bullelk12 wrote:
Just use one box for each category, there's got to be a way to do that right?
I'm working on it. I've been busy with school and homework though...
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bullelk12 wrote:
hehe, ironbizmark. Sorry man, but scratch 2.0 beta allows for hiding and showing lists which would probably be better for inventory . I hope it's not too big of a deal if we just do it with lists :S.
Cool! I'm glad 2.0 has that!
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ok, so cloud variables aren't enabled yet which is too bad. Because, what if we made this game an actual massively MULTIPLAYER rpg? I know that would be hard since we won't have any experience with cloud variables and stuff but our game may turn out to be the first multiplayer rpg game in scratch 2.0. Wouldn't that be something to boast over!
The problem is I don't really know the true capabilities of these variables because no one has really seen them to look. So planning that part of the game isn't really possible till later.
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I read some stuff about cloud variables...
Do you think they will ever be enabled?
I mean how could the scratch team moderate all the easily made chat services?
Back to the game:
If this is a text based game how can it be multiplayer?
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I have no idea how they'll block chat projects but I know they'll have to enable them in the final release.
I learned a bit more about variables these last couple days and it's way easier to make multiplayer games using text. After all, cloud variables are text. Basically, let's say someone wants to attack someone else. First off, there would probably be an amount of time before he reached the guy he's gonna attack. That would be a cloud variable that says how long it will take to reach the destination.
Next, when the guy arrives, our scripting will manage the results. The end result will determine who lost the most health. Health for each player would also be managed by a cloud variable. Depending on the strength of each others weapons, one would lose more health than the other. The cloud variable "health" is what I'm not sure about. Because the idea of these variables is that they're the same for each person. But with health, it's not supposed to be the same for everyone.
Each person will have to have their own separate health bar, cause if all of them had to share one bar of health... well that obviously wouldn't work, lol.
I'm thinking cloud lists will solve this problem. Because a cloud list is basically like a cloud variable, but can hold an infinite number of variables which is what will be needed for each person to have their own health bar. So when someone first clicks that green flag, their health will start at 100/100. This information will be added to a cloud list and thus, saved there. Whenever that health changes, the list will update itself.
Does this sound feasible?
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Definitely. A nice feature would be a cloud list saying who's in the same room as you. Also if the scratch team allows in game chat would be cool.
Anyway what's next. Do you want a list for each category of item. We have a lot of categories currently. This means we will need a lot of lists! It may be simpler to reduce the number of categories. But it is up to you.
So what's next.
Do we need a person to come up with quest plots. Or a random dungeon generator.
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Well, I developed a base for the inventory including the lists for each category (the boring part ), this is on the scratch 2.0 website that I made it so you'll have to there and look at my projects. However, because some of my scripts have been disappearing it's problematic.
Basically, when you click a category, all the other category buttons hide themselves and the one you clicked glides to the upper middle part of the screen. When you do this a corresponding list is shown (with the new "show" and "hide" list blocks). And that's it so far
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I'll tell you when I fix those stupid disappearing scripts so that we can move on!
But our next goal will be to come up with a way to equip items. This will also be done using a list. That is where your job truly begins, what is the most smooth, easy way to be able to equip items? I don't think using the "ask ()" block would be very smooth. So, as long as we don't use that block it should be ok.
Then we'll need to make a list that contains a single copy of every item that will exist in the game. We'll use this to randomize, within certain parameters, what items someone would obtain in a quest. Now, we obviously can't add every item that will exist in the game this early in development, but we still need come up with how it will work and get that working. Then later, we'll begin actually adding the items themselves.
What I'll need to figure out is how these items are randomized. Because, I don't want someone who is at level 1 to be able to get the best weapon in the game by chance. I want a certain person of a certain level to only be able to obtain stuff according to how high his/her level is. I'll try to figure that out by brainstorming.
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After thinking about it for a while I finally think I have a way to get randomized weapons for your level. First off when filling the prize list with items first add to list the bad ones, then gradually add the better ones. THen finally the best ones at the very end. Then when picking a item random between one and your level and adding that to your inventory. Here's a picture of those scripts:
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Found a glitch>
If you accidentally hit the space bar to often and get the words ahead of your actions you get stuck. Fix it by maybe making it impossible to continue without following all instructions.
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http://beta.scratch.mit.edu/projects/10035347/#player
This is a remix of the original project!
Equipment lists! I could add a "all inventory" category!
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ieu99 wrote:
Am i accepted then?
I can't accept you so we have to wait for bullelk12 to respond!
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