omzig
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| Joined: 18 Jun 2008 |
| Total Posts: 578 |
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| 29 Jul 2012 08:59 PM |
Couldn't you be doing a lot more with your skill?
Like I dunno, making the best game on roblox? |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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omzig
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| Joined: 18 Jun 2008 |
| Total Posts: 578 |
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| 29 Jul 2012 09:00 PM |
*Your 15,000th post btw.
But really, I mean you guys could just team up and make something magnificent! |
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| 29 Jul 2012 09:00 PM |
You're acting like all we ever do is sit here on this forum. No, we all have our own projects and usually switch off between said projects and this forum.
-[::ƧѡÎḾḠΰῩ::]-[::Maker of stuff and Helper of Scripting::]- |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:02 PM |
| I don't have my own project :P, well apart from minigames where I got the base script and 1 game working, but I don't have ideas for other games and I cba to build it. The script to it is pretty different to one I would have wrote 1-2 years ago thanks to Java =o. |
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omzig
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| Joined: 18 Jun 2008 |
| Total Posts: 578 |
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| 29 Jul 2012 09:02 PM |
I didn't act like that.
I was thanking you guys for spending time here, instead of dedicating every second to your projects. |
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| 29 Jul 2012 09:11 PM |
I would, but it seems like too much workk!!! I mean, I gotsa write this and that, and if I use ONE free model, everybody's like 'G-T-F-O FREE MODELERRR!!!!!' I don't say I use free models, but if I did use one, people would be all haterish. I could create my own tycoon from scratch, nothing, whatsoever. But it would take dedication, and frequent updates to get it to the front page or so. I have a question for YOU. Do you know how hard it is to learn scripting, then keeping it in your head and being able to apply it to your game? |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:14 PM |
@Zack: At first it's hard, but then it just stays - I learnt back in 2008 when I was 12/13, and now I'm 16 and know Java, some C# and basics to C++. Btw, tycoons are pretty easy to make - I would make one actually if I had an idea for one, but that's always where I fail: coming up with ideas for games. |
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| 29 Jul 2012 09:16 PM |
Make a tycoon of tycoons.
† KMXD † - Evil Duck Overlord, bent on world domination. |
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| 29 Jul 2012 09:17 PM |
| @Above, I forgot to mention on how hard it is to come up with an idea that hasn't been used yet. -.- |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:18 PM |
| If you have an Android, look at the game "Game Dev Story" - is pretty awesome :D (but I don't have the full version). |
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| 29 Jul 2012 09:18 PM |
eewww androidd
† KMXD † - Evil Duck Overlord, bent on world domination. |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:19 PM |
DDDDDDDX iphone <3
† KMXD † - Evil Duck Overlord, bent on world domination. |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:21 PM |
i remember a long time ago i used to look up to droid as leik a master god scripter
and now im on roughly the same level as him :D |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:22 PM |
umm i dont measure myself in cm
heck, i only roughly know my height in imperial units |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:23 PM |
| 6.07 feet (6 feet 53/64 inches) |
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| 29 Jul 2012 09:25 PM |
lol you make me look like a dwarf
i'm like (very roughly) 162.56 cm |
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| 29 Jul 2012 09:26 PM |
I'm only 5' 7.5" D:
That's about 171 cm for those of you in the Imperialist army.
-[::ƧѡÎḾḠΰῩ::]-[::Maker of stuff and Helper of Scripting::]- |
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:27 PM |
| lol i feel like writing big script for no reason |
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| 29 Jul 2012 09:28 PM |
"That's about 171 cm for those of you in the Imperialist army."
i think you mean metric army (imperial == inches, right?)
