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Messages - Connway

Pages: [1] 2
1
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: April 18, 2011, 06:06:41 AM »
The non-FileFront/GameFront link for the source still works.
I wrote this a long time ago so it probably isn't that great code quality wise, but if you can use it for something go right ahead. :)

http://www.tentativename.com/other/wmeproj_data/concept_rpg_r30_src.rar

2
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: July 06, 2009, 05:58:16 AM »
Probably due to download traffic inactivity.

3
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: July 02, 2009, 09:34:04 AM »
Noticed that FileFront deleted the files, put them back up and updated the links in the first post if anyone was trying to  download them.

4
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: March 26, 2009, 09:26:36 AM »
Yes, you can have persistent health. In fact, that's what it was originally, but for the demo purposes, I had it reset each time.

The second should be possible. Just don't change the scene.

I haven't worked on it in a while due to school, but hopefully something can come of it.
Feel free to use the system if you want. As long as credit is given where it's due, feel free to use anything I put up.

5
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: March 19, 2009, 08:49:20 PM »
Sorry about that. The files are hosted on my server at home, which has been down for quite some time. The links should work again, but just in case, I put up some FileFront mirrors.
And for searching's sake, I will always have links to the latest version in the first post.

6
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: December 27, 2008, 05:06:41 AM »
Yeah, currently the text is mostly for debug info. I should probably use the Talk() function for showing how much health gets depleted on every attack.

7
General Discussion / Re: #600 - The unofficial introduce-yourself thread
« on: December 27, 2008, 03:32:32 AM »
Age: 19
Loc: Washington, USA
Occupation: Right now I'm a student at DigiPen. Been fond of this engine for a while so I decided to make a game for it after my first semester.
Favorite Adventure Games:
1) King's Quest V
2) Space Quest VI
3) Hmm, I like too many. The White Chamber, Mind's Eye, Longest Journey, Blackwell Unbound, ...

8
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: December 27, 2008, 02:53:32 AM »
Got a lot of the mechanics working now. Some changes:
  • Every battle will have a random number of enemies ranging from 1-3.
  • Turn order based off speed variable (you will always go first).
  • You can select who you want to attack.
  • Combat less fake (codewise at least).

Other than that, you really won't notice any changes unless you look at the source code. The source code has more than quadrupled in size! But, it is much, much more functional than before.

I'd definitely like to thank Catacomber for lending me some art to use while I develop the game.

Like last time, I have the standalone binaries and the source code for those interested.
Don't worry Catacomber, I replaced all the art you lent me with my original programmer art.

Standalone Package: Click Here (Mirror)
Source: Click Here (Mirror)

Note: You will probably need WME 1.8.9 beta to open the source project file.

9
Technical forum / Re: ANN: The future of WME
« on: December 26, 2008, 04:54:47 PM »
Sounds awesome! However you decide to build the engine, I have faith that it will be awesome. ;)

10
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: December 20, 2008, 03:58:08 AM »
Indeed, that is the general way things happen. I have met a programmer who was also a good artist, but they certainly are a rare combination.

11
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: December 19, 2008, 02:46:46 AM »
Sure, that would be nice. I'll use them for developing the system, but I'll replace borrowed content with original content once the project gets to that point.

I do not intend to make this into a commercial game. In fact, I want to make it open source.

I could also make you a room or two so it's more realistic.
If you would like to, it would be appreciated. All the art that I made is just placeholder art, just to get things functional.

Thank you very much Catacomber.

12
Game announcements / Re: Meet Benny: Adventures in Finding Furniture!
« on: December 19, 2008, 02:12:29 AM »
I gotta say, I'm really diggin' that art style. Can't wait for the release. :)

13
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: December 18, 2008, 10:13:52 PM »
Thanks for the support. I'll keep truckin' along. :)

14
Scripts, plugins, utilities, goodies / RPG on WME
« on: December 18, 2008, 09:29:48 PM »
Wasn't exactly sure which forum to put this in, it's not exactly a game or a demo. Kind of like a simple demonstration really.

Not much to say except that I decided to make an RPG using WME. I know that the engine isn't designed for RPGs, but I still wanted to give it a shot, and so far it seems to be working. It has proved to be quite a challenge, but an enjoyable one nonetheless. The project I'm posting is really me learning how to use WME and understand how it works.

Why am I doing this?
  • It's a challenge
  • I wanted to do something over winter break

I would post a screeny or something, but I don't think anyone wants to look at my programmer art.
Currently I am using a placeholder combat system that just does simple stat subtraction.

Hopefully I will be able to expand on this and make an enjoyable game.

Latest Version: (r30)
Standalone package: Click Here
Source: Click Here (FileFront)

15
Technical forum / Re: Help for a beginner
« on: June 17, 2006, 10:35:49 PM »
Ah, thank you Mnemonic. You were right. I saved my Sprite in a different folder and forgot to import it into the actually project folder. Now it works fine.

Thanks again.

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