Well no you misunderstood my words, 90% of the problem has already been solved, there's just 10% left that hasn't. But what displeases me is your attitude to learnng, you expect people to solve everything themselves and this a selfish attitude to have, because I been taught i my church that we serve one another and help one anothr, not turn others away if they need help.
When I have a problem I can't solve on my own, I seek help from others, not expect to be told to just edcuate myself which is an insult to my intelligence..Because I have beem taught to belive that other people are teachers and so you go to them to trry to get answers from them to things you need to know..
This is where you approach to learning is different to mine. You expect people to solve their own problem and give them the false 'Harden up' philoosphy and I expect people to give me the answers to solving the problem if they know the answer and people who know the answer and refuse to share their knowledge i will judge them to be unhelpful.
Ther's a bug in the message board text editor on this site, it keeps on switching the text edit mode off everytime I hit the enter key and this really starting to get annoying because the only way I can get the editor to allow me to type anything is to have to save the message and then re-edit it.
for /L %%f in (0,1,!lastindex!) do ( set /a spin=%random% %%r20+1
for /L %%f in (0,1,!lastindex!) do (
IF %%f == %rand% == True goto !names[%%f]!
) goto !names{%%f]! ) goto array
Well this code didn't work. The line I'm having alot of problems with is the set /a spin=%random% (%%????%) line because as I told you before, i don't know how to set this line up to work with the array
so I tried set /a spin=%random% %%f - result: Missing operator error.
so i tried set /a spin=%random% %[!names[%%f]% result: the system cannot find 519459519495194
Its obviously this language is way beyond your capacity since you told already me you can't do it, I've tried and I can't do it either...its too hard.... the batch language is just too advanced..... Need to find an advanced batch programmer.
All I get is a 1001 ways instead of producing system errors.
the result I got was this.
So I cannot get it to work, Obviously from what you're telling me. its too hard for you as well, since its also out of your league because you also can't do it..
I found the array code for the batch language format. All that is needed now is to get the array to pick out a name from the list at random and then just make the goto jumps.
@echo off setlocal enabledelayedexpansion enableextensions
set i=-1
for %%f in (sea, wildera, mgarden, shadowland, secretarea1, gianttree, undeadzom,shutdown2, gianttree3,boat, boxer, easto, oasisb, trollm, bonesc, swampba, biglakem, mlakeast, laddera, ladb, hatchebs, hachty, eeye, spiderbossb, darkwda) do ( set /a i=!i!+1 set names[!i!]=%%f ) set lastindex=!i!
for /L %%f in (0,1,!lastindex!) do ( echo !names[%%f]! )
This code works to display everything that's found inside the array using the for /L loop statement.
Now if I change echo to goto !names[%%f]! inside the for /L loop code then it jumps into the first name that's found in the array 'SEA' and executes that codeblock, but it will not jump randomly into the other names so How do I get the computer to pick out a name at random that's inside an array?
I know how to pass the array off to the goto command because it read the first name correctly,
but I don't know how to set this up with the set /a spin=%random% %%?? to get it to read the names that are found inside in the array and just randomly pick one of those names and just goto jump to it.
its not easy to try to code because you have to get it to somehow randomize the names that are found inside the array. i don't know...
Pseudocode is an informal high-level description of the operating principle of a computer program or other algorithm. It uses the structural conventions of a programming language, but is intended for human reading rather than machine reading.
Right.
I only gave you pseudocode - not batch code examples - I have previously provided links to websites that describe how to make arrays/lists in Batch Script.
Um I see so since I don't understand yet how to write in these string arrays to use in my own code in batch format because I need the workaround for batch because its batch and not the other programming languages.. Or why don't I just program the rest of the dam game, and just tweak it all later. Surely I can convert some of the batch to some other language.
Now my coach is a national level coach and at this level we are taught pure truth at the world class level so we can progress alot more quickly. if the coach just taught watered-down rubbish to us then we would not learn anything quickly and be forever learning but never coming to a knowledge of the truth..
I am only trying to give you some suggestions - not tell you how to code - learning to code is an ongoing process - you should always be researching and learning - Google is a great resource. :)
In my opinion - you should not use Batch Script to learn how to code.
But it worked didn't it. even if it was well slow in execution speed.
