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Topics - CociCookie

Pages: [1]
1
Discussion / [Fiction] Wintervale (Temp Title)
« on: May 25, 2008, 09:35:07 pm »
EDIT: I removed some of the babbling from the top of the page. Heh, seems I don't need constructively criticizing either.

This is a story that is based on an old Dungeons and Dragons campaign idea. It will be mainly updated at my website here. But incase anyone doesn't want to go somewhere else to get updates, I will be posting the draft chapters here as I complete them.
----------
Chapter 1 - The Beginning...
    Ricardo woke up early in the morning and quickly donned his equipment. He headed out of his room and downstairs to the lower levels of The Great Ballad, a mountainside inn. He looked around and sat down at an empty table, before calling a waiter over. He asked for some food, and sat in wait. A couple of minutes later, a small band of mercenaries came down from the upper level, and sat down at the table Ricardo was at.
    The first to sit down, directly opposite of Ricardo, and the band's leader, was Luxieth, A trained Elven ranger who could hit a goblin through the eyes from 500ft away. Next came a Half-Orc, who went by the name of Ruxgar. He stood a mighty 6 foot tall, and wielded two large axes. Last of all sat a Kobold, who had been exiled from his pack. Over the year's he had learnt the Common language, and because no-one knew his true name, he was known as Kar.
    The barkeep watched the four of them converse, until he heard the creak of a floorboard behind him. He disregarded the sound as being made by the building itself, as it was many years old. However, this wasn't the case, as moment's later heard another, the sound of a sword being unsheathed. He had enough time to let out a small squeal before dropping to the ground, lifeless.
    To anyone who wasn't trained in the way of the hunter, that squeal qouldn't have existed. But Luxieth had, and immediately fired a bolt from his crossbow, striking clean through the neck of the mystery assailant, and killing him instantly.
    This immediately sparked a reaction in the others, as they leapt to there feet and readied there weapons. Luckily, they timed it right, as just then a large group of bandits smashed the windows of the inn, and fired off ranged weaponry at the four-strong party. Ricardo and Ruxgar deflected many of the darts and arrows sent flying at them, and the others just bounced off their shining plate armour.
    Kar looked towards the main doors, and after chanting a few small phrases, sent a large ball of magical fire straight towards the bandit troop that had just entered. As it hit them, the force of the explosion sending them flying, each one of them dropped dead.
    Many more of the rag-tag band of thieves tried to jump through the windows, only to be met with a crossbow bolt through the skull. Luxieth stood with his hand outstretched, firing and reloading his crossbow within mere seconds.
    Ricardo and Ruxgar kept in front of the others, slicing their large, powerful weapons through the badly woven armor of the enemy. Ruxgar had a large grin on his face as five bandits rushed him at once, just to be left on the ground with their faces smashed with the blunt end of an axe.
    Outside of the inn, the commander of the attack watched as his useless group were swiftly whittled down to nothing. In a last ditch attempt he ordered his right-hand man to take down the Kobold. Much to his dismay, however, he was left with another dead body. As the strangers approached him, he turn and attempted to flee. He turned his head once to see how far ahead he was, and saw nothing but two crossbow bolts, which struck through his eyes.
    The group of four looked around at the amount of dead that lay inside and outside the inn. Kar stated that he was slightly sorry for the Bandits, as they picked the worst day to try and rob an establishment. The rest just laughed, before sheathing their weapons and heading back inside.
    "We really need stronger opponents." Ruxgar said fairly loud, speaking quite well for a Half-Orc, "These guys were no good of a challenge, my axes yearn for a real fight!"
    "Well if you take up the job offer, then you can easily find one." Ricardo replied stepping round the back of the counter of the bar. "I heard that one of the Orc Chieftains is as powerful as the Heroes of Legend!" He knelt down and looked at the now deceased barkeeper. "Could someone give me a hand with burying these bodies?"
    "Sure thing,"Came the voice of the Elf, leaping over the counter and narrowly avoiding stepping on the corpse. "So how much did you say they were willing to pay?"
    "They said that it would be 40,000 gold pieces in total, making it 10,00 for each of us." He picked up the body with Luxieths help and moved it outside. "Hey Kar, you creating a barrier there or something?" He queried, as he stepped back inside the doors.
    "Yes it is, let me finish up her and I'll come help with the burials." Replied the kobold, who was hard at work with various Herbs and Vials. Suddenly, a large blue dome surrounded the building. "There we go," He said, "That should keep the place safe for a couple of months.
    Half a day later, they had finished burying all the bodies and were sat round the table again, enjoying a well earned meal. After all had finished, they talked among themselves for a short while, finalizing the deal. The newly formed 'party' of adventurers stood up and prepared to set off. They headed out of the main doors of the inn and began travelling Northwards, toward the rough mountain trail that lay before them.
----------

So there it is, C+C is welcome, and I might have the 2nd chapter finished soon.

