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Everything posted by Neeknog
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You can edit the image with an image editing program like photoshop. Then use html via the notepad to "Refer" to the image and render it in the html page. Aka: there should be a link in the html file that points to the image, replace this link with a link to your own image.
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Hello Intersect! @Dashplant requested a spin the wheel event tutorial so here it is. Prerequisites: You will need three variables, they are: CanSpinWheelOfFortune = Boolean WheelOfFortuneNPCState = Integer WheelSpinChoices = Integer These names are not that important as long as you can remember them and select them from the event editor. Name them what you wish! You will need a total of 5 images: One image is that animation, it is a combination of the other 4 images together to create an animation. Then split the animation into 4 single images, and save in your animations folder as well. These will be for when the wheel of fortune is static and waiting to be played and also for when stop the wheel and it lands on a choice. For the purpose of this tutorial and ease, I created a 4 prize wheel of fortune but you could have it be as many slots and prizes as you wish. Below are the images I used, feel free to use these to build your event and test! The animation graphic: Wheel stopped animation. These are the settings used to create the animation within intersects animation editor: Then of course the individual files for each frame of the animation, these you will save in your animation folder as single frames. That way You can have an image for the wheel of fortune when its not spinning and for each option it can land on. Images are below: Wheel stopped 1 Wheel stopped 2 Wheel stopped 3 Wheel stopped 4 - These files are all one frame animations with default settings. You don't want these to animate so nothing needs to be done. Creating the NPC Event: Okay, so now lets create a npc event who will sell you the ability to use the wheel of fortune for a turn. Create an event, give it s sprite and name it whatever you would like then give it 2 pages. Both pages will have spawn conditions lets add them. Spawn Conditions: The first pages spawn condition will be Variable "WheelOfFortuneNPCState" is equal to 0. The second page will be the same variable is equal to 1. This will trigger weather the npc should be offering the player to spin the wheel, or if the player has already purchased it, he will tell them to go over and spin the wheel. This can be done with a Boolean variable as well, not sure why I chose integer but it could be useful if you want the npc to have more than 2 states. So our conditions are created, both pages will be triggered by the action button and have the same sprite for its image. I kept the name visible so it appeared to be an npc. Page 1: Ok so we start off with the "Show Options" command and add in two options. The text offer should be something like "Try your hand at the wheel of fortune for 50 Gold?" (Note: you can change any items and amounts at your free will) Then add in two options: "Yes" & "No" Leave no blank, if the player selects no, then the window will exit and nothing happens. Under your "Yes" option you will add in a "Change Player Items" command and take 50gp from player Under this you will set player variable WheelOfFortuneNPCState to 1 (this changes the npcs text when a player interacts with them to "Go over and spin the wheel"). Also Set player variable CanSpinWheelOfFortune to True (This tells the wheel of fortune event that you are able to interact with it and begin playing) Then of course "Show Text" command to show a confirmation message from your npc. Something like "Thanks for the 50 Gold now go over to the wheel and try your luck!" Finally under "Items Not Given/Taken" show a small message like "Sorry, it looks like you don't have 50 gold to play!" Page 2: This is simple, use a "Show Text" condition and write something like "Head over the the wheel and give it a spin!". That's it! (This will remind the player to go spin the wheel if they try to speak with your npc while they have purchased a game of wheel of fortune) Your NPC Event Is All Setup! Now, on to the Wheel of fortune event itself! Wheel Of Fortune Event: Here are some page specs for the event: Create another event near the npc and add 7 pages to it, and name the event "Spin Me!" Pages 1-3 will be triggered by the action button and ages 4-7 will be auto run events. All pages will have "Hide Name" selected as true accept for page 2. Images: Now to set the images for these events you will not be using tilesets only animations, so make sure all images are in the animations folder and setup as animations, even if there only 1 frame. So, pages 1,2 and 4 will be set to the wheel stopped 1 image. Page 3 will be set to the wheel animation. Page 5 will be set to wheel stopped 2 image, page 6 set to wheel stopped 3 image and page 7 set to wheel stopped 4 image. We are essentially creating the many different "States" of the wheel of fortune game. Setting up the pages: You should have all the pages properties setup accept for the spawn conditions and actually event commands/content. Lets add that stuff now. Page 1: The first page will have no spawn conditions, this will be the default state that occurs when a player interacts with the wheel of fortune game without paying the fee to play. You simply add a "Show Text" command here and write something like "Nothing happens" Page 2: Spawn conditions: Player Variable "CanSpinWheelOfFortune" is equal to True. This basically says we will not run this event until "CanSpinWheelOfFortune" equals true. Which if you remember in the npc event, we set this variable to true when we paid him the 50G. Now within the contents of this event we will simply add one command Set Player variable "WheelSpinChoices" to 1 when the action button is triggered. So for a bit of an explanation, "WheelSpinChoices" is the variable we use to track the state of the wheel. 