[ian-reeds-games] Re: Effects can't have the start_turn_restore flag?

  • From: Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx>
  • To: "ian-reeds-games@xxxxxxxxxxxxx" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Tue, 5 May 2015 09:27:25 +0930

Well, I want the option to have graphics as well as an audio component, but
more in the sense that you can choose which mode you want to play in. Flat
audio or audio-visual would be the two main choices. Like you said, BGT doesn't
do graphics, which is why I was told I'd probably drop it anyway. And I was so
excited when I first downloaded it...

Python was recommended to me, along with a link to an online textbook called
"Learn Python the Hard Way" which looks promising, but this is just basic
programming and I need to master that before I get into the Game-building
libraries. But if Python can do everything, I should go for it, right? It would
mean having to wait longer to get to building my game, and I have to do all the
studying myself because university courses aren't an option, but I can still
learn via free online resources, so I should be okay if I just push on through,
right?

Sorry, I just wish this process could be faster.

Date: Mon, 4 May 2015 22:39:37 +0100
From: dmarc-noreply@xxxxxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Effects can't have the start_turn_restore flag?

What is it you need? An RPG engine? Ian has something that might
interest you, if so. If you can get hold of him. Not sure how much I'm
allowed to say... I don't know if it's generally available.

BGT is great, but it lies somewhere between real programming and this
kind of level of creation. Not as easy as this, but not as powerful as
native programming. Although, to be balanced and look at it another way,
it offers a simpler audio gaming engine than learning to code, but more
game type creation potential than TB. TB is specialised to turn based
strategy, whilst with BGT you could branch out. I've never used BGT,
possibly due to arrogance or a dislike for that gray window, since I
don't believe it lets you do your own visuals.

It depends what you need. A big skill in game creation is finding and
using the best skill for the task at hand.

On 04/05/2015 11:23, Monkey wrote:
You could use Blastbay to create it, although I think you'll have to
learn scripting or something for that.

On 5/4/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
Yeah, I got carried away trying to emulate a large kingdom and now have
vast
stretches of land with nothing on them in-between cities with royal
children
hiding in them. The victory conditions involve fourteen units being on the
escape terrain.

I'm still not quite sure I should share the map pack with too many people,
as I do have greater plans for the characters and this pack will involve
major plot points I don't want spoiled before the official game comes out,
but it's fun building it. *wishes adventure games could be created this
easily with a free program*

From: jono_heaps@xxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Effects can't have the start_turn_restore
flag?
Date: Mon, 4 May 2015 17:21:58 +1200

Wow! 70 by 90? It's going to be fun trying to marshal your troops on a grid
that vast. I look forward to the release. Jono From:
ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Sharni-Lee Ward
Sent: Monday, 4 May 2015 2:20 p.m.
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Effects can't have the start_turn_restore
flag? I suppose you have a point about it being abused. Right now, only my
Singer prince has the skill, and he also has a song that makes him fly and
one that lets him teleport 10 spaces at a time (which I kinda need because
I
made the map 70 by 90. I'm insane). Added speed will be so much easier to
implement when I build the adventure rpg. Well, maybe not easy, but at
least
doable without breaking the game.> Date: Sun, 3 May 2015 19:12:53 -0600
Subject: [ian-reeds-games] Re: Effects can't have the start_turn_restore
flag?
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

No, that's because the points were already restored.
The only way you can do this at the moment -- at least that I can
think of -- is to use point_restore combined with the ignore_max flag.
But it won't work over three rounds, and it'd be very easy to abuse
it.

On 5/3/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
I removed Movement_ignore_max, and it still didn't work. :(

Date: Sun, 3 May 2015 06:36:37 -0600
Subject: [ian-reeds-games] Re: Effects can't have the
start_turn_restore
flag?
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

Maybe the ignore max flag isn't compatible with the start turn and end
turn restore flags.
It seems to only work with point_restore when I test it...

On 5/3/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
I tried it again, and although TB didn't give me an error message I
wasn't
expecting, The extra movement wasn't added. I ended the turn to make
sure
and he still had only six movement points at the beginning of the
next
turn.
Here's what's written in the effect file.

-----

Effect
10
|flags
description The unit can move twice as fast as normal for three
rounds
unit
movement_ignore_max
movement_start_turn_restore=12
duration=3
|script_flags

-----

Why isn't it working? Is it because default amount of movement for
each
unit
is set in the Default Unit Flags file?
Date: Sat, 2 May 2015 20:57:17 -0600
Subject: [ian-reeds-games] Re: Effects can't have the
start_turn_restore
flag?
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

You shouldn't be doing anything wrong. It works when I try it.
hp_start_turn_restore=350
works in my ritual file.

On 5/2/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
Hi,

I wanted to make an effect that restored double the usual
allotment
of
movement points at the beginning of each turn for three rounds.
It
says
in
the Dynamic Points section of the Map Creation guide that the
"point_start_turn_restore" flag can be used on skills, passive
skills,
items, effects and terrain, but when I put it into an effect file,
I
got
a
warning message saying it wasn't a valid flag. I had a similar
issue
when I
tried to put an attack_structural_integrity_inflict flag into my
default
units file to dictate how much damage basic attacks could do to
structures.
There were no typos. The guide said it's possible, so what am I
doing
wrong?


--
-Mew
__________
http://www.savethefrogs.com/


--
-Mew
__________
http://www.savethefrogs.com/


--
-Mew
__________
http://www.savethefrogs.com/




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