An obj can function like a mob rather well, they can move, have inventories, and more.
A mob is the better thing to pick in most cases, but don't try and say an obj is too different from a mob.
In response to FagTrax
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In response to Vic Rattlehead
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Vic Rattlehead wrote:
An obj can function like a mob rather well, they can move, have inventories, and more. Indeed, they're not different in the fundamental level, though generally the language is actually more suited to any movable that is or functions as a person (well, or animal, or monster) being a mob, since mobs are just objs with extra qualities for that. Also, certain parts of the language are mob-specific, such as the viewers()-style procs only returning back mobs. [They're pretty important/useful procs, incidentally, although being often underused in favor of inappropriately using the 'reverse perspective' (view()) instead.] |
In response to Kaioken
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A obj can't see anything? Interesting, I didn't know that part.
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In response to FagTrax
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FagTrax wrote:
I am going to be very blunt with you. It seems to me that you have absolutely no clue what you are doing and want others to do work for you. That is not how thing work on these forums. You either do some work yourself or don't bother asking at all. Did you even attempt to read zilal's tutorial fully or the dm guide for that matter? or did you just copy and paste code. If you read the last thing i wort you would have realized that I said I was having issues understanding the DM guide and I am JUST now grasping at it so it might be worth while for YOU to read. Now I want to thank the others that have helped me. I'm starting to grasp it better but I still feel like a kid trying to learn to walk and I still have to hold onto things to master it (like the DM's guides code examples) There is so much information you have to remember it's utterly mind boggling and when I figure something out that I been trying to work out on my own I do my victory "YEAHH!!" (accidentally woke up my dads gf just a few mins ago lol). I just wanted to relate that to you guys and to tell you that I am moving along. You would probably laugh at my script though. it looks like poo, even to me. |
In response to Karnaji
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Karnaji wrote:
Those guides don't help at all The same proposal that was valid for the original poster is intended for you as well. You might try and cooperate with AZA[link]. Else, if nobody ever gives constructive feedback as in suggested changes, how do you suppose something can improve? Karnaji wrote: they spend like 20 pages of text to tell you how to make an object have an icon Which is good. There is no need to rush things and create a game the first day you start using Dream Maker. If you try this, you only become a help vampire. By allowing you to learn all the ins and outs of the language, you are no longer restricted to the (most often dumb) usage of some functionality that you saw in some source code, but you can write everything yourself. Having more options and thus more possible ways to design your game sounds beneficial, at least in my eyes. Unless you only intend to create NarutoZ - Bleach Attack #44996. If you want to be inventive and creative, you have to know the basic syntax to its full extent. Karnaji wrote: you'd be better off ripping apart game sources Similar to learning English through participating in chats/on-line games, you'll have fun addressing your future business partners like 'Yo, dudz, how r em hangin?' |
In response to Schnitzelnagler
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Great analogy there in the end. ;) Quite funny, but yet so true and appropriate.
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I started with DBZ and DBGT. Pretty much using those much downloaded rips and making modifications on it. Yep.
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I started with Zilal's Beginner Tutorial, and worked up from there a little bit at a time. Took me about three months of constant practice before I actually figured out how to do things properly, but it was still possible to create games before then. My first project was in progress within a week, and my second project within a month.
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In response to FagTrax
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FagTrax wrote:
I am going to be very blunt with you. It seems to me that you have absolutely no clue what you are doing and want others to do work for you. That is not how thing work on these forums. You either do some work yourself or don't bother asking at all. Did you even attempt to read zilal's tutorial fully or the dm guide for that matter? or did you just copy and paste code. Why did you get the idea of him doing that? Just because he used code given on a tutorial? Jumping to conclusions like this is what starts flame wars. |
I started with the DM Guide, hub://Dantom.YourFirstWorld, and hub://Deadron.StepBYOND. The DM Reference (F1 in Dream Maker) is a given.
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In response to Ominitsu
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Well what I did was I was somewhat like you, only I had a harder time grasping the concepts of the DM language. It took me several years of coming on and off to finally start to understand the meaning of being a programmer. The meaning of being a programmer isn't about being able to copy and paste a code to create a game world for everybody to join in. It's about being able to understand the language of the variables and create something original. If you can not do this, if you can not grasp anything having to do with understanding the lifeline of the variables, you are not fit to be a programmer.
That's what I've learned in my time here on BYOND. I remember there was this one guy who I shall not name. He told me dedication was the main key to understanding the language of the mathematics behind this type of language. So, after hearing about this, I downloaded every single library and demonstration available. I then started retyping everything from each demo into a seperate copy. However, instead of copying and pasting it, I allowed myself to manually copy it on. Although I did not make a game out of this, like math, after practising, I slowly understood it. So yeah, that's my story. |
I started on a two man team of myself and my cousin, Halcyon222.
The both of us have had about two to three years of experience on RPG Maker 2000/2003 at the time before we made the switch over. I came across BYOND via a RM2K3 forum that I used to frequent called GamingWorld. Our first project was a Deus Ex inspired shooter game, with a verb for shooting and really basic rats for NPCs. It kind of fell apart later on because he wasn't experienced enough with DM to really fulfill my vision of the game. Our second project was a game that was inspired by Half Life 2, where players had to work together as a team to defend against an insect onslaught. The game was to be later known as Antlion Troopers. In that game, I did all of the graphics and Halcyon222 did all of the programming. As time went on and the game drew a larger and larger audience, I looked through the code and learned from it. Halcyon222 eventually stopped working on Antlion Troopers, and I ended up taking up the task of programming and adding updates myself. That's how I started. |
I already had a Bachelors in Computer Science and experience using languages with similar syntax... so I made a game with farting spiders.
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In response to ACWraith
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I suppose that would have to fall under the "As long as your happy with it." category?
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I started out by reading what was popular at the time, Zilal's tutorials. I was anxious to create a game and swiftly got my brother, Blood CoRPS, to join BYOND. I have no clue what my first game was, I know it was either a shooter named Elite Crew or a RPG named Ruary.
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In response to ACWraith
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The best farting spider game ever.
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This has already been mentioned a few places, but since you asked.
Welcome, Novice Programmer! I actually didn't start with that. The first thing I did was look around random demos and such, found Step BYOND and another one like that. Later I was directed to the ZBTs and that is by far where I learned the most. From there I just asked a LOT of questions, checked the DM reference constantly, and thats about it. |
I actually started off by looking at the demos, libraries and even source codes there were on BYOND. I don't learn well from the help file, or even written tutorials. I need to be able to dig into the code and see exactly how things function and what does what. Once I actually started getting elbow deep into the code, I was able to start looking at the help file and being able to read and understand it.
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I was simply stressing the fact that most of the mistakes he is getting could be solved by simply reading the dm guide. On page 20 i think there is a precedence chart for objects.