BUT I would be keen for you to finish your project - even if you REDUCE the size and scope of the project. It looks like you have achieved some nice results even though you are only just learning. Finishing a project is important - but perhaps reduce your goals for this Batch Script game - I would like you to finish it, but I think you are harming your ability to learn to program.
It was fun to try to do the game yes, but I wasn't looking for perfection. I was just looking only to get the basics to work like the overdrives, the progressions, and the mounts, put in little quests and then tweak it all later..
I.E. Getting me to show you how to create Batch Script work-arounds for normal common development functions is NOT the way to learn imo.
Take this last bit of advice or leave it, but I feel you should work out HOW you can finish your game in the next couple of days - e.g. reduce the size - scope, goals or whatever.
Finish the game off in just the next couple of days? I'm only up to region seven, there's still Snowy Peaks Region to make, the Dragon Region. and the Hotlands. I still haven't quite finished the Trollmountains region yet.
Get it done - show it to people. Ignore any negative comments that are not constructive. Then start a new project in either a game engine - or a popular language - that way you will be well supported by an active helpful community - do plenty of tutorials and enjoy the learning process. I believe that you have the tanacity to make games - you just need to learn more - to learn more, do lots of small projects - things that only take a few days at most to complete
NAVIGATION: I daisy chained all my screens up together to allow non-linear screen movement through them. Its only when the player dies, do I make the game pick out a screen at random to warp the player off into. but you do not move in this game in a a fixed linear fashion with heavily scripted invisible nanny boundaries all around the playing area (like MAss Effect 3 had to hold your hand all the time on so you could not even fall off and hurt yourself in that game and only when people are shooting at you or throwing things at you you take damage) but in this game, you move instead in a non-linear fashion so you CAN fall off ledges and stuff and indeed hurt your health, so you can go almost anywhere in the game into almost any area, but if you fall off something and die, well you gt randomly warped to a different area and you get to keep your current stats, so its an open world rpg turn-based game. But its the type of game that really needs a proper 3d engine to make it all come to life. And No nanny barriers to stop you from exploring or hurting yourself.....
Here's how I coded it.
:zordimension
rem WARPING defeated player to any location in the Game to start again. set /a room=%random% %%390+1 if %room%==1 goto boat if %room%==2 goto mgarden if %room%==3 goto shadowland if %room%==4 goto secretarea1 up to 390 rooms ect, ect,
I also set the game up so it picks out monsters out at random depending on your current difficulty level to warp the player off into as well, only put this in some screens areas...
The progression code I used.: The higher up the levels you go, the more stronger monsters appear. I didn't just code this so the same monsters keep increasing their HP each time you level up, no I had put in new enemy encounters into it as well.
So when you vist the same area again. Sometimes I also use also a Random Dice counter for the computer to put something in the area to make it show up after a certain number of visits. . So it dosen't just appear at a certain difficulty level,but appears depening on how many times that you enter the area. such as like putting a bonus health item, or treasure chest item. or a monster ambush, oect or maybe a secret warp gate to a hidden area..
Monster Progressions:
if %curlvl% EQU 2 goto forlighthouse - lighthouse screen shows 1 grizzly bear on it.
if %curlvl% EQU 10 goto forlightbear level 10 appears with 2 grizzly bears on it.
if %curlvl% EQU 20 goto forightrock level 20 shows a troll and a turtle.
if %curlvl% EQU 40 goto forlightroll two trolls appear at level 40
if %curlvl% EQU 50 goto fordragon - a dragon mini boss appears at level 50
The bottom line is that this game really needs a proper game engine for these kind ideas and concepts I have in mind for the game to all come to life, I didn't want the game to be all linear and heavily scripted but I can only do just so much with the windows console, because its not a game engine and I cannot build a proper game engine with it, for batch allowed me to view all the game environment when I move through the screens and test all the progressions and random stuff I have in it yes, but theres no walking, no scrolling, nobody is falling down in real time, there's no monsters chasing you all around the place, or detecting how far you are from them before thet start chasing you, so the game works, but is the static environment that lets it down just moving through a whole bunch of pretty pictures therefore forcing the game to be reduced all down to old school turn-based battles like the old final fantasy games..