1, will play the animation and 2-5 will display one of the four frames. Essentially stopping the wheel dead in its tracks and giving a reward based on the variable 2-5. So, sense we walked up to the wheel and used the action button the game begins and we move on to the next page. Page 3: Spawn Conditions: Player Variable "WheelSpinChoices" is set to 1. The event contents in this page will be Set Player Variable "WheelSpinChoices" to Random Number 2-5 So select the radio button "Random" instead of choosing a static number for your variable and select 2-5 As I stated previously "WheelSpinChoices" 2,3,4,5 will represent the four possible prizes the wheel can land on. The trigger for this page is action button, so the wheel is spinning and when the player uses the action button on the wheel it will pick a random number 2-5 and decide which prize the player receives. Page 4: Spawn Conditions: Player Variable "WheelSpinChoices" is set to 2. Event Contents: Wait 1,200 ms - I put in a small wait so when the spinner landed on the picture the player could see the image before the screen popped up giving the reward. This kind of assures the player there actually receiving the correct item. Then: Show Text "Congratulations! You've won 5x bones! Play again soon!" Then "Change Player Items" Give Item Bones x 5 When the item was taken successfully then we will reset all the variables so the whole game resets and the player can play again Set Player Variable CanSpinWheelOfFortune to False Set Player Variable WheelSpinChoices to 0 Set Player Variable WheelOfFortuneNPCState to 0 Now for items now given/taken: Show Text "Sorry, your inventory seems to be too full to accept your prize!" That's basically it guys, for the remaining three pages you make the spawn conditions 1 variable higher for each page. You will also change the item given to correspond with the wheel image and the "Show Text" prize message to reflect the item given. One side note: When the wheel of fortune is available for the player to spin we show the event name "Spin Me!" to alert the player it is usable. You can also choose to display an animation for this, or even add a light bulb to your wheel of fortune that is red when you haven't paid and turns green when you can spin! The possibility's are endless. Below is a few awful quality videos showing off the system: Congratulations, you've made it through the tutorial! Let me know your thoughts in the comments, if this worked, if i forgot something or if you have a better way or new ideas for this event/mini game!
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Hmm Im a little confused with what is going on out side of the crafting table, what are all the other options menus for? Maybe a language barrier preventing me from understanding, also why would you ever have an image icon that large? use 32x32 lol
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I will try to have the tutorial for the wheel of fortune posted tonight sometime (no promises). As for your cooking system, I would have to see it in action to recreate it.
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Im marking everything down and will begin working on them soon, see which ones are doable. Today I will begin work on the Spin the wheel event.
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Yes well if new users would like to request event tutorials they can do so here
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Thanks bud, we shall see what happens.
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Hmm, okay. Well you don't need events to get rain working but I can still create a tutorial for this.
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Like rain?
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Im working on a lock pick system tutorial to release to the community and was wondering if there were any commonly requested event tutorials you guys would like me to tackle. Let me know in this topic. Here is the currently Request Tutorial List: -Rain effects and weather -Arena Match Making -Wheel of Fortune
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hmm wasn't sure, thanks.
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Any solution to put the player level on a variable?
Neeknog replied to Senpai402's question in Questions & Answers
Sweet Even Better! Glad your figuring out the solution! -
Are we able to deal damage with events yet? Like for a spike trap, or fire or something of this nature?
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Any solution to put the player level on a variable?
Neeknog replied to Senpai402's question in Questions & Answers
That's a question for @jcsnider, but im assuming the same issues can occur with anything in a online game. When trying to load too many resources from the server lag can occur. The main thing I could see happening is it taking a few seconds to make the change occur, as it sifts through all the conditional branches. -
Any solution to put the player level on a variable?
Neeknog replied to Senpai402's question in Questions & Answers
Yes, but lets say you have 100 levels. You would have to do all 100 manually then you could copy paste the event for the other classes. EDIT: Oh you can copy paste within the events cool. Never new this.... lol -
Any solution to put the player level on a variable?
