Ambrosia Garden Archive
    • Non-RPG Games?


      I have read the FAQ's and trolled the boards and it seems most of you wish to make an RPG with your version of Coldstone. I am more interested in making learning games for my son (who is three) such as spelling games and puzzle games. Is this possible with Coldstone?
      If it is, are there any tutorials out there for this?

      Thanks for any constructive guidance!

      Tofu

    • Quote

      Originally posted by Tofu2003:
      **I have read the FAQ's and trolled the boards and it seems most of you wish to make an RPG with your version of Coldstone. I am more interested in making learning games for my son (who is three) such as spelling games and puzzle games. Is this possible with Coldstone?
      If it is, are there any tutorials out there for this?

      Thanks for any constructive guidance!

      Tofu**

      Well, as you may know RPGs these days abound with puzzles and various miniGames, CGE for the most part is capable of emulating every type of game with moderate restraints on scrolling speed and performing actual gravity related scenarios.
      (but then again who wants their 3 yr old absorbing images of people doing a 'peterPan' off a hillTop)
      yeah but for the most part you could definitely recreate any number of scenarios;

      a simon type game using the map/main buttons
      multiple choice using the dialogs (train him to be an SAT/ACT master)
      a slider type game using items/objects
      perhaps even simulate a board game similar to monopoly(maybe when he's 7)
      even recreate various classic fairytales...reading made truly interactive

      There's no need to include a multitude of the stats/battle aspeccts especially if you use all non aggressive NPCs(initial stamina of 0).

      long, short. Its only an RPG if you make it one, if you're having a problem negating any of the features, please inquire. For the most part if you ignore the features/stats they won't have any effect on gameplay.

      words of advice you cannot disable the attack button/damage...however when confronting NPCs with 0 stamina it acts merely as an interact button, and with NPCs with the passive AI they remain inert until struck.

      And no matter what anyone tells you the name of the product is;
      Coldstone Game Engine.

      not 'coldstone rpg maker' 'crpge' 'csrpge' or anything else, failure to make the distinction may result in an abhorrent funk.
      I myself have sevveral nontraditional games slated that are all technically greenlighted for CGE as is.
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      (This message has been edited by ellrx (edited 02-04-2003).)

    • Thanks for the response!

      That is exactly what I wanted to hear. Now the next part of my question is, has someone got a tutorial or even a game with all the pieces available so that I can see how it is done, and not have to re-invent the wheel?

      Basically, I would like to make a train game, where a number pops up and then the player has to hook together that many train cars to an engine. Then the engine could drive around a little track as a reward for counting properly.

      Later I would like to make a phonetic matching game where you hear a sound and match it to the letter, and are then rewarded by a little animation or movie of the sound/word in action.

      Any ideas or guidance? As I walk through the tutorial for CGE I can't see how to apply their engine to these games...

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    • using global variables you could definitely determine the number to be joined, ie a dialog buble pops up with the challenge;
      connect 5 trains, then in the same event the global variable gb_targetNumber is set to a value of 5.
      you then have th eplayer
      "pick up" a train, ie they walk over the train item they now have it in their posession.**
      they change appearances and wwhen they walk over the drop zone/use the train withing a certain zone, designated by the event tiles, the item is automatically used which changes the player animation to that of them setting it down, etc etc. this of course needs to be fleshed out and the use of more variables will be necessary but basically that's the idea.
      **and you being well prepared have built 4/8 directional poses of what the character looks like with the different train segments in hand.(a good time to either be using a 3D modelling app or photoshop's layers)

      the manual will be of greater service, and if you've ever played zelda/donkeyKong/bomberMan, what you'll basically be doing is creating a gentler version of the 'pickUp & throw' mechanic present in those games.

      take full advantage of the bezier curve and layers to plot out the train animations...this sounds like a fun project indeed.

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      Kit's ABC adventure, by Klatu/JAS of sinthesisent, is similar to your phonetic idea.
      But also along those lines you might want to check out Cosmic Memory on the coldstone CD(its complex god bless you if you can wade thru it).

      Even more relevant fooling ith the experience points, level,skill table and such.

      For example i created a NPC that when the player came in contact with his exp was boosted by 100 which in levels him up, which in turn triggers the eventlink link in the skill table.

      This applies when it comes to presenting random letters and such, based on interaction.
      in your case you might want to seperate each level value by 1 that way you can use the change global action to set the experience to a value between 1-however many events you need. when the event link is fired the game will sound out the letter, trigger the stamp animation etc.

      by the by stick to using in game graphics and sprites.
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      If this is cryptic...

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      (This message has been edited by ellrx (edited 02-04-2003).)