Thanks for helping me to understand it a little better, it Sounds interesting, I thought Games like Morrowind, and Sacred may have been done by using the camera viewport, to draw the screen , I knoq in the Red Editor they used portals brushes instead to tell the engine what to draw on the screen orwhat not to..
I didn't know how to write out the formulas in batch code, that's why I had to I had to do it 1 line at a time. So the updating for monster health, damage, player health and player damage go into the level up section of the code for defining all the level progressions. Okay but soemtimes if I have special progressions, i may have to keep those progressions in the actual screen area. I use the Random Dice for making the game just pick out a random number (not alwys based on the players current level), sometimes I need the computer to randomly pick an event and trigger it like picking certain foley sounds, or random enemy encounters after you visit a certain area you can revist and something different triggers off.
I also do this as well when the player dies, pick a random room in the game for the player to warp to. theres about 400 rooms now in the game.
I also needed to get the Overdrive progress bar to increase by 1 point for every monster killed to display the overdrive progress bar no matter where you are in the game so for every 260 or so kills the overdrive fills up the bar and then upgrades itself to a new more powerful overdrive, so there are up to 7 of these bar fill upgrades.... but I don't know how to write that out as a formula. and then just stick it in once place the computer always loops back to so everytime I kill something no matter what screen I'm on in the game the bar ticks up a notch..
And Things like Collecting Dragon Orbs I had to embed that code into all the screens that had the orbs scattered around, its only a very small piece of code of only just abt 5-6 lines long. so I didn't think that was a big deal to repeat that small piece of code on the screens where the orbs all are.
And because it was written in Batch code using the console to display the graphics in, I had to redraw an extra area the orbs were on one or when you had killed enemies so you could see thier corpses..
I find batch script to be an interesting language. But lacks the execution speed. and also lacks a 3d engine, and lacks also the Transparency needed for Sprites and animation. In writing the game, I find i have to define alot of different variables. Because this game has a thousand level progressions in it, but its not just level progressions but also damage progressions, health progressions and random progressions. And I am wondering if there is an much easier shorter way to code all the progressions.
if %curlvl% EQU 2 set /a dmg=%random% %%100+10 if %curlvl% EQU 3 set /a dmg=%random% %%120+10 if %curlvl% EQU 4 set /a dmg=%random% %%140+10 if %curlvl% EQU 5 set /a dmg=%random% %%160+10 (ect.ect)
Money reward Progression:
if %curlvl% EQU 2 set maxmoney=1062 if %curlvl% EQU 3 set maxmoney=1168 if %curlvl% EQU 4 set maxmoney=1836 if %curlvl% EQU 5 set maxmoney=2080 ect.ect.
Experience given progression:
if %curlvl% EQU 1 set addxp=400 if %curlvl% EQU 2 set addxp=500 if %curlvl% EQU 3 set addxp=500 if %curlvl% EQU 4 set addxp=600 if %curlvl% EQU 5 set addxp=700 ect...
As for Godot, how do you get anything to render? I still can't get anything to display up in the viewports, I go into new resources and load the different resources in but nothing shows up on the 3d viewport. nothing renders. the program also has layout issues. Everything under resources is all put into one big long scroll menu and the smaller menus also have too many options, you can't dock the menus to customize them to suit your own needs and also the documention of the program, its advanced. couched deep in its own programming code so its not gonna suit all users.
I couldn't find any documentation to explain all the Godot script, nor did I see any scripting examples that I could load in to see how the scripts is actually structured........ Because if there's no install, (I didn't see the program unpack and install anything) or tell me where the program is being installed to, it just only creates a project directroy and if the program only just runs in memory, how can I find the godot script examples? Where are all the script demonstrations for this program?
So I can't find much solid structure in this program, its just a few things been slapped together to help in 3d modeling, and texturing, its a front end of some sort, dosen't look like a full game engine, its more like a 3d modeling resource helper. As for windows, half of windows does sit on a bunch of batch files.
Having all these many languages and formats, the growing list just makes things more complicated for those who don't know all of those languages and formats. Clear, concise documentation has to be written for each of them.
One of the advantages I had in doing the game in simple windows batch script, is that I could get it written very fast and get a rough idea of what the whole gameworld is goig to look like BEFORE trying to attempt to do this game inside a 3d engine., had I tried to write it in C+++, I would be here for YEARS trying to get the scripting all done in that language, that's why I didn't choose C++.