Neeknog replied to Senpai402's question in Questions & Answers
Like i said above, I would never go about doing this because of the amount of work it would be if you had a high max level cap and many classes. IT would take forever to set the event up to check every level up. If you have level cap at 70, that's 70 conditional branches to do and that's only one class. But it is possible. Maybe someone else knows of a better way... -
Any solution to put the player level on a variable?
Neeknog replied to Senpai402's question in Questions & Answers
So, you would still need to use the on level up common event to record the players current level by adding 1 to the variable every time the player levels. Name this player variable something like Players_Current_Level and start recording that data. Because your player starts off at level 1, and all variables start off as 0 your going to want to create an event that auto triggers for the players first time logging in to set the variable to 1, and then never run again. Once you have your players level being recorded and updated on each level up, you can setup a player variable and call it something like Player_lvl_Before_Class_Switch or whatever you want to call it. So now you player goes and talks to an npc event to switch their class. When they do this within the even select Set variable, and set Player_lvl_Before_Class_Switch to equal Players_Current_Level. This will set your new variable to equal the players level when they made the class switch and never change unless you make it change. Now you can refer to the players level that they were when they were the old class. Depending on how many levels a player could be, the next part could get very tiresome. The event that allows them to revert back to their old class and level would be setup up with conditional branches that check the variable you set for Player_lvl_Before_Class_Switch. So if Player_lvl_Before_Class_Switch = 1, then change level to 1, if Player_lvl_Before_Class_Switch = 2, then change level to 2 ex. These would all have to be manually set so high level caps and many classes would make this not so worth it. There might be a much easier way to go about this with the events, but this is how I figured it out. I would just tell my players to create a second character, this way their old class and level would still be accessible on their other character and they could still try a new class. -
My top 10 desired features on Intersect 1.0
Neeknog replied to Khaikaa's topic in General Discussion
I added guild system just to mess with Khaika, it was not a real request. -
My top 10 desired features on Intersect 1.0
Neeknog replied to Khaikaa's topic in General Discussion
oooh, pixel movement. -
where do I set the UI Click sounds?
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My top 10 desired features on Intersect 1.0
Neeknog replied to Khaikaa's topic in General Discussion
I second the player Titles Idea, this would be great to share the mod status like admin, mod ex but also work perfect for people who pay for members, or donate ex ex. Player input is a good idea, this could be used for suggestions, bugs, reporting and possibly be accessed via the admin panel. Here is my top ten in no particular order: 1. The ability to make skill levels for gathering and crafting. This seems like it would be an easy one to add in, create a title for your skill and select the tool you use to gather it or crafting bench it correlates to. Then sense the resources are entities anyway, allow the player to gain exp that we set, that way we can have skill level requirements on using benches and gathering instead of having them required to be lvl 10 combat to mine ore. I understand it was easier to code it out in this manner when creating the systems, but ive never played rpgs that uses your combat level or allows you to mine any ore as long as you have a pic axe. I understand this can be done with events, but seems like something that should really be hard coded for efficiency sake when making many skills. 2. Player titles as Khaikaa stated which can be created to auto title mods/admins but also be manually added to create vip titles and anything else we would like. It would be kool to give players who beat the most epic end of game crazy quest a special title. Would also open possibility's of title shops ex. 3. a Built in system that can communicate with API for membership features. Basic things like setting a map the members only, items to members only, crafting benches ex to members only. I understand you can create a bound item and then sell it as a cosmetic item and give to player via api on your site. But what if you want everyone to be able to trade the items, but not use if there not signed up to a membership system. This will help developing special content and interactions with the api much easier. 4. Recipe Books for games with huge crafting systems and crafting benches that are spread out around the world. It would be nice for a player to have "Smithing Book" and be able to open it from their inventory anywhere in the world a view all the available smithing recipes and required ingredients. 5. Minimap - maybe the game could take like 4-8 maps at a time and take a screen view of them like gride view does. and load them zoomed out in the ui? 6. More control over pking Things like animations when you kill another player, status effects on the person who died and even on the person who killed so they could have a temporary boost in stats or even be penalized like a skull in rs. 7. Guilds and pets and pet guilds and guild pets! 8. The ability to ad a vital, imagine having three mage classes and you didnt want them all to require mana to fire spells. Each class could load its own vitals. you would be able to edit them, their images ex. 9. Server Events 10. Events with parameters
