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Help me, this is so basic but I can't work out how you do it.
How do I get the main character into the game, and get him to move about?
also is there a way I could get hearts at the top of the screen like Zelda?
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I think that you should read the tutorial (available from the downloads section) to get started
------------------ (url="http://"http://www.ledorax.da.ru")www.ledorax.da.ru(/url)
Hello there To get a character graphic you need to go to the "Project" menu on the menu bar, choose "Game options" and select the "Misc" tab. There you can specify which character picture or animation you want to use as your default... For more on making animations for your character or a map for them to galavant around in, (I'm not sure how far you actually are) check the manual, as ledorax said As for the zelda-style hearts thing... it's possible, but not something Coldstone is meant to to. By default CS uses numbers to represent health, magic, etc... but you can have a "player portrait" on your interface, and this image is something you can change throughout the game. So it is possible and not too difficult to pull it off by using the "player portrait as a visual way to represent your player's health... only problem is then you couldn't have a lovely green magic meter as well :frown: Hope i've helped and good luck.
Migraine
------------------ Do you get Migraines? - (url="http://"http://www.geocities.com/ibashmyselftosleep")www.geocities.com/ibashmyselftosleep(/url) "Kids aren't influenced by computer games at all... Pac man's a computer game, how many kids do you know who listen to repetetive music and take mind-altering pills?"
Migraine sez: As for the zelda-style hearts thing... but you can have a "player portrait" on your interface, and this image is something you can change throughout the game. So it is possible and not too difficult to pull it off by using the "player portrait as a visual way to represent your player's health...
Good one, i completely overlooked that. however you could use it to cycle through various stats, and display them one at a time...think about iTunes/CD player/Car Radio/Alarm Clock, it can show the track time remaining, the actual time, the track time ellapsed, the radio station, the total time of the CD, the Alarm time...sure they all deal with time but it stores a series of digital information and cycles through them all.
::dull look:: such a system could be also be used to cycle through weapons/equipment... ... ...
(url="http://"http://www.geocities.com/ellrx/index.html")eLL' softWare: Wood...Last Updated 06.27.03(/url)
(url="http://"http://ellrx.web1000.com")eLL' Walker: 'ƒolio(/url)
' RPG Cliché Dictionary ' ..
... bwahhaaaaahaaaaaugh fooooolish sammurai.
Im doing a zelda game with it using the snes graphics. coldstone is perfect for it really.
Would you mind telling me how to do that item thing. Once i get that working all systems will be finished really
Wow, using the portrait as a stats/inventory/spell cycle would look so good, nice idea, eLL' ...would mean those 'orrible numbers would be no where to be seen too.
You could have three map interface buttons, "items," "spells" and "stats." Clicking one would determine what is shown in your player portrait window, and clicking on the portrait itself could cycle through the relevant section, be it a list of items or stats: health, magic, strength, etc. Sounds good. As for how you'd do it, LaFT, the statistics would be easy enough but to show the items... ack. You'd need a global recording which item is being displayed (gb_WhichItem?). You'd also have to have a global for each type of item available(gb_Item1, gb_item2 etc), it's value reflects how many of each item you have and is called upon to determine which image is displayed.Then I suppose you'd have to give the Items an order and give each item a number... you'd have an even't which went something like
User clicks the portrait: "gb_WhichItem?=1 and gb_item2 is greater than 0" If so "(check the value of item 2 to display appropriate Icon) else "gb-WhichItem?=1 and gb_item3 is greater than 0" ect...etc...
Blimey, this is tougher than I thought and I'm sure I haven't explained myself very well, I'm sorry... Hope there's a quicker way, this seems rather time consuming. I'll shut up now.
Oh indeed i have a quicker method,give me a day...i have some updating to do,
it involves that (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/postdisplay.cgi?forum=Forum48&topic;=002096")new CGE page(/url) i'm working on, its design is complete, just have to finish aa few things and it should be up in the next 24...might i add it looks very nice in Safari, Aqua controls and such.
Far as nowhere to be seen, i'd say their appearance/necessity would be greatly minimized, but i'd advise against not having stamina present at all times...who knows the player might spend all their time looking at their fire resistance guage the whole time and neglect to stay healthy.
However this will allow for a greater degree of interface customization.
be back soon...
... bwahhaaaaahaaaaaugh fooooolish sammurai. { edit : clarity }
(This message has been edited by ellrx (edited 07-20-2003).)
Good thing Zelda doesnt have too many guages, and I only really need to make some monsters be able to burn when hit with my fire arrows. HaHABWAHAHA
Also is I havent tried to look, but can you set some enemies (like the long grass- which isnt an enemy), to let Link walk over them? And are do enemies corpses stay or do they disapear?
i think its possible but enemys fade away after death pretty quickly
In the death event of the enemy place a stamp with the picture of the dead enemy. This would be placed at "actual co-ordinates."
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Lost and Found Tortoise sez: **Good thing Zelda doesnt have too many guages, and I only really need to make some monsters be able to burn when hit with my fire arrows. HaHABWAHAHA
Also is I havent tried to look, but can you set some enemies (like the long grass- which isnt an enemy), to let Link walk over them? And are do enemies corpses stay or do they disapear? **
Uh, sorry about the delay, my day off is Wednesday...tonight& tomorrow.
for the grass, create events 'inGrassi','noGrassi','stepOut'
global: global 'gb_inGrass'(set it to 0 in your main event)
animations:
'anim_wading' for the player has the tall grass all about them. 'anim_emerging' another that shows them emerging from the grass in all 8 directions.
event, inGrassi; change global inGrass, set to 1 conditional if gb_inGrass=1 then do action change player map icon to, 'anim_wading' else end event
event, noGrassi; change global inGrass, set to 0 conditional if gb_inGrass=0 then do action change player map icon to, 'anim_emerging' else end event
event, stepOut; change player map icon to, the what ever the normal appearance is.
animation, anim_emerging; it needs something extra, an event flag that calls the event stepOut in the very last frame.
note: i used conditionals, it is possible to not use conditionals, but this is set up to be expanded any number of ways.
this can be applied to water,fog,etc, anything where you need a graceful transition other than the 8bit sudden transition.
the flaming arrows:
I'm afraid the only option you have is to try and cover up the fade effect with an animation of the enemy still getting toasted, ie, like the magic powder in the gb titles, this shouldn't look so bad, it just appears that they're being consumed by the flame...which is usually how that works.
so in the death event, call a stamp action that plays the fire effect at actualx,actualy and see what happens.