2
Coding / Work damn you! Work!
« on: April 18, 2008, 07:13:34 am »
I'm trying to code platformer movement for an un-named RPG but for some reason the code isn't allowing him to move right on the platform, or jump.

Does anyone think they could go through my code and see what needs to be done? Maybe even optimise the coding I have in there? It's getting annoying, because I have some of the more useful code (Quick weapon switching) partly done (for example, at the moment you can select any weapon)

Also, anyone feel like spriting me a new jump sprite? The one I made looks crappy :/

EDIT: Whoops, forgot the editable, I've attached it in a rar file...

3
Coding / C++ Switch Help :/
« on: August 22, 2007, 08:16:52 pm »
Well I'm writing a text adventure in C++ (Cause they are easy to do, to a point) and I'm having a problem, I have used goto (yes, its a bad habit I know, just using it till I find an easier way) to make my code reverse itself so it automatically displays one of the sections that's needed to advandce the story right after a section is shown. This leads to using goto to et out, but it always messes up, it automatically closes. Heres my rather messy code for the section that it screws up on:

Code: [Select]
    switch ( inn1 ){
           case 1:
                inn11:
                cout << "\nAfter waiting for the receptionist, eventually an old hag appears. Sho appears  ";
                cout << "to have burn marks on her body. She says to you in an old crackling voice:\n";
                cout << "'Yes sir? Would you like a room? It's completely free.'\n";
                cout << "Do you reply:\n1.Yes, I would like a room\n2.No, i would not like a room\n>";
                cin >> speak1;
                goto speak1;
           case 2:
                cout << "\nThe newspaper is dated a few years back. It shows a report of a fire that only  ";
                cout << "happened... yesterday?! How could it be? This is an old newspaper, yet it shows ";
                cout << "a fire from yesterday? Even the date on the article shows yesterday! You throw  ";
                cout << "the newspaper on the desk and start waiting for the receptionist.\n";
                goto inn11;
           case 3:
                cout << "\nYou look in the box and find a Revolver with 6 bullets. You take it and load it ";
                cout << "before looking around in the box. After a short while you find a holster and    ";
                cout << "attach it to your belt. You place the gun in your holster and wait for the      ";
                cout << "receptionist to come.\nWeapon Obtained: Revolver\nRevolver Ammo +6\n";
                revolver = 1;
                revolverammo = 6;
                goto inn11;
           default:
                   cout << "That isn't a choice.Pick again";
                   cin >> inn1;
           }
    speak1:
    switch ( speak1 ){
           case 1:
                cout << "\nYou get the key to your room and instructions on how to get it. You head upstairs";
                cout << "and enter it. you close the door and suddenly you feel a strange drowsyness come";
                cout << "upon you. You suddenly topple over onto the bed and fall asleep, however, you   ";
                cout << "don't wake up. did you ever think to read the number on your key, 13...";
                cout << "\nYou have died, Game Over...";
                goto end;
           case 2:
                cout << "\nYou refuse her offer and she suddenly grabs a key from the shelf and tries to ram";
                cout << "into your hand. After a short struggle you shove her backwards and she topples  ";
                cout << "over into a cupboard which drops on her. You hear a crack as her skull is split ";
                cout << "open. You go to walk out but you hear groaning behind you. You turn to see the  ";
                cout << "woman stood behind the desk, she slowly shambles towards you, groaning madly\n";
                cin.ignore();
                if ( revolver = 1 ){
                   cout << "You quickly move your hand to the revolver in your holster and draw it out. You  ";
                   cout << "aim at her head and attempt to steady your hand. Do you wish to fire at her, even";
                   cout << "with your hand shaking slightly? [Y]es or [N]o?\n";
                   cin >> fight1;
                }
           default:
                   cout << "That isn't a choice.Pick again";
                   cin >> speak1;
           }
    end:
    cin.ignore();
    return EXIT_SUCCESS;
The section that meses up is the first 'case' of inn1, whenever you enter 1 for your choice, the next section doesn't appear, even though there is an cin.ignore() at the end of the code. I just tested it with a cin.ignore() in the main code, after 'You have died...' and it works fine, but taking away the 'goto end' and the cin.ignore in the end makes it show case 2 aswell.