But I don't know how to go about creating this type of game on a 3d game engine because with a game like this I need the engine to draw sectors of it at a time when rendering (seamless backloading) as the whole game playing area is just too big for the engine to render it all at once but most 3d engines limit you as to how much area space you are allowed to render. So just like Red Faction Editor, I need to Daisy chain all the sectors through seamless loading. Or like they did in Morrowind to provide smooth seamless endless scrolling of all the game regions. I don't know how to set it up like that in a 3d game engine.
You'll soon see what I mean, by writing a huge game out in windows batch script. here's the map (NOT finished yet) for the Trolll Mountains Region and this is just one of three sectors for the region. These playing screens have been put roughly together to give an outline of what the sector will look like (that's why there are many copies of the player in the pictures. This is just to give is a rough look as to what the map will be like once its all been seamed.).
As this game is huge, has over 20 square miles to roam around i and i did this game because I like playing open world non linear outdoor rpg games..
Each one of these screens contain about 2 thousand lines of code each because of all the many different progressions variables that had to be defined to get the game to play out as a hack 'b' slash grinder progression level exploration game...
What a big difference this game would make if it could only scroll all its screens and have animated rigged models roaming around..
Well it should support the batch scripting for those who do use dos batch window scripting. Can't the developers just write a proper install program and copy all the necessry files that way
I can change options but I cant even get the program to show anything up in the viewpoints, its all blank.I really don't think much of this, Its described in confusing 3d Blender language. Reading the help section is like trying to read a complicated Progammers Text manual. Its been written for advanced users only.
Its also not user friendly. Delete a new resource you just loaded by hitting the (X) icon and poof, away it dissapears into null space without even a warning like 'Do you really want to delete this resource item Y or N?"
It has layout issues. Everything under resources is just one big long scrollbar menu instead of tabs. and the mini menus which are fixed, can't be docked or floated to customize also have too many options, more scrolling down to try to find things. In the end the program is cumbersome and slow because of these issues.
Well no you misunderstood my words, 90% of the problem has already been solved, there's just 10% left that hasn't. But what displeases me is your attitude to learnng, you expect people to solve everything themselves and this a selfish attitude to have, because I been taught i my church that we serve one another and help one anothr, not turn others away if they need help.
When I have a problem I can't solve on my own, I seek help from others, not expect to be told to just edcuate myself which is an insult to my intelligence..Because I have beem taught to belive that other people are teachers and so you go to them to trry to get answers from them to things you need to know..
This is where you approach to learning is different to mine. You expect people to solve their own problem and give them the false 'Harden up' philoosphy and I expect people to give me the answers to solving the problem if they know the answer and people who know the answer and refuse to share their knowledge i will judge them to be unhelpful.
Ther's a bug in the message board text editor on this site, it keeps on switching the text edit mode off everytime I hit the enter key and this really starting to get annoying because the only way I can get the editor to allow me to type anything is to have to save the message and then re-edit it.
for /L %%f in (0,1,!lastindex!) do (
set /a spin=%random% %%r20+1
for /L %%f in (0,1,!lastindex!) do (
IF %%f == %rand% == True goto !names[%%f]!
)
goto !names{%%f]!
)
goto array
Well this code didn't work. The line I'm having alot of problems with is the set /a spin=%random% (%%????%) line because as I told you before, i don't know how to set this line up to work with the array
so I tried set /a spin=%random% %%f - result: Missing operator error.
so i tried set /a spin=%random% %[!names[%%f]% result: the system cannot find 519459519495194
Its obviously this language is way beyond your capacity since you told already me you can't do it, I've tried and I can't do it either...its too hard.... the batch language is just too advanced..... Need to find an advanced batch programmer.
All I get is a 1001 ways instead of producing system errors.
the result I got was this.
So I cannot get it to work, Obviously from what you're telling me. its too hard for you as well, since its also out of your league because you also can't do it..
I found the array code for the batch language format. All that is needed now is to get the array to pick out a name from the list at random and then just make the goto jumps.
