Gigas Engine 0.7.5


Just wondering if there's a possibility of implementing branching conversations, ideally beyond yes/no which could be especially useful for, say, adventure games done with it (or at least, RPGs with an emphasis on adventure). In the most imple sense (yes/no) you could simply create a new option in the dialogue setup called "question?" for a particular sentence, which follows it with yes or no, and resets the trigger to something else dependant on the result before automatically re-talking.

i.e.
Trigger = 0 (currently)
So on talking, the response "Would you like a free sample of my delicious egg and cutney sandwiches?" is evoked. This, of course, is set as a question, so at the bottom, a yes/no selector would pop up.
On choosing Yes, the trigger gets set to a certain value, say, 1, and the reponse for that is instantly given
"Here you go... and here's a complementary sick bag in case you don't like it!"
On choosing No, it gets set to a different one, perhaps 2, and the response
"Well lar-de-dar. I don't like you anymore!" arrives.
 
Just wondering if there's a possibility of implementing branching conversations, ideally beyond yes/no which could be especially useful for, say, adventure games done with it (or at least, RPGs with an emphasis on adventure). In the most imple sense (yes/no) you could simply create a new option in the dialogue setup called "question?" for a particular sentence, which follows it with yes or no, and resets the trigger to something else dependant on the result before automatically re-talking.

i.e.
Trigger = 0 (currently)
So on talking, the response "Would you like a free sample of my delicious egg and cutney sandwiches?" is evoked. This, of course, is set as a question, so at the bottom, a yes/no selector would pop up.
On choosing Yes, the trigger gets set to a certain value, say, 1, and the reponse for that is instantly given
"Here you go... and here's a complementary sick bag in case you don't like it!"
On choosing No, it gets set to a different one, perhaps 2, and the response
"Well lar-de-dar. I don't like you anymore!" arrives.
Thats a very good idea, a simple yes/no box which sets a triggers value to zero or 1 depending on the answer :)

i'll implement that, thanks.
 
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Hi pirotic. For my RPG I would like to have more than one character in the group fighting in the turn based battles. Will this be implemented? It would be good if the other characters of the group only showed up on cut scenes like FF7. Anyway I can't make any battles in my RPG until turn based is implemented so I'll have to stick with making maps and characters.
Cheers
Rob
 
Pirotic I just wanted to thank you- it looks like we'll get some great rpg's outta gigas and a lotta people will be able to share their hard work with an appreciative community. Work they probably would've never done if it werent for you- so thanks :)
 
Just wondering if there's a possibility of implementing branching conversations, ideally beyond yes/no which could be especially useful for, say, adventure games done with it (or at least, RPGs with an emphasis on adventure). In the most imple sense (yes/no) you could simply create a new option in the dialogue setup called "question?" for a particular sentence, which follows it with yes or no, and resets the trigger to something else dependant on the result before automatically re-talking.

i.e.
Trigger = 0 (currently)
So on talking, the response "Would you like a free sample of my delicious egg and cutney sandwiches?" is evoked. This, of course, is set as a question, so at the bottom, a yes/no selector would pop up.
On choosing Yes, the trigger gets set to a certain value, say, 1, and the reponse for that is instantly given
"Here you go... and here's a complementary sick bag in case you don't like it!"
On choosing No, it gets set to a different one, perhaps 2, and the response
"Well lar-de-dar. I don't like you anymore!" arrives.
Thats a very good idea, a simple yes/no box which sets a triggers value to zero or 1 depending on the answer :)

i'll implement that, thanks.
Thats exactly what I was thinking too! Being rewarded for certain answers and such, and battled for answering wrong to certain question. :) Yay! This would also make a simple and fun trivia/quiz mini game!!!

Now, one of my HUGEST question....

Triggers.... What exaclty are they? Where can I fit them in (ex: dialogues, map tiles, using a certain item, etc.)

What are there limits? (ex: can they do ANYTHING you could do in the regular editor, instantly, such as trigger a battle, weather effects, cutscene, lose/gain health, conversation, etc)

Are triggers the same as a hotspots?


And one more question... scrolling background? :D Just wondering!

Thanks Pirotic for all your work! Keep up the awesome effort!
 
