a lot of lines of code & more or less depending on amount of movement directions as well as lines of code to prevent unwanted things from happening.

    My earliest Deponia based sliding interface script was probably about a 100 lines of code or more, then I whittled it down to about half of that or less. Now with tweening I only require a single line of code to slide the interface out & a single line of code to slide it back in.

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  • #12, by SimonSWednesday, 30. September 2015, 23:53 9 years ago
    Braid isn't done with Unreal Engine. The guy wrote his own engine.

    Just to throw my cents in there: The choice of engine is normally done while testing the first 2 hours or such. If you can pick it up and build a game rapidly. And that is exactly what RPG Maker is not. It has probably the worst scripting I have ever seen, the worst coding experience I have ever seen. I don't know how they have managed to build their company mainly on that. And get the biggest community I have seen. Maybe because of the genre itself, because everybody knows it.

    I haven't seen an engine that's as simple as VS. And it's gonna get better, much better wink

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  • #13, by afrlmeThursday, 01. October 2015, 00:05 9 years ago
    It was geared specifically towards old school RPG games from the 90's & below. The tile based system & loads of free asset packs laying around the internet made creating rooms & maps a breeze, for anyone wanting to create games similar to the old snes RPG classics like the FF series or Chrono Trigger.

    RM2K3 was probably the better edition out of all the ones that have been out - well for me, mainly because it came with a optional 3rd person battle system already pre-made, which they don't seem to have included in any of the other versions.

    I don't particularly think it was that hard to use. Most things could be done with the event system & a few conditions or values used to apply changes to the rooms & events. The tile based system does severely limit the kind of games you can make with it though.

    In regards to simplicity I would say that Construct 2 & Visionaire Studio are very similar as both allow you to develop games without needing to type any code, but as I said Construct 2 is geared more towards mobile & web platforms & VS has the optional feature (a good feature in my opinion) to extend beyond the limitations of the engine through scripting.

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  • #14, by tristan-kangThursday, 01. October 2015, 03:40 9 years ago
    Braid isn't done with Unreal Engine. The guy wrote his own engine.


    Really? Damn, I always thought it was made by Unreal Engine...

    And get the biggest community I have seen. Maybe because of the genre itself, because everybody knows it.


    Sometimes biggest community results casual fanbase, which is I don't like it.

    I haven't seen an engine that's as simple as VS. And it's gonna get better, much better wink


    Let's see how it's gonna get better, I really hope so. Anyway RPG Maker MV will be released on 10/23.

    I don't particularly think it was that hard to use. Most things could be done with the event system & a few conditions or values used to apply changes to the rooms & events. The tile based system does severely limit the kind of games you can make with it though.


    This is the main reason why I'm developing my game with VS with a few problems. As soon as I understand what is the event system, a condition, a switch, etc. So I can handle condition systems in VS so easily. It seems like for the people who really don't know how to make games should learn at least basic things from RPG Maker then move to another game engine. RPG Maker cannot be the best but it is best for real beginner for game developing.

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  • #15, by afrlmeThursday, 01. October 2015, 04:42 9 years ago
    Personally I think Game Maker Studio is probably one of the best ones to start with (if you also want to make other types of games besides p+c adventures) as it offers both a pre-made action system as well as optional scripting through it's own GML language which is similar in a way to javascript / jquery or c#, which means if you could master that, then it's not much of a stretch to master one of the other languages I just mentioned.

    Most games are made up out of conditions & values. These two types are two of the most basic fundamentals around which game development is based. If condition = true execute x event else execute y event. That's about all you need to understand really, the graphics, the animations & the rest of the fancy stuff is just icing on a cake.

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  • #16, by tristan-kangThursday, 01. October 2015, 05:00 9 years ago
    That's right. I'm just frustrating myself that I bought RPG Maker VX Ace without any discount... You know this game engine sales too much.

    I wonder will there be any future build for Game Maker Studio. There are too many game engines to select. Once I looked up how many game engines are released in IndieDB but I found too many things that cannot be listed. Seems like people only choosing GMS and Unity because they don't know other game engine like VS or Construct 2 are existed.

    But I can see the reasons. There two engines are completely free so that's popular. Free engine for the win. This can be one of reasons why people prefer Adventure Game Studio rather than VS. Well, Adventure Game Studio cannot handle high resolution and VS has better interface of course.

    About condition. After I realised what is condition is, so I can realise how bugs in various games can be happened. Probably omitted some conditions check in the game. This makes my life much interesting anyway.

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  • #17, by ke4Thursday, 01. October 2015, 10:28 9 years ago
    It's been about a year i started to create the game in Vis. And it was a spontaneous decision, i didn't do games before.

    I started on WME engine which is also supposed for P&C game, but damn i need to start looking for something else after a few days. It wasn't really user friendly, there wasn't support for a lot things.

    I found Visionaire and since then i have never had a problem with that. I like that it's easy to use, modern but also there can be done so much things with lua so there are not limits to do something more complex than just a P&C.
    When i first came to the Vis webpage i was a bit confused as there are a lot of images of games but none of the engine itself. I wasn't sure it's an engine for a while.

    I'm looking forward what Vis will brings in the future.

    I was suprised what can be done in Game Maker, there was a Czech game Blackhole realesed this year made in GM and it was pretty complex, i remeber that i was trying to create something in that when i was a kid, it was so simple ( the game ) grin

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  • #18, by tristan-kangThursday, 01. October 2015, 11:13 9 years ago
    When i first came to the Vis webpage i was a bit confused as there are a lot of images of games but none of the engine itself. I wasn't sure it's an engine for a while.


    You need to visit this game engine's website. http://www.tilengine.org/

    Just... for fun. Well it's not actually the game engine, but graphic engine.

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  • #19, by CrossWednesday, 07. October 2015, 14:07 9 years ago
    Back on topic:
    Here is a working example of wasd-key-movement in Vis 4.2. This is the script for downward-movement:

    local char, pos
    -- * function for getting character position * --
    function setCharPos()
    char = game:getLink(VGameCurrentCharacter) -- get current character
    pos = char:getPoint(VCharacterPosition) -- stores character position into an x,y table
    -- * --
    game.CurrentCharacter.Destination = { x = pos.x , y = pos.y + 20 }
    end
    setCharPos()

    To make this work, you need to create a seperate action which is "called" by the press-"s"-key-action. Insert the script here and have it looped. To stop the loop create a condition bound to the release-"s"-key-action.

    It works fine in general and turning-animations can be easily added in the loop-action. Unfortunately there seems to be a problem with the wayborder-system sometimes. It can happen, that your character will not stop at the wayborder but glitch through it.

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  • #20, by AkcayKaraazmakWednesday, 07. October 2015, 15:36 9 years ago
    @Cross, I didnt understand how to use this matesmile Where we should create that action and this code is just for S key?

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