@echo off
setlocal enabledelayedexpansion enableextensions
set i=-1
for %%f in (sea, wildera, mgarden, shadowland, secretarea1, gianttree, undeadzom,shutdown2, gianttree3,boat, boxer, easto, oasisb, trollm, bonesc, swampba, biglakem, mlakeast, laddera, ladb, hatchebs, hachty, eeye, spiderbossb, darkwda) do (
set /a i=!i!+1
set names[!i!]=%%f
)
set lastindex=!i!
for /L %%f in (0,1,!lastindex!) do (
echo !names[%%f]!
)
This code works to display everything that's found inside the array using the for /L loop statement.
Now if I change echo to goto !names[%%f]! inside the for /L loop code then it jumps into the first name that's found in the array 'SEA' and executes that codeblock, but it will not jump randomly into the other names so How do I get the computer to pick out a name at random that's inside an array?
I know how to pass the array off to the goto command because it read the first name correctly,
but I don't know how to set this up with the set /a spin=%random% %%?? to get it to read the names that are found inside in the array and just randomly pick one of those names and just goto jump to it.
its not easy to try to code because you have to get it to somehow randomize the names that are found inside the array. i don't know...
Pseudocode is an informal high-level description of the operating principle of a computer program or other algorithm. It uses the structural conventions of a programming language, but is intended for human reading rather than machine reading.
Right.
I only gave you pseudocode - not batch code examples - I have previously provided links to websites that describe how to make arrays/lists in Batch Script.
Um I see so since I don't understand yet how to write in these string arrays to use in my own code in batch format because I need the workaround for batch because its batch and not the other programming languages.. Or why don't I just program the rest of the dam game, and just tweak it all later. Surely I can convert some of the batch to some other language.
Now my coach is a national level coach and at this level we are taught pure truth at the world class level so we can progress alot more quickly. if the coach just taught watered-down rubbish to us then we would not learn anything quickly and be forever learning but never coming to a knowledge of the truth..
I am only trying to give you some suggestions - not tell you how to code - learning to code is an ongoing process - you should always be researching and learning - Google is a great resource. :)
In my opinion - you should not use Batch Script to learn how to code.
But it worked didn't it. even if it was well slow in execution speed.
BUT I would be keen for you to finish your project - even if you REDUCE the size and scope of the project.
It looks like you have achieved some nice results even though you are only just learning.
Finishing a project is important - but perhaps reduce your goals for this Batch Script game - I would like you to finish it, but I think you are harming your ability to learn to program.
It was fun to try to do the game yes, but I wasn't looking for perfection. I was just looking only to get the basics to work like the overdrives, the progressions, and the mounts, put in little quests and then tweak it all later..
I.E. Getting me to show you how to create Batch Script work-arounds for normal common development functions is NOT the way to learn imo.
Take this last bit of advice or leave it, but I feel you should work out HOW you can finish your game in the next couple of days - e.g. reduce the size - scope, goals or whatever.
Finish the game off in just the next couple of days? I'm only up to region seven, there's still Snowy Peaks Region to make, the Dragon Region. and the Hotlands. I still haven't quite finished the Trollmountains region yet.
Get it done - show it to people. Ignore any negative comments that are not constructive.
Then start a new project in either a game engine - or a popular language - that way you will be well supported by an active helpful community - do plenty of tutorials and enjoy the learning process.
I believe that you have the tanacity to make games - you just need to learn more - to learn more, do lots of small projects - things that only take a few days at most to complete
This idea of dumping the names down inside an array sounds good. BUT...
BigRoomsArray('boat', 'mgarden' ...)
randNumber = rand(390)+1
goto BigRoomsArray[randNum]
This array code does not even work in batch.
I just get back only a ton of 'is not recognized' errors.
NAVIGATION: I daisy chained all my screens up together to allow non-linear screen movement through them. Its only when the player dies, do I make the game pick out a screen at random to warp the player off into. but you do not move in this game in a a fixed linear fashion with heavily scripted invisible nanny boundaries all around the playing area (like MAss Effect 3 had to hold your hand all the time on so you could not even fall off and hurt yourself in that game and only when people are shooting at you or throwing things at you you take damage) but in this game, you move instead in a non-linear fashion so you CAN fall off ledges and stuff and indeed hurt your health, so you can go almost anywhere in the game into almost any area, but if you fall off something and die, well you gt randomly warped to a different area and you get to keep your current stats, so its an open world rpg turn-based game. But its the type of game that really needs a proper 3d engine to make it all come to life. And No nanny barriers to stop you from exploring or hurting yourself.....
