Some screens from my project

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Some screens from my project

Postby Bort » Thu Jul 12, 2007 2:50 pm

loosely called "the Garden" at present for lack of a better title...and meanderingly slowly towards some sort of exploration of the Alderly Edge
"IRON GATES" legend...i'm avoiding the classic Alan Garner Weirdstone story line as that would be out of my league and far too ambitious ..but i'm following the original legend in a side story so i can see how far i get...making it up as i go along i must admit ..

(some of the 3rd person scenes can be seen in the 3rd person poser woman topic..)

trying to focus on item-conversational based gameplay to keep the scripting to a minimum--(i scrapped my first attempt as i lost track of all the variables so quickly i couldn't remember what did what to what why and when etc etc..so back to the K.I.S.S. principle for the likes of me LOL! :D )

tho i'd like to introduce some sort of lock picking device to replace the key based stuff...if i can make it simple and easy to reproduce in code and graphics...well i can cope with the graphics well enough but the code drives me barmy..if i can do it in less than 5 lines of code and three variables then i'll try it..let you know how that one works out LOL
anyhuw
lots of documents maps sections from books etc etc...so there's allways something to read from the inventory screen
Attachments
inventory1.jpg
here's one item shown (using Candles inventory display code)
it's shown both closed and opens when clicked to reveal this document restoration kit..very handy!
inventory1.jpg (114.45 KiB) Viewed 4536 times
legend1a.jpg
here's an example of one of the documents to be discovered as items
legend1a.jpg (154.64 KiB) Viewed 4535 times
garden4_zoom2.jpg
garden4_zoom2.jpg (103.25 KiB) Viewed 4535 times
garden4_zoom.jpg
garden4_zoom.jpg (158.23 KiB) Viewed 4535 times
garden3zoom.jpg
garden3zoom.jpg (73.77 KiB) Viewed 4535 times
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Bort
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Postby Mystery » Thu Jul 12, 2007 3:08 pm

Wow, great pics :D
Keep up good work, and good luck!
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Postby Bort » Thu Jul 12, 2007 3:34 pm

Cheers..!
here's the reference to the IRON GATES legend..shown in the inventory...
clicking on it turns the pages
Attachments
inventory1a.jpg
the legend
inventory1a.jpg (83.8 KiB) Viewed 4528 times
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Postby Bort » Thu Jul 12, 2007 9:08 pm

that lock idea...well the graphical part anyhuw LOL...the code...that's another story... :shock:

i've kept it simple..only 3 lock sections ..so on paper the code should also be simple...

variable is either 0 or 1
lock "tooth" is either up or down therefore = 0 or 1
3 variables one for each lock "tooth"

hotspot for each "tooth" changes both the hotspot image and the variable..

when each variable is correctly set to the code for the lock..ie 010 or 110 etc
you go to new frame on the other side of the door..or opens safe cup-board drawer etc etc...

not a hard puzzle but i might set a strict time limit for it...(timed_event)
so it resets quickly if you don't get it done in a very short time..maybe 6 seconds or so...then it randomly sets the code for the lock again..or something daft like that...sounds great on paper...rarely works out once i try to write the code :lol:

any newbies want the lock pictures for their game...go right ahead...feel free
Attachments
lock1c.jpg
lock1c.jpg (30.66 KiB) Viewed 4517 times
lock1b.jpg
lock1b.jpg (30.79 KiB) Viewed 4517 times
lock1a.jpg
lock1a.jpg (30.4 KiB) Viewed 4517 times
lock1.jpg
lock1.jpg (30.89 KiB) Viewed 4516 times
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Postby Bort » Thu Jul 12, 2007 10:31 pm

ok here's some code....

create 3 global variables for the locks..integrers
in this case

Lock1
Lock2
Lock3

create a large hotspot to hold the main lock image..
create 3 hotspots- one on each of the lock "teeth"
set them to reverse their variable on each click..tooth one reverses Lock1 etc..swopping the main hotspot image to one with that tooth up rather than down..(see images in previous post)

create a seperate hotspot to allow the user to "check" the lock to see if it is opened and add this code to that "check lock" hotspot..

Code: Select all
If Lock1 = 1 And Lock2 = 1 And Lock3 = 1 Then
Text(2).Caption = " no..that's not right "
randomize
i = int( RND * 6 ) + 1
If i = 1 then Lock1 = 0 
If i = 2 then Lock2 = 0 
If i = 3 then Lock3 = 0 
If i = 4 then Lock1 = 1 
If i = 5 then Lock2 = 1 
If i = 6 then Lock3 = 1 
ElseIf Lock1 = 0 And Lock2 = 1 And lock3 = 1 Then
Text(2).Caption = " no..that's not right "
randomize
i = int( RND * 6 ) + 1
If i = 1 then Lock1 = 0 
If i = 2 then Lock2 = 0 
If i = 3 then Lock3 = 0 
If i = 4 then Lock1 = 1 
If i = 5 then Lock2 = 1 
If i = 6 then Lock3 = 1 
ElseIf Lock1 = 0 And Lock2 = 0 And Lock3 = 1 Then
Text(2).Caption = " Yes that's got it... "
Else
Text(2).Caption = "test the pick.. "
randomize
i = int( RND * 6 ) + 1
If i = 1 then Lock1 = 0 
If i = 2 then Lock2 = 0 
If i = 3 then Lock3 = 0 
If i = 4 then Lock1 = 1 
If i = 5 then Lock2 = 1 
If i = 6 then Lock3 = 1 
End If


bit fiendish in a way..because if the player doesn't get it right first time it automatically scrambles the code in effect...or at least from the players point of view it does..even if the soloution remains the same..

can be dead easy or it can be quite a long job to crack the lock..which might be a good thing i dunno...can't stand writing code so there it is....lol
wanted to add a timer to the whole thing but couldn't get that to work...(expected end of statement error etc etc...yawn..no patience for that sort of fiddling about at all...dot in wrong place...etc etc)

of course the more "teeth" the lock has the more difficult it becomes...3 is the bare minimum really to make it playable...but the code gets bigger and bigger each time for a newbie like myself to cope with

i just want something to add spice to opening doors cupboards cases etc without going the full way and turning it into a major puzzle

this is probably better and harder to crack..

Code: Select all
If Lock1 = 1 And Lock2 = 0 And Lock3 = 1 Then
Text(2).Caption = " yes that's got it.."
ElseIf Lock1 = 0 And Lock2 = 0 And Lock3 = 0 Then
Text(2).Caption = " no..i'll try again.."
randomize
i = int( RND * 3 ) + 1
If i = 1 then Lock1 = 0 
If i = 2 then Lock2 = 1 
If i = 3 then Lock3 = 0 
Else
Text(2).Caption = "test the pick.. "
randomize
i = int( RND * 6 ) + 1
If i = 1 then Lock1 = 0 
If i = 2 then Lock2 = 1 
If i = 3 then Lock3 = 0 
End If


in that if the player gets it wrong the lock resets one of the teeth to the wrong setting...or possibly even tougher but more logical

Code: Select all
If Lock1 = 1 And Lock2 = 0 And Lock3 = 1 Then
Text(2).Caption = " yes that's got it.."
ElseIf Lock1 = 0 And Lock2 = 0 And Lock3 = 0 Then
Text(2).Caption = " no..i'll try again.."
Lock1 = 0
Lock2 = 1
Lock3 = 0
Else
Text(2).Caption = "test the pick.. "
Lock1 = 0
Lock2 = 1
Lock3 = 0
End If


i dunno...this way the whole lock is reset to the inncorrect settings after each wrong attempt....with some sort of provisional clue (??) this might be a mid level puzzle for some minor door or desk drawer..if you are told the soloution is "this way/that way/this way" you might be able to suss out that the best way to crack the lock...shag only knows....
with the soloution being

1 0 1

if you are given a clue to the on off on nature of the answer..
and you know the lock resets to an entirely wrong setting ie

0 1 0

then you can crack the lock in a vaguely logical fashion...and it's also do-able by sheer trail and error if all else fails...so it won't dead end you..seems ok
Attachments
lockscreen1.jpg
here it is working in game...
lockscreen1.jpg (65.51 KiB) Viewed 4503 times
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