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FPSC Classic Scripts / First EVER HAND-MADE SCRIPT!

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Pariah
15
Years of Service
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Joined: 4th Aug 2009
Location:
Posted: 2nd May 2012 03:55
Yay! I made my first ever hand-made script, thanks to the major assistance of FPI Pad.

Check it out:
Flatlander
FPSC Tool Maker
17
Years of Service
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 2nd May 2012 04:38 Edited at: 2nd May 2012 05:55
I thought I responded to this but I must have written a response and left without posting.

Anyway, that's super. I hope you keep with it and keep learning. It can be very satisfying doing things on your own and you will eventully see that you can make for some very cool games. All it takes is a lot of imagination.

I take it you mean FPI EditPad. If not that's OK. Have you tried looking at the help file for it. There is a very basic intro to scripting. Although there is a very good tutorial out there by Nickydude. [Edit]I just noticed BlackFox has a stickied thread in this forum about scripts. Anything you can get a hold of to read is very good thing.[/edit]

"A programmer is just a tool which converts caffeine into code . . . reminds me….. if I had one more brain cell, I could have a synapse! woo hoo, Sparky!

~I'm the Terry of the Flatlands.
Conjured Entertainment
AGK Developer
19
Years of Service
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 2nd May 2012 05:31 Edited at: 2nd May 2012 05:35
cool


You got to start somewhere.
It's been a long time since my first script, but I think it was a landmine.

FPI scripting is a bit strange at first, but it gets easier as you go.
Once I finally understood the concept, I was amazed at how simple it is.

Keep it up.
We all want to see what's next.

Pariah
15
Years of Service
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Joined: 4th Aug 2009
Location:
Posted: 2nd May 2012 06:11
Quote: "Anyway, that's super. I hope you keep with it and keep learning. It can be very satisfying doing things on your own and you will eventully see that you can make for some very cool games. All it takes is a lot of imagination."


Quote: "Keep it up.
We all want to see what's next."


I highly appreciate it guys! Not only do I really want to see this idea grow in my mind, I really do thank you guys, and the whole TGC forum for giving me an opportunity to start off on a journey I will experience for a lifetime!

Thanks so much for the support! I don't think I can ever thank you guys enough for what the TGC has done to help.
Pariah
15
Years of Service
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Joined: 4th Aug 2009
Location:
Posted: 2nd May 2012 09:43
Actually can I ask you guys another question?
How do I make my entity EXPLODE before he dies?
maho76
13
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 2nd May 2012 14:35
Quote: "It's been a long time since my first script, but I think it was a landmine.
"


funny, mine was a decalbomb-system. seems we all start with a big bang.^^

Quote: "How do I make my entity EXPLODE before he dies?"


maybe you should look at that sentence and think of it in logic.

oh, now i know what you thought of!^^

Quote: "3.1.2.22 EXPLODE
Description: This causes the entity to explode allowing it to cause damage. It does not destroy the entity.
Example: :state=0:explode"


look into the script-syntax-list by ched80, sticky on top of this subforum. very helpfull to learn vocabularies needed.

Pariah
15
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Joined: 4th Aug 2009
Location:
Posted: 2nd May 2012 15:37
Gotcha!
Oh yeah and one last question.

During the 'Test' Games and the actual building of the .exe game file, does the performance of the game vary?
Or do they both share similar performance (memory usage, entity logic, etc...)?
maho76
13
Years of Service
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 2nd May 2012 18:22 Edited at: 2nd May 2012 18:23
they share similar, but when testgame is running the editor in the background still uses the same core, turns out in an additional framedrop of around 5-15 frames, depends on fpsc-version, levelsize and the power of your machine /single core-power.
also the final build looks much smoother, dont know why, maybe its colordepth or something like that.

Pariah
15
Years of Service
User Offline
Joined: 4th Aug 2009
Location:
Posted: 3rd May 2012 07:10
Quote: "they share similar, but when testgame is running the editor in the background still uses the same core, turns out in an additional framedrop of around 5-15 frames, depends on fpsc-version, levelsize and the power of your machine /single core-power.
also the final build looks much smoother, dont know why, maybe its colordepth or something like that."


exact information I need! Thanks alot!
Looking to release my game. Its a horror/puzzle/shooter game.
Currently I have no name for it.

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