"lol i feel like writing big script for no reason"
make a java game. i'll help
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Dr01d3k4
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| Joined: 11 Oct 2007 |
| Total Posts: 17916 |
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| 29 Jul 2012 09:29 PM |
Any ideas...? D: D: D:
:DDDD minigames for _, g in pairs(workspace.AllGames:GetChildren()) do if (g:findFirstChild("SpawnPlayers")) then local s = g.SpawnPlayers; s.BrickColor = BrickColor.new("Black"); s.Transparency = 1; end end local clearOutputBeforeRunning = true; local isDebugMode = true; -- When true, doesn't check for amount of planes local timeBetweenGames = (isDebugMode) and 2 or 5; local isPlayingGame = false; local minigames = { -- {Game name (no spaces), Game name, Intro text, Game cloned from workspace} {"DisappearingPlatforms", "Disappearing Platforms", "Survive for as long as you can whilst the platforms disappear!", workspace.AllGames.DisappearingPlatforms:Clone()} }; local currentGame = { }; local currentGameMod = workspace.CurrentMinigame; local gameMod = nil; local minigameMessage = Instance.new("Message", workspace); minigameMessage.Name = "MinigameMessage";
-- Displays a message with text, in parent and lasts for time function message(text, time, par) text = text or "Error giving message: text = nil"; time = time or 5; par = par or workspace; print(text); if (par == workspace) then minigameMessage.Text = text; wait(time); minigameMessage.Text = ""; else local msg = Instance.new("Message", par); msg.Name = "MinigameMessage"; msg.Text = text; wait(time); msg:Destroy(); end end
-- Calls the message function with error text function reportError(text) text = text or "(No error message given)"; message("ERROR: \""..text.."\" - Report this to dr01d3k4", 10, workspace); end
-- Picks a random minigame from the table minigames. Might add a parameter to skip random and go for an admin selected one function pickMinigame() return minigames[math.random(1, #minigames)]; end
-- Picks and loads the next minigame, teleports all players to it -- Returns false if there was an error function startAGame() message("Picking the next game..."); local newGameTable = pickMinigame(); local miniMod = newGameTable[4]; -- game.Lighting.AllGames:findFirstChild(newGameTable[1]); if (miniMod == nil) then reportError(newGameTable[1].." does not exist"); return false; end wait(1); message("The next game will be "..newGameTable[2].."!"); currentGame = newGameTable; gameMod = miniMod:Clone(); gameMod.Parent = currentGameMod; wait(1); local spawnPlayers = gameMod:findFirstChild("SpawnPlayers"); if (spawnPlayers == nil) then reportError("SpawnPlayers does not exist in minigame "..newGameTable[1]); return false; end delay(0, function () message(newGameTable[3]); end); for _, plr in pairs(getPlayersToPlay()) do if (plr.Character) then plr.IsInGame.Value = true; plr.Character.Torso.CFrame = CFrame.new(genRandomPos(spawnPlayers.Position, spawnPlayers.Size)); wait(0.1); plr.Character.Torso.Anchored = true; end end repeat wait(0.1); until (workspace.MinigameMessage.Text == ""); for _, plr in pairs(getPlayersToPlay()) do if (plr.Character) then plr.Character.Torso.CFrame = CFrame.new(genRandomPos(spawnPlayers.Position, spawnPlayers.Size)); wait(0.1); plr.Character.Torso.Anchored = false; end end
isPlayingGame = true; return true; end
function playGame() if (currentGame[1] == "DisappearingPlatforms") then -- Each game plays differently while ((#gameMod.Platforms:GetChildren() > 1) and (#getPlayersInGame() ~= 0)) do wait(3); local plats = gameMod.Platforms:GetChildren() print("Platforms remaining: "..#plats.."; Players remaining: "..#getPlayersInGame()); local nextPlat = plats[math.random(1, #plats)]; nextPlat.BrickColor = BrickColor.new("Black"); wait(0.2); for i = 0, 1, 0.1 do nextPlat.Transparency = i; wait(0.15); end nextPlat:Destroy(); end print("Game over!"); if (#getPlayersInGame() == 0) then print("All players are dead"); elseif (#gameMod.Platforms:GetChildren() == 1) then print("Only 1 platform remaining"); else print("Don't know why game ended O.o"); end winGame(); end end
function winGame() print("Winning game"); local winners = getPlayersInGame(); if (#winners == 0) then message("Nobody won the game!"); return; elseif (#winners == 1) then message(winners[1].Name.." has won!"); elseif (#winners == 2) then message(winners[1].Name.." and "..winners[2].Name.." have won!"); else message("There were multiple winners!"); end for _, p in pairs(winners) do p.leaderstats.Won.Value = p.leaderstats.Won.Value + 1; p.leaderstats.Total.Value = p.leaderstats.Total.Value + 1; end end
-- Clears up everything and resets the values; function resetGame() currentGame = { }; isPlayingGame = false; if (gameMod ~= nil) then gameMod:Destroy(); end currentGameMod:ClearAllChildren(); for _, p in pairs(game.Players:GetChilren()) do p.IsInGame.Value = false; end end
-- For now just gets every player. Will eventually add an AFK system so only teleports you if you are playing function getPlayersToPlay() return game.Players:GetChildren(); end
function getPlayersInGame() local plrs = { }; for _, p in pairs(game.Players:GetChildren()) do if (p.IsInGame.Value) then plrs[#plrs + 1] = p; end end return plrs; end
-- Generates a random position for a player to spawn based on position p and size s of part SpawnPlayers function genRandomPos(p, s) local x = p.x + math.random(0, s.x) - (s.x / 2); local z = p.z + math.random(0, s.z) - (s.z / 2); return Vector3.new(x, