Jun 1 2013, 1:24 pm
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This is quite fantastic. Has anyone published a game which utilized this framework?
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In response to BlowStuffUp
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BlowStuffUp wrote:
This is quite fantastic. Has anyone published a game which utilized this framework? Epic & Epic:Legend began with this. Yutput utilizes a bunch of F_A's libraries, not just what is included in this framework. http://www.byond.com/games/Yutput/Epic http://www.byond.com/games/Yutput/EpicLegend |
i like this a lot but im having a problem adding custom skills. I would add in a skill give it to player but I seem to not understand the whole Bind_key function. bind_key("q", abilities[1]) the 1 number? What is it linked to. how do I find the number for my own custom abilities I add to the game? Thanks
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In response to Valoesdte
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In response to Gandalf the Grey
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Gandalf the Grey wrote:
BlowStuffUp wrote: Epic came out before I started working on this. But to make this framework I pretty much implemented the features from Epic that would be common in games of this genre (and a few features it should have), so it's not a coincidence that they're very similar. Epic Legend came out after this. I'd guess that both projects use some of my libraries but I'm not at all sure which ones. |
In response to Forum_account
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Are you still supporting this? I noticed it hasn't been updated in a while. V11 is UN-released and I haven't seen you around on BYOND in forever.
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Yeah, I was inactive for a while. I think the updates on this were slowing down anyway since the framework is in pretty good shape. If I was going to start working on this again, I don't know what I'd add - do you have any ideas/suggestions/requests?
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In response to Forum_account
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Actually other then the things that was supposed to be included in V11 no nothing that is just about all you could ask for in a framework and more.
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If it makes you feel any better, I'm pretty sure I never really worked on the features marked as "coming in version 11", I just marked those as being what I'd work on next. I'm not even sure what I had in mind for "A way to make mobs assist players (ex: pets, summoned monsters, etc.)".
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In response to Forum_account
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Ah I see. It's all good man I can come up with something myself to handle AOE graphical effects and the other things listed. I was just wondering about it that is all. I am quite happy with everything provided already and really think its very nice to have something like this to work from. I am using it as base of a RPG I am making.
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loading action-rpg-framework.dme
loading demo\interface.dmf player-saving.dm:187:error: focus: undefined var demo\enemies.dm:73:error: base_state: undefined var demo\enemies.dm:107:error: base_state: undefined var combat.dm:38:error: base_state: undefined var combat.dm:39:error: base_state: undefined var combat.dm:36:error: set_state: undefined proc combat.dm:45:error: move: undefined proc combat.dm:131:error: stop: undefined proc enemy-ai.dm:140:error: move_towards: undefined proc enemy-ai.dm:142:error: stop: undefined proc enemy-ai.dm:177:error: path: undefined var enemy-ai.dm:184:error: move_to: undefined proc events.dm:67:error: overlay: undefined proc hud-inventory.dm:474:error: client.focus: undefined var hud-inventory.dm:481:error: client.focus: undefined var hud-inventory.dm:490:error: client.focus: undefined var hud-loot-window.dm:147:error: inside: undefined proc hud-shopkeeper.dm:200:error: client.focus: undefined var medals.dm:41:error: client.AddMedal: undefined proc medals.dm:73:error: client.AddMedal: undefined proc player-targeting.dm:37:error: client.keys: undefined var player-targeting.dm:153:error: px: undefined var player-targeting.dm:153:error: pwidth: undefined var player-targeting.dm:154:error: py: undefined var player-targeting.dm:154:error: pheight: undefined var player-targeting.dm:156:error: a.px: undefined var player-targeting.dm:156:error: a.pwidth: undefined var player-targeting.dm:157:error: a.py: undefined var player-targeting.dm:157:error: a.pheight: undefined var effects-visual.dm:116:error: camera.px: undefined var effects-visual.dm:117:error: camera.py: undefined var effects-visual.dm:105:error: set_camera: undefined proc enemy-ai.dm:75:error: moved: undefined var enemy-ai.dm:80:error: client.clear_input: undefined proc enemy-ai.dm:82:error: slow_down: undefined proc enemy-ai.dm:113:error: moved: undefined var enemy-ai.dm:114:error: moved: undefined var enemy-ai.dm:116:error: slow_down: undefined proc enemy-ai.dm:121:error: path: undefined var enemy-ai.dm:121:error: destination: undefined var enemy-ai.dm:122:error: follow_path: undefined proc hud-abilities.dm:272:error: client.focus: undefined var hud-info.dm:49:error: moved: undefined var player-saving.dm:236:error: client.focus: undefined var hud-prompt.dm:239:error: key_down: undefined proc player-overlays.dm:66:error: moved: undefined var player-overlays.dm:67:error: STANDING: undefined var player-overlays.dm:69:error: MOVING: undefined var player-overlays.dm:79:error: base_state: undefined var player-targeting.dm:29:error: client.focus: undefined var demo\custom-hud.dm:73:error: client.focus: undefined var demo\mobs.dm:29:error: base_state: undefined var demo\mobs.dm:31:error: pwidth: undefined var demo\mobs.dm:32:error: pheight: undefined var demo\mobs.dm:85:error: camera.pixel_x: undefined var demo\mobs.dm:131:error: move_speed: undefined var demo\mobs.dm:133:error: move_speed: undefined var demo\mobs.dm:129:error: action: undefined proc demo\npcs.dm:37:error: moved_to: undefined proc demo\npcs.dm:87:error: path: undefined var demo\npcs.dm:88:error: move_to: undefined proc projectiles.dm:16:error: move_speed: undefined var projectiles.dm:35:error: m.px: undefined var projectiles.dm:35:error: m.pwidth: undefined var projectiles.dm:35:error: pwidth: undefined var projectiles.dm:35:error: m.py: undefined var projectiles.dm:35:error: m.pheight: undefined var projectiles.dm:35:error: pheight: undefined var projectiles.dm:35:error: set_pos: undefined proc projectiles.dm:54:error: vel_x: undefined var projectiles.dm:54:error: target.px: undefined var projectiles.dm:54:error: target.pwidth: undefined var projectiles.dm:54:error: px: undefined var projectiles.dm:54:error: pwidth: undefined var projectiles.dm:55:error: vel_y: undefined var projectiles.dm:55:error: target.py: undefined var projectiles.dm:55:error: target.pheight: undefined var projectiles.dm:55:error: py: undefined var projectiles.dm:55:error: pheight: undefined var projectiles.dm:60:error: vel_y: undefined var projectiles.dm:60:error: move_speed: undefined var projectiles.dm:62:error: vel_y: undefined var projectiles.dm:62:error: move_speed: undefined var projectiles.dm:65:error: vel_x: undefined var projectiles.dm:65:error: move_speed: undefined var projectiles.dm:67:error: vel_x: undefined var projectiles.dm:67:error: move_speed: undefined var projectiles.dm:70:error: vel_x: undefined var projectiles.dm:70:error: vel_x: undefined var projectiles.dm:70:error: vel_y: undefined var projectiles.dm:70:error: vel_y: undefined var projectiles.dm:71:error: vel_x: undefined var projectiles.dm:71:error: vel_x: undefined var projectiles.dm:71:error: move_speed: undefined var projectiles.dm:72:error: vel_y: undefined var projectiles.dm:72:error: vel_y: undefined var projectiles.dm:72:error: move_speed: undefined var projectiles.dm:85:error: set_state: undefined proc projectiles.dm:97:error: inside: undefined proc projectiles.dm:120:error: vel_x: undefined var projectiles.dm:120:error: vel_y: undefined var action-rpg-framework.dmb - 100 errors, 32 warnings (max count reached) I get these errors/warnings when trying to compile. I'm fairly new to byond so any suggestions? |
For those of you that are having trouble including the required libraries, I've repackaged it all for you. Just extract it and you're ready to go. Keep in mind that I recommend you use the download button on the hub so that all of the libraries can automatically receive updates if Forum_account releases any.
http://files.byondhome.com/Lavitiz/ Forum_account.ActionRpgFramework%20-%20Standalone%20Repack.r ar |
I had a question as to why you used tmp for your "wander_distance" bit of code. Is it just because you didn't want it cluttering up save files or is there some bonus to this i'm missing?
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I am having a clipping issue with the mobs in screen when they move towards the edge of the "tile" I don't understand how this has happened since I have played with this framework before with no problems I assume it has something to do with new byond updates but I figured i should post this here to let people know.
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