Every RPG will an enemy, and there several ways to go about implementing enemies into our RPG game, the two ways I can think of off the top of my head are:
• Enemies on the map will chase the Hero if the Hero gets too close
• Random battle encounter every so many steps the Hero takes
If we go with option 2, we simply check what type of map/level it is, set a random number, and every step the Hero takes we decrement that random number, and if that random number reaches below 0, we go to a battle scene. If we go with option 1, there would be 2 kinds of ways to have our Enemies chase our Hero. One way is, we can have the enemies chase the Hero straight on, or secondly, use a little path finding.
The past month I have been hard at work trying to polish my first, and hope to be big, flash portal site. It is called Zumspiel. In German it means “to play”. I am not from German or nor have I ever been there, but I decided to use this name because every American word I could think of related with flash games was taken. The site was launched last week and since then more than 8 developers have posted their games for a total of +30 games so far. Not bad for the first week.
The site is completely free of use to play games, but only to play games. When registering, which is also free, you can do any of the following:
• Rate Games
• Comment on Games
• Save your Favorite Games
• Add Friends to your Favorite Friends list
• Create Threads and Post in the Forum (with a wysiwyg editor)
• Create and Customize your Avatar
• Make your own Avatar parts for everyone to see and use (planned)
• Submit your Game
• Submitted Games receive 25% of the ad revenue (50% complete)
• Use Zumspiels API to submit high scores, allow users to earn emblems, etc (planned)
• Again, all for FREE
I am open for any other suggestions, features, known bugs, concerns, wants/needs, demands, etc. If there is something you would like to see down, there is a very strong chance I can do it - or I will find a way to do it ;)
This is a slight continuation from the last tutorial of the RPG series, and it was requested by Chris.
In the last tutorial, we have set up our Intentory menu and allowed our Hero to use selected items and drop the items once the item’s quantity was zero. Now let me share with you how we gather/pick up the items that are laid across the level.
I will admit upfront, this way of creating item gathering is very different from what you might expect, buts its quite useful and easier to work with once you get the concept of it.
Today is my birthday, and that is all this post is about - its just an fyi for everyone out there.
I am still programming like crazy the past couple of weeks with Flash and PHP, brainstorming on an story for an exciting RPG game (which I am currently partnered with Dhryn, who’s site is still in the works), designing the graphics, etc. So I have been keeping busy but will share the next steps in the RPG game development shortly when things begin to settle a bit.
Anyways, the other day I had a spare minute to play with Papervision3D and come up with a “possible” 3D isometric game in the future… hopefully not to far off future. Here is a quick demo with some ugly looking graphics (sorry I didn’t have too much time to polish - but you should get the idea):
Last week I had some hard thoughts about dumping Emerald CMS off of my to do list until today. Today I woke up and realized, “I am done working on Emerald” and decided to close off its resources. The purpose behind Emerald was to make a frame work ready to go for web developers (possibly non-web developers) to create sites and pages with very little time and effort. Just how Word Press is quick and easy to setting up a quick blogging site for anyone, I wanted Emerald to be like so - but not just for blogging - and with only a couple of clicks it could set up a who e-commerce site (it was no where near completion, however). But such a vast project couldn’t be done alone so I didn’t to open source Emerald hoping to get contributors. Also, I didn’t know of any frame works out there that used PHP and MySQL that were any good AND had a very good documentation. When coding under some other team built code, its extremely important to have a documentation so the new coder to the engine doesn’t feel lost. A lot of the times programmers will just turn away from the site immediately if a documentation isn’t well written or provided. Like me.
The whole cold hard truth for me stopping development behind Emerald CMS is because of a frame work called CodeIgniter. To simple put it, this frame work is fantastic. It was built with knowing that other programmers will be using this and the programmers most commonly used features when building sites for theirs or their clients needs. Just last week I downloaded the source and read the documentation and rebuilt the entire Zumspiel site over this past weekend… which took me about a month to develop prior.
So from one month to a weekends worth of programming, I was sold.
The documentation is very clear as it provides a thorough description and code example for all methods, classes, and global functions of what it will return or do, etc. It has all of the most commonly used features when developing a site, and there some nice plugins and libraries to help you develop that next big e-commerce site of yours.
Anyways, Google it your self and read up on the reviews for CodeIgniter. I promise you will find that they will all give positive reviews and very useful libraries and classes.