My apologies: better point system

For those of you who haven't already figured this out, and I'm feeling really dumb right now, so I imagine most of you have, there is a very easy (and better) way to do the "spend points to increase your stats" level up thing. I'm posting as an apology for the messy system I was so ridiculously proud of earlier. I didn't until recently discover the whole main location interface thing.

Assuming you are not going to use your main location interface for anything else, this method only uses one (1) main location for as many advancement points as you want, from 1 to a million billion, and even shows the player his stats as he increases them. I would like to thank everyone who already figured this out for not calling me an idiot before.

Set your main location interface up to show every stat that you want to be raisable when the player levels up. Save one stat to be your "points left stat", which will be used as advancement points, give it a seperate space on the interface, and lable it "Points Left". Make one main location with an event link button for each used stat that: 1.) Checks Points Left; 2.)raises its respective stat by one; and 3.)lowers your Points Left by one. Make an exit button with a "Restore Location" action.

The player watches his points diminish and his stats increase, he can exit whenver he wants to, and it costs you one location and a few simple event links.Keep in mind, when you design your main location interface, it uses the same mask as the map interface, so it has to be the same shape as your map interface.

I came up with a way to do blood spurts for melee combat, but I now have this ...feeling... it's a horrible system and there must be a better way. So. Has anyone come up with a good system for accurate blood spurts?

myshkyn

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"I'll give the fans just what they want, and nothing else at all."

I like your point system. But sadly I don't know had to do blood spurts.

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Ah, bloods spurts... i know how you feel :frown: check out my lame attempt below, hehe.

(url="http://"http://www.geocities.com/ibashmyselftosleep/blood.jpg")http://www.geocities...sleep/blood.jpg(/url)

If it's for close combat, you could have a spell cast when a weapon "hits" the enemy. The spell would have a blood spurting animation and would be a "instantly hit target" spell, the target being the player (as it's close combat, it wouldn't make much difference if the animation appears over the player or the enemy). This technique would maybe loose effect with solid, globules of blood... but i reckon blood "spraying" in a thin, cloudy, translucent way would look quite cool 🙂
...eww, what a grusome post!

Migraine

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Quote

Originally posted by myshkyn:
**For those of you who haven't already figured this out, and I'm feeling really dumb right now, so I imagine most of you have, there is a very easy (and better) way to do the "spend points to increase your stats" level up thing. I'm posting as an apology for the messy system I was so ridiculously proud of earlier. I didn't until recently discover the whole main location interface thing.

<snip>

myshkyn

**

hey dont be so hard on yourself your early work was revolutionary and one can always learn and modify your code. Take my Timer script I felt pretty proud and was about a frame the email Dee send me praising my script attaching a loop animation to a placed NPC when Stark looked at it at said I shouls use a Stamp_control to add the Timer then it would be truely invisble and not enter gameplay.

besides if there wasnt a few ways to everything in the CGE we be flooded with crappy games right about now.

namaste,
~stray

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