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877354 Posts in 32860 Topics- by 24298 Members - Latest Member: Evildandis

May 19, 2013, 10:02:22 AM
TIGSource ForumsDeveloperTutorialsRequest a Tutorial
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Sheep
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« Reply #420 on: March 12, 2012, 01:31:52 AM »

I've always sticked to Game Maker, and now I'm learning Actionscript 3. But Actionscript doesn't work for me. By using Game Maker for so long, for me AS3 seems really illogical.
Importing packages, 'childs'. Here on school the teaching isn't really fast, wich is annyoing for the projects I'm working on.

So, I'm looking for a tut that compares AS3 with Game Maker. I hope that, in that way, it's easier for me to learn. Thanks.
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Dualmask
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« Reply #421 on: March 16, 2012, 10:36:30 AM »

I would love some tutorials on the ins and outs of level design (particularly for platforming games, beat-em-ups and the like). As in, best practices for backgrounds, tilesets, platforms, layouts, sizes...the whole shebang. There are so many tuts out there for coding, sprite design, animation and the like but the act of building game environments for your games to take place in seems to be a glossed-over or even ignored subject, unless there's a resource out there somewhere I don't know of (which is, of course, highly likely).

I plan to use Game Maker, so tuts specific to that software would be preferred.
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cubertron
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« Reply #422 on: March 17, 2012, 11:06:36 AM »

I have been searching for game tutorials for facebook but haven't found any. Can anyone post good tutorial links here? Thanks!
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baconman
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« Reply #423 on: March 18, 2012, 03:02:12 PM »

cubertron: You'll probably want to look up Java, Flash, FlashPunk, or Flixel tuts for that. 99% of fb games are Flash or Java.

I'd like to see something about making and managing inventory systems.
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SolarLune
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« Reply #424 on: March 19, 2012, 10:42:48 PM »

I'd like to see something about making and managing inventory systems.

An inventory system's just a dictionary (in Python), essentially. If you wanted to, you could just use an array to represent the inventory of a character, and have the indices represent the ID of the item (i.e. inventory[0] is for potions, inventory[1] is for ethers, etc). Dictionaries allow you to access an index by its name, though. So, you could have inventory['potion'] be the inventory slot for potions. You could also put a dictionary in there to represent the name, description, number, etc. of the item (inventory['potion']['number'] is how many potions you have in your inventory).

To represent the dictionary in a GUI is a bit more work. Basically, you create slots, and each slot gets an index. You use that index to reference the inventory item. If the number's greater than 0, then you would change the image of the slot to be the one that corresponds to the item in the slot. You could do this with just if-checks, or you could assign each item a unique ID number that also represents where the item is on the sprite sheet (i.e. ethers have the ID of 3, and are the 4th sprite in the inventory item icon sprite sheet).

EDIT: It depends on which language you're using exactly how the inventory is managed. Python does give you nice tools to work with dictionaries, though. Smiley
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cubertron
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« Reply #425 on: March 23, 2012, 10:18:01 AM »

cubertron: You'll probably want to look up Java, Flash, FlashPunk, or Flixel tuts for that. 99% of fb games are Flash or Java.

I'd like to see something about making and managing inventory systems.

I know Java , Flash and FP. I just want to know that how can I integrate the game. How to setup the database (in case of a social game)
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LazyWaffle
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« Reply #426 on: March 26, 2012, 04:11:39 PM »

I know this is a lot to ask, but I'd reeeeally appreciate if someone made a roguelike tutorial for Lua from the perspective of a beginner Beg
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thatshelby
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« Reply #427 on: March 26, 2012, 04:27:38 PM »

using what framework?
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LazyWaffle
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« Reply #428 on: March 27, 2012, 02:01:53 PM »

I typically use LOVE, but I'd like to get into something cleaner and more optimal, so it's really up to whoever is willing to write it.
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Lilfut
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« Reply #429 on: March 28, 2012, 09:36:31 AM »

This is gonna be one of those things where I'll feel like an idiot when I figure it out,  but how do I make a Megaman 2-style weapon select menu in Game Maker 8? Where it appears over the current screen without being a different screen altogether (so not like the weapon select from 4 on), making all sprites disappear, and then lets you essentially change to a different object (identical to the regular one, but with a different weapon attack).

Edit: I guess the core issue here, just to clarify, is how to make all sprites disappear when the menu overlay appears.
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John Sandoval
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« Reply #430 on: March 28, 2012, 01:57:31 PM »

set visible to false
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Lilfut
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« Reply #431 on: March 28, 2012, 02:12:16 PM »

On every sprite?
welp here we go
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John Sandoval
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« Reply #432 on: March 28, 2012, 02:17:14 PM »

having never played megaman 2, i'm not entirely sure you want what you say it is that you want

so say megaman is walking down the street

you press pause

a menu comes up

but the menu only obscures part of the screen

idk why would you want to make any sprites disappear

EDIT: just watched a video. okay. implementing this is pretty easy. just create a parent object that sets visible to false when the global paused variable is set to true. then have all desired objects inherit that parent object's events. then set visible back to true when you unpause it.

« Last Edit: March 28, 2012, 02:24:20 PM by John Sandoval » Logged

Lilfut
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« Reply #433 on: March 28, 2012, 02:31:58 PM »

Thanks! Smiley
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ajf
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« Reply #434 on: April 11, 2012, 05:59:28 AM »

There's probably already one here, but what about raycasting? Particularly if it could cover how to do multiple levels like DOOM for instance.
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