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It is obvious that you can make RPG's using Coldstone and you can also make games like Myst (these are two of the main types of games that I want to make) but I was wondering if you could make a real-time stratagy game like Command & Conquer.
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Hmm. I guess you could if you wanted to. For the enemy, you would have some kind of invisible timer that would develop their base, you would have limitations regarding your own base development, and men control, and then there may be some big hurdles to jump, but other than that, you could do it, but you would have to have a lot of imagination and time on your hands. Also, graphics, music, and the other elements would have to come into place. But yes. You could. (I think)
------------------ Whose cruel idea was it to put an 'S' in lisp?
Coldstone's scripting system is fairly powerful, but while the game engine is designed for action RPGs and point-n-click adventure games, it is not particularly designed for RTSs.
(In other words, you probably could, but it wouldn't be easy, and would certainly be much more involved and complex than creating RPGs/adventure games with Coldstone.)
------------------ 'You can either be on the stage, just a performer, just going through the lines...or you can be outside it, and know how the script works, where the scenery hangs, and where the trapdoors are. Isn't that better?' -- T. Pratchett
you can allways try to make a game like warlords : battlecry... or warcraft3 in which you have the usual buildings and armies, but you also have this experience gaining hero....
I think you would have problems developing decent enemy AI, coldstone has a very basic AI system but games like C&C; use much more sophisticated group AI, i dont see how you could simulate that in coldstone.
hey now, and could you do a Soccer game? (ha, not that i care, but i had to ask)
no real way to knock around the ball, someone asked about a pinball game earlier, anything that requires constaant ricochet/ interaction from an NPC to a PC through indirect means, a ball etc.
however i believe you could do baseball(getting hit by the range weapon constitues a catch)
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Originally posted by ellrx: however i believe you could do baseball(getting hit by the range weapon constitues a catch)
It wouldn't be much challenge if the "ball" is always being fired straight towards you, would it? How would you make the "batter" aim to miss the "fielder"?
low perception, luck, dexterity, los, range.
you can manipulate the players stats at any given notice, raising and lowering them at a given notice, making them a better target, making some "players" more receptive to being hit.
as for base runners. give the player a cycle button, similar to football games where you can swap between control of one to another.
ie you want to steal home with the runner on second, you hit the cycle button your position is swapped to that of the one recorded at second, you are now in control of the runner.
how do you record the positions, use event tiles, when you cross a plate you trigger events, such as homeruns. to prevent the player from simply running right on to home plate, give the tiles a conditional, if base_1=1, base_2=1 if base_1=1, base_2=1,base_3=1, then home_run = 1 this stops people from skipping bases
you could do the same for running way off the base path, just mark the area outside the base path, and call them out when they step on it.
as you guessed you need 2 maps one for the bottom of the inning, and one for the top.
pitching to the player, hitting x, makes you appear to swing your bat, when in truth it is raising the probability that you will be hit by the spell(lowering your dexterity/perception). the catcher can change signals, when he goes through a different animation for a signal, your perception/dexterity is raised and lowered(call event flag, attribute wizard) according to the difficulty of the pitch.
if the spell hits, a stamp action of the ball darting out in a direction goes, the first frame is a blank with a switch to random animation flag, the other animations are the type of hit you can get, going further you can make the branches switch to exclusive caches of random animations ie you go to the first index, it can only branch to indeces, 6,7 or 8. you get the second index, it can only branch to 9,10,11. but the 0 index can go to indece 1-5.
'class' would be your team, this would give you basic team stats...lets say your team has good power hitting, but low fielding... then you have high perception/dexterity...its backwards i know.
calling outs or having the npcs field., offensive play. you get a hit, it fires an animation with the random branching described above. instead of the final index having an animation of a ball, it has a call event. it launches a ball npc with an initial animation index a low collision, not set to follow, offset behind the plate where the ump is **. the npc has the condition set to try to reach a point, the more ball NPCs with different destinations the better. the last frame of the standard type animation (give it lots of frames that way it won't happen before it arrives) calls another index this index has collision type follow, and has a normal sized collision. event that checks to see if a global is tripped.
this global would be tripped by fielding NPCs set to hover around destination points, when they complete a cycle it checks to see if they're within one of a destination point on the field, if so, kill ball.
NPCs getting outs. requires another npc to be launched, based on the players base position. using multiple conditionals, if gb_base =1 then npc control, launch NPC 'baseOne', you'll need about 12 of these npcs, 4 that go to the base, 4 that come short of the base and 4 that wildly miss, and each will need a target reached event.
as for you fielding outs you'll just have to do the range attack thing, the better you're arm is, the more probability you can get it to the base on time.
the hitting mechanic can be applied to the npcs as well.