What I want to know is why it messes up, it shouldn't mess up, should it? Or is it all goto's fault *waves fist at goto*

4
Entertainment / Survival Crisis Z
« on: August 18, 2007, 08:30:43 pm »
As the description asks, has anyone played this awesome game? If not the web address to download it for free is http://www.totallyscrewed.net/newsite/games.htm (Scroll down the page to it)

In a few words it's an open ended survival game, with some RPG like elements in it (You can pick a class, gain skills, have party members) and 2 factions, the SWAT and the Rebels.

The plot is simple: Neighbour's Dog bites Mailman, Mailman bites Neighbour, etc, etc till the whole city is mainly a population of zombies.

One brilliant thing is the Takeover system, where you can go into the house of one of the factions (or a neutral one) and attempt to take it over. For the Factions, you have to fight some people from that faction, and for neutral you have to fight off a zombie attack (easily done with an smg, a shotgun, and a counter to hide behind) These all have difficulty levels and if you succeed, you now own that roperty. You get a 50% discount on everything they sell and you get money everyday depending on how many enemies you kill (each property = $0.20 a kill)

It is a really time consuming game, and if we play it strategically, you can get good weapons early (people in a property change every time you leave and enter, I did it until a rebel and a swat member fought, the swat guy lost and I picked up the smg :P) owever, some of the missions are more difficult as they go, and to advance the story you MUST do the Neutral peoples missions. I'm currently about 4 missions in, and I fought carefully to get a difficulty 8 building.

One last thing to say to anyone who is going to try this, if graphics in a game mean the world to you, you MIGHT not like this game, it is cartoony graphics but good thing is you can edit them. Another tip is that you should read the readme AND take its advice to play as a doctor or clerk when you first play, the doctor has regen and the clerk runs 20% faster (VERY good for escaping zombies)

So I think i'll go load up the game again now, Happy Surviving!

5
Graphics / A free to use HUD
« on: May 06, 2007, 08:59:05 pm »
I was bored, and seeing as many a person on Miraigamer.net were drawing HUDs for shooter games, I decided I'd make one too (Though this isn't gonna be used, the ones the others are making are) so I opened up paint and started drawing it out, starting with the HUD and ending with the Types. So here it is:



Explanation of types and power levels (if used as is):

-The POW gauge shows the level of your current wepaon, and goes down to 1 everytime you die, the higher level, the better the weapon

Standard Bullet: Whatever weapon you start with in the game. 1 shot per lv.
Charge Shot: Hold down shoot button, release for attack. Takes less charge time to be all powerful as it goes up in lv.
Rockets: Well duh what do you think this is, increases by 1 shot per lv.
Lazer Cannon: Lazers! Phzzz... -> lazer at lv 1, < is added at next lvl, ^+v at level 3
Bolt Cannon: KERZAP! Lightning cannon! Wider shots every level and more damage.
Fireballer: Lights up things :)! And also burns them :(! Ohwell, an extra 2 shots a level, fires in an arcstyle
X.X.X.X: PHZXLESD..... All powerful lazer gun, at each level up the time between shots is reduced,
Apocalypse: Kehkehkehkehkeh..... 1 shot weapon, always at level 1, reverts to a LV 3 Standard when fired.

6
Coding / The hell!?
« on: April 21, 2007, 06:49:19 pm »
Ok, I'm making my little game in gamemaker to try and see how much of GML I can do. But as usual, I've run into a problem...

I started making this in GM6.1, and it worked well, I got many a thing done and then tried to do it portable on my MP3, discovering that GM6 doesn't work on vista >.>

So I DL'd 5.3a and started working on it, but when I tried to get the weapon to attack and dissallow me to attack or mve until the anim has ended.

HOWEVER it isn't working, I don't know whether it is because I used multiple script actions to make it more ordered, but the exact code I used doesn't want to work O_o it gets about 2 frames in and I can move again although I clearly put the movement enabling part in Animation End.

Here's the code from the attack button and code form the Sword's animation end

WARNING: May be messy
ATTACK BUTTON
---|---|---|---|---|---
Code: [Select]
if global.noattack = false{
if keyboard_check(ord('Z')){
global.noattack = true
global.nodown = true
global.noleft = true
global.noup = true
global.noright = true
instance_create(Hero.x,Hero.y,Sword)
}};
---|---|---|---|---|---
ANIMATION END
---|---|---|---|---|---
Code: [Select]
if sprite_index = Sword_down{
Hero.sprite_index = Hero_down
};

if sprite_index = Sword_left{
Hero.sprite_index = Hero_left
};

if sprite_index = Sword_up{
Hero.sprite_index = Hero_up
};

if sprite_index = Sword_right{
Hero.sprite_index = Hero_right
};

global.nodown = false
global.noleft = false
global.noup = false
global.noright = false
global.noattack = false

instance_destroy()

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