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Just wondering if there's a possibility of implementing branching conversations, ideally beyond yes/no which could be especially useful for, say, adventure games done with it (or at least, RPGs with an emphasis on adventure). In the most imple sense (yes/no) you could simply create a new option in the dialogue setup called "question?" for a particular sentence, which follows it with yes or no, and resets the trigger to something else dependant on the result before automatically re-talking.

i.e.
Trigger = 0 (currently)
So on talking, the response "Would you like a free sample of my delicious egg and cutney sandwiches?" is evoked. This, of course, is set as a question, so at the bottom, a yes/no selector would pop up.
On choosing Yes, the trigger gets set to a certain value, say, 1, and the reponse for that is instantly given
"Here you go... and here's a complementary sick bag in case you don't like it!"
On choosing No, it gets set to a different one, perhaps 2, and the response
"Well lar-de-dar. I don't like you anymore!" arrives.
Thats a very good idea, a simple yes/no box which sets a triggers value to zero or 1 depending on the answer :)

i'll implement that, thanks.
Could you mae it so it could set a triggers value to any value. (Is that a lot more work?)
 
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Just wondering if there's a possibility of implementing branching conversations, ideally beyond yes/no which could be especially useful for, say, adventure games done with it (or at least, RPGs with an emphasis on adventure). In the most imple sense (yes/no) you could simply create a new option in the dialogue setup called "question?" for a particular sentence, which follows it with yes or no, and resets the trigger to something else dependant on the result before automatically re-talking.

i.e.
Trigger = 0 (currently)
So on talking, the response "Would you like a free sample of my delicious egg and cutney sandwiches?" is evoked. This, of course, is set as a question, so at the bottom, a yes/no selector would pop up.
On choosing Yes, the trigger gets set to a certain value, say, 1, and the reponse for that is instantly given
"Here you go... and here's a complementary sick bag in case you don't like it!"
On choosing No, it gets set to a different one, perhaps 2, and the response
"Well lar-de-dar. I don't like you anymore!" arrives.
Thats a very good idea, a simple yes/no box which sets a triggers value to zero or 1 depending on the answer :)

i'll implement that, thanks.
Could you mae it so it could set a triggers value to any value. (Is that a lot more work?)
actually thats probably a better idea, as you can have a value for "goodness" and every time your evil it deducts and everytime you say something nice it adds.

i'll make it so a conversation question box can either set a trigger to any value, or add/deduct the value by a set amount.

ta

as for triggers and hotspots, eventually they'll meld together - u can have a hotspot which takes place only if a trigger is a certain value etc.
 
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Um, a bit of a "suggestion", if I may be so bold:

How hard would it be for you to impliment Entity scaling? Like for example, I would like to make the player-character get smaller as he walks toward the background. Is this within the realm of 'do-able'?

Just a thought. Keep up the great job man!

<3 Gigas Engine!
 
Thats a very good idea, a simple yes/no box which sets a triggers value to zero or 1 depending on the answer :)

i'll implement that, thanks.
Could you mae it so it could set a triggers value to any value. (Is that a lot more work?) [/QUOTE]
actually thats probably a better idea, as you can have a value for "goodness" and every time your evil it deducts and everytime you say something nice it adds.
[/quote]
Great like in Skies of Arcadia :D I love that game :D
 
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I was thinking bout that, if you could do it, it would be possible to do a kind of streets of rage thing
 
grrr! Does anyone know why my collision tiles are showing up in EVERY map? Ex:

Map #1: I carefully added collision tiles where my character is not supposed to walk over, saved it, play tested it, and it works fine.

Map #2: When I go into the menu, and select collisions, there thay are! The same set of tiles as I layed them down in Map #1. What gives? Am I doing soething wrong?

Note: I am using a custom tile set, which shows up fine, both in the editor and during game play.

:( Please help. Please? :(

Edit: well, I figured out a work-around:

I simply drew in a bunch of transparent tiles on layer 1, and then made them collision spots, now all is well.
 
TelcoLou posted on Jul 30 2004 at 03:24 AM said:
grrr! Does anyone know why my collision tiles are showing up in EVERY map? Ex:

Map #1: I carefully added collision tiles where my character is not supposed to walk over, saved it, play tested it, and it works fine.

Map #2: When I go into the menu, and select collisions, there thay are! The same set of tiles as I layed them down in Map #1. What gives? Am I doing soething wrong?

