Ambrosia Garden Archive
    • Random dice animation....


      Actually I have quite a few questions but my most important question is as follows: I want to have an animated dice in my game. Depending on wich number the dice stops at the player will go to differenet locations. I guess that I will have to create loads of animation sprites of the dice and then use some random function within coldstone to choose which of the different animation sequences to play? Is it possible to use some scripting language in coldstone such as javascript? I have done the tutorial but it didn't tell me all I need to now about the possibilities in coldstone since I'm not planning on making a traditional rpg. I've also noticed that the perspective in coldstone is 90° from the top and down, even though the graphics used often is rendered from another angel and that's why most environments look quite odd when the tiled ground has to be rendered in 90°. Anyhow, does anybody know a good workaround for this? I really want my game to have a true 3D-feeling. Maybe I need another tool for Mac/PC game dev? I really would appreciate all tips and help I can get.

      Best regards

      Farre

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    • You could have one die animation, and, figuring on a six sided die, six different faces to place as stamps when the animation is done. In the animation editor, you could run the animation, set one of the end frames to kill the animation, getting the die roll off the screen. You would need to play around with flag 9, which is switch to a random animation, and figure out some way to tie an event to it, perhaps a global could fire when this animation is played?

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    • pretty much the same thing dampeoples said

      you create an animation for your die, it rolls around etc and at the end of this animation index
      it calls a switch to random animation, this animation in the second to last frame will 'call an event' this event will 'teleport' you to the specified location
      no variables required and based upon how you do the animations completely random.

      added:

      there's no real reason to kill the animation at the end, simply fade to dark and that way the player will be able to visually remember what the rolled value's result is.

      CGE has no scripting language, it uses a flowcharting methodology.

      the perspective is up to you, top down is innately supported however there are ways to limit vertical motion(append events to existing keydowns)....there are plenty of snippetts on how to implement a variety of topics. There is no true perspective, the graphics are all prerendered.
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      ... That staples it.

      (This message has been edited by ellrx (edited 03-28-2003).)

    • Quote

      Originally posted by ellrx:
      (Badded:

      there's no real reason to kill the animation at the end, simply fade to dark and that way the player will be able to visually remember what the rolled value's result is.

      (/B)

      I was referring to the first animation, of the die rollign across the screen, killing that, and leaving the random 1-6 result on the screen above the die roll. I've not fully tested this to see if it's needed, but mine is set up to roll, the roll, call a stamp to display in that area, and kill the blank die in the background, it might not be needed though, I figured I'd kill the first animation to avoid confusion.

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    • oh i understand.

      i figured Farre would be using the same animation to show the value,
      ie you see the dice spinning,bouncing,flipping, jumping around, it then switchs to the 'random product' animations
      it comes to a rest
      the face is shown for maybe a frame or two, the event is fired
      wait
      fade to black
      teleport
      map position
      fade up

      i hadn't considered the dice animation just spinning stopping then popping a stamp with the value up...
      just goes to show, there are many ways to accomplish the same goal in CGE.

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      ... That staples it.