Here's how I coded it.
:zordimension
rem WARPING defeated player to any location in the Game to start again.
set /a room=%random% %%390+1
if %room%==1 goto boat
if %room%==2 goto mgarden
if %room%==3 goto shadowland
if %room%==4 goto secretarea1
up to 390 rooms ect, ect,
I also set the game up so it picks out monsters out at random depending on your current difficulty level to warp the player off into as well, only put this in some screens areas...
The progression code I used.: The higher up the levels you go, the more stronger monsters appear. I didn't just code this so the same monsters keep increasing their HP each time you level up, no I had put in new enemy encounters into it as well.
So when you vist the same area again. Sometimes I also use also a Random Dice counter for the computer to put something in the area to make it show up after a certain number of visits. . So it dosen't just appear at a certain difficulty level,but appears depening on how many times that you enter the area. such as like putting a bonus health item, or treasure chest item. or a monster ambush, oect or maybe a secret warp gate to a hidden area..
Monster Progressions:
if %curlvl% EQU 2 goto forlighthouse - lighthouse screen shows 1 grizzly bear on it.
if %curlvl% EQU 10 goto forlightbear level 10 appears with 2 grizzly bears on it.
if %curlvl% EQU 20 goto forightrock level 20 shows a troll and a turtle.
if %curlvl% EQU 40 goto forlightroll two trolls appear at level 40
if %curlvl% EQU 50 goto fordragon - a dragon mini boss appears at level 50
The bottom line is that this game really needs a proper game engine for these kind ideas and concepts I have in mind for the game to all come to life, I didn't want the game to be all linear and heavily scripted but I can only do just so much with the windows console, because its not a game engine and I cannot build a proper game engine with it, for batch allowed me to view all the game environment when I move through the screens and test all the progressions and random stuff I have in it yes, but theres no walking, no scrolling, nobody is falling down in real time, there's no monsters chasing you all around the place, or detecting how far you are from them before thet start chasing you, so the game works, but is the static environment that lets it down just moving through a whole bunch of pretty pictures therefore forcing the game to be reduced all down to old school turn-based battles like the old final fantasy games..
Thanks for those files.
Thanks for helping me to understand it a little better, it Sounds interesting, I thought Games like Morrowind, and Sacred may have been done by using the camera viewport, to draw the screen , I knoq in the Red Editor they used portals brushes instead to tell the engine what to draw on the screen orwhat not to..
I didn't know how to write out the formulas in batch code, that's why I had to I had to do it 1 line at a time. So the updating for monster health, damage, player health and player damage go into the level up section of the code for defining all the level progressions. Okay but soemtimes if I have special progressions, i may have to keep those progressions in the actual screen area. I use the Random Dice for making the game just pick out a random number (not alwys based on the players current level), sometimes I need the computer to randomly pick an event and trigger it like picking certain foley sounds, or random enemy encounters after you visit a certain area you can revist and something different triggers off.
I also do this as well when the player dies, pick a random room in the game for the player to warp to. theres about 400 rooms now in the game.
I also needed to get the Overdrive progress bar to increase by 1 point for every monster killed to display the overdrive progress bar no matter where you are in the game so for every 260 or so kills the overdrive fills up the bar and then upgrades itself to a new more powerful overdrive, so there are up to 7 of these bar fill upgrades.... but I don't know how to write that out as a formula. and then just stick it in once place the computer always loops back to so everytime I kill something no matter what screen I'm on in the game the bar ticks up a notch..
And Things like Collecting Dragon Orbs I had to embed that code into all the screens that had the orbs scattered around, its only a very small piece of code of only just abt 5-6 lines long. so I didn't think that was a big deal to repeat that small piece of code on the screens where the orbs all are.
And because it was written in Batch code using the console to display the graphics in, I had to redraw an extra area the orbs were on one or when you had killed enemies so you could see thier corpses..
I find batch script to be an interesting language. But lacks the execution speed. and also lacks a 3d engine, and lacks also the Transparency needed for Sprites and animation. In writing the game, I find i have to define alot of different variables. Because this game has a thousand level progressions in it, but its not just level progressions but also damage progressions, health progressions and random progressions. And I am wondering if there is an much easier shorter way to code all the progressions.
if %curlvl% EQU 2 set /a dmg=%random% %%100+10
if %curlvl% EQU 3 set /a dmg=%random% %%120+10
if %curlvl% EQU 4 set /a dmg=%random% %%140+10
if %curlvl% EQU 5 set /a dmg=%random% %%160+10 (ect.ect)
Money reward Progression:
if %curlvl% EQU 2 set maxmoney=1062
if %curlvl% EQU 3 set maxmoney=1168
if %curlvl% EQU 4 set maxmoney=1836
if %curlvl% EQU 5 set maxmoney=2080
ect.ect.
Experience given progression:
if %curlvl% EQU 1 set addxp=400
if %curlvl% EQU 2 set addxp=500
if %curlvl% EQU 3 set addxp=500
if %curlvl% EQU 4 set addxp=600
if %curlvl% EQU 5 set addxp=700
ect...
As for Godot, how do you get anything to render? I still can't get anything to display up in the viewports, I go into new resources and load the different resources in but nothing shows up on the 3d viewport. nothing renders. the program also has layout issues. Everything under resources is all put into one big long scroll menu and the smaller menus also have too many options, you can't dock the menus to customize them to suit your own needs and also the documention of the program, its advanced. couched deep in its own programming code so its not gonna suit all users.
I couldn't find any documentation to explain all the Godot script, nor did I see any scripting examples that I could load in to see how the scripts is actually structured........ Because if there's no install, (I didn't see the program unpack and install anything) or tell me where the program is being installed to, it just only creates a project directroy and if the program only just runs in memory, how can I find the godot script examples? Where are all the script demonstrations for this program?
So I can't find much solid structure in this program, its just a few things been slapped together to help in 3d modeling, and texturing, its a front end of some sort, dosen't look like a full game engine, its more like a 3d modeling resource helper. As for windows, half of windows does sit on a bunch of batch files.
Having all these many languages and formats, the growing list just makes things more complicated for those who don't know all of those languages and formats. Clear, concise documentation has to be written for each of them.
One of the advantages I had in doing the game in simple windows batch script, is that I could get it written very fast and get a rough idea of what the whole gameworld is goig to look like BEFORE trying to attempt to do this game inside a 3d engine., had I tried to write it in C+++, I would be here for YEARS trying to get the scripting all done in that language, that's why I didn't choose C++.
But I don't know how to go about creating this type of game on a 3d game engine because with a game like this I need the engine to draw sectors of it at a time when rendering (seamless backloading) as the whole game playing area is just too big for the engine to render it all at once but most 3d engines limit you as to how much area space you are allowed to render. So just like Red Faction Editor, I need to Daisy chain all the sectors through seamless loading. Or like they did in Morrowind to provide smooth seamless endless scrolling of all the game regions. I don't know how to set it up like that in a 3d game engine.
You'll soon see what I mean, by writing a huge game out in windows batch script. here's the map (NOT finished yet) for the Trolll Mountains Region and this is just one of three sectors for the region. These playing screens have been put roughly together to give an outline of what the sector will look like (that's why there are many copies of the player in the pictures. This is just to give is a rough look as to what the map will be like once its all been seamed.).
As this game is huge, has over 20 square miles to roam around i and i did this game because I like playing open world non linear outdoor rpg games..
Each one of these screens contain about 2 thousand lines of code each because of all the many different progressions variables that had to be defined to get the game to play out as a hack 'b' slash grinder progression level exploration game...
What a big difference this game would make if it could only scroll all its screens and have animated rigged models roaming around..
Well it should support the batch scripting for those who do use dos batch window scripting. Can't the developers just write a proper install program and copy all the necessry files that way
I can change options but I cant even get the program to show anything up in the viewpoints, its all blank.I really don't think much of this, Its described in confusing 3d Blender language. Reading the help section is like trying to read a complicated Progammers Text manual. Its been written for advanced users only.
Its also not user friendly. Delete a new resource you just loaded by hitting the (X) icon and poof, away it dissapears into null space without even a warning like 'Do you really want to delete this resource item Y or N?"
It has layout issues. Everything under resources is just one big long scrollbar menu instead of tabs. and the mini menus which are fixed, can't be docked or floated to customize also have too many options, more scrolling down to try to find things. In the end the program is cumbersome and slow because of these issues.
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