Note: I am using a custom tile set, which shows up fine, both in the editor and during game play.

:( Please help. Please? :(

Edit: well, I figured out a work-around:

I simply drew in a bunch of transparent tiles on layer 1, and then made them collision spots, now all is well.
Dont really understand what your saying mate,

when you make a tile a collision, it makes every instance of that tile a collision - so if you go and use that tile on another map, it'll retain the collision value which was set for it previously.

so if you want two identical graphics, one with collision and one without - you'll have to make two identical tiles in the tile graphic sheet.

:p hopefully that'll explain it, if not (and its a bug) could u try re-explaining so i can look into it?

been working on optimisations lately
*whoosh*

:)
 
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All is well. User error, I'm afraid, Sorry for the bother, and thanks again for all the great work :D
 
I was wondering if you could make it easier to make NPCs that sell items such as weapons and armout etc as in the version i am using it is a little hard to understand that may jus tbe cus im a newbie on it tho, but i would suggest using a interfacae similar to that of RPG Maker for PC!
 
Hiya Aldur,

Items/shops are not coded yet - im really looking foward to getting it done tho as im the sort of sad git who spends hours in final fantasy just optmising my equipment setup to get the best performance out of my characters.

I've always said its based on Secret of Mana, but for the above reason i suspect i'll make the item system a bit more in depth - more along the lines of Final Fantasy 7 or 8.

Gigas will hopefully end up as a sort of bastard love-child between SoM and FF7, as both are great games but i tend to pick and mix my fave bits about both games (technically speaking) for Gigas.

RPG Maker on the PC does have a pretty good interface, but it'd be far to much work implementing a proper windows style interface - i'd have to code all the windows components from scratch (menus, listbox's, input box's) and i'd also have to try to get it working on such a small screen, in the end i think im better off sticking with a menu which is simple as possible, else the whole screen will get cluttered and you wont be able to see your game anymore :D

the menus will be revamped mind, so horrible and blue atm with ugly font :D
*i think i made the menu a custom graphic in the current build actually*

Anyway, im blabbering (have a habbit of that today) - i'll keep you updated as a new release (savegames!) will be out soonish.
 
Cool but as to rpg maker i belive u mentioned before that u would be making a version to run on comp then transfer to gp32 u might want to use similar interface in that situation also as to items sets can i suggest also including ff9 style equipment where u can learn moves and skills etc from the weapons and armour also having the equip items determining stat modificatiions such as short sword Attack +2 defence -1 , long sword attack +5 defences - 3, that sort of idea ne way what do u think? :D
 
I'm making one, currently just trying to get from start to finish and going back later to add extras.
One thing though, is/will there be a feature to capture/steal in battle, I guess you could say like pokemon but I'm using it for purposes of uses certain creatures as "Guardian Pets" (never noticed that...GP)
I cannot think of anything else that hasn't been said, when this get to v1.0 it'll be class.
 
Apeiron posted on Sep 3 2004 at 12:32 AM said:
I'm making one, currently just trying to get from start to finish and going back later to add extras.
One thing though, is/will there be a feature to capture/steal in battle, I guess you could say like pokemon but I'm using it for purposes of uses certain creatures as "Guardian Pets" (never noticed that...GP)
I cannot think of anything else that hasn't been said, when this get to v1.0 it'll be class.

got made redundant today, company went bust... so not the best of days, but i've decided to spend some of my new unexpected freetime working on gigas again. so i've relogged into the board and will be on here more often over the next few weeks.

also going to get the next release of gigas finished, only have a couple of minor things to do until its ready so hopefully by the end of this week i'll be back into the grove of things and a new release for you with some bigish improvements.

also going to start work on a couple of smaller projects, both are also sandbox games (in that you can do all sorts with them, and never really 'finish' them - like gigas), the first will be based heavily on complicated AI and sharing files with friends... actually i better make a new thread about it so i can get ideas and suggestions.
 
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Bad luck - hope you find something else soon...

I asked this a while back, but the answer then was no, but surely by now somebody must have completed a Gigas game for me to try?

The new projects sound interesting...
 
hey bad luck about ur job i hope u find a new one soon.
Do you have a offical Gigas Site . if so could you tell me it. Thanks in advance.
 
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