**you can get that ultra realism, if you equip the player/npcs with passive ais and weapons with target stat modifiers, that way when you pitch you can injure, or hit the ump, etc and you can cause brawls, this owuld make it strategic to cause a brawl but none the less.
** i expect to see some games come out of this crap darn it, and siting what i just said i guess soccer is possible, and actually not that hard to do the rest of the major sports .
the less detailed the graphics i imagine the faster the gameplay would go... **
ZERO WARRIOR, (/i)take it away(/i).
Why can't they allow some scripting? This game engine needs at least SOME scripting! It would be much more flexible if they do.
(This message has been edited by The Legal Reaction (edited 08-26-2003).)
The Legal Reaction sez: **Why can't they allow some scripting? This game engine needs at least SOME scripting! It would be much more flexible if they do. **
if you're dissatisfied i genuinely hope you haven't purchased the engine.
Hehe... No I'm not dissatisfied (Is that how you spell it?). Sorry for startling you and for the others. Its just that I might want to add some scripting, to decrease limit. Just what I thought would help this program.
P.S. Sorry for adding the exclamation mark, my mistake.
Originally posted by ellrx: **
ZERO WARRIOR, (/i) take it away (/i).
**
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------------------ -The ZeroWarrior
If you want scripting why don't you just use something else. And an RTS would be more trouble than it is worth. Even if you do make an RTS, it probably wouldn't be any good and you would have wasted your time.
------------------ "Moose" -A Moose
I was thinking about doing an RTS with CS right before Coldstone came out, and I didn't know that much about the engine. Once it came out and I read the manual, I saw that there was no system for allies, so it would be near impossible to get an army together (I then thought about making a really big character that looked like it was 3 or 4 of them, and every time you increased in experience it would add another soldier to your graphic, but I really doubt that would play well), and basically gave up on the idea.
Now I haven't messed with CS in about a year, so during that time they might have added ally capability-- in fact I probably should have checked to see if it has been before posting-- but without that sort of feature I really don't see how you could make an RTS that wouldn't be seriously kludgy and ****ty. But if they've either added an alliance system, or you can think of a way to make one work, I'd love to be involved. I've always loved RTS's, and think that Coldstone could be an easy way to get one to life.
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I suppose that all you need to make an RTS in coldstone would be alliances. This would allow you to create multiple heros as well.
------------------ Pilky (url="http://"http://www.mcubed.cjb.net")M cubed homepage(/url) (url="http://"http://scorpius.spaceports.com/~pilky/coldstonecentre/home.html")Coldstone Resource Centre(/url) Cheesiest film line of all time "Flash I love you but we only have 14 hours to save the earth" from Flash Gorden
Originally posted by Pilky: **I suppose that all you need to make an RTS in coldstone would be alliances. This would allow you to create multiple heros as well.
That would be the simplest way to do it...
Originally posted by Pilky: **It is obvious that you can make RPG's using Coldstone and you can also make games like Myst (these are two of the main types of games that I want to make) but I was wondering if you could make a real-time stratagy game like Command & Conquer.
Myst rocks exept the 3rd ones graphics where a bit bad :frown:. You know they made a fourth one =:-O.
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Originally posted by poger825: **Myst rocks exept the 3rd ones graphics where a bit bad:frown:. You know they made a fourth one =:-O. **
I beg your pardon? Myst III: Exile has astounding graphics and 360 degree viewing. Where did you get the idea that it had bad graphics? And no they have not made a fourth one (the series is: Myst, Riven, Exile) although Uru, the "online Myst" is to be released soon (for Windows only :frown:).
EDIT: It just occurred to me that you could have meant the third version of Myst, not the third Myst game (the Myst versions are- Myst, Myst: Masterpiece Edition, and realMyst). So then you are saying the realMyst has lousy graphics. Well, I suppose that I might agree, but if you have a decent computer, then it looks fantastic. If you don't, then stick to Myst: Masterpiece Edition (which is astounding too, but it's slideshow style). ------------------ Clones are people two. If UPS and Fed-Ex merged, would they be Fed-Up? A man who's out to save Gidolan Keep, flies an Auroran ship, and hacks into computers to keep the bricks from falling past the line of destiny? Yep, that's me!
(This message has been edited by Thunderforge (edited 09-25-2003).)
I think that realMyst has brilliant graphics seems as it is controlled by a 3D engine. As they did not have to concentrate on design, interface, story line, or game play they could just concentrate.
A question:
"Who knows what to programmes were used to make the orional version of MYST. One was a 3D drawing package and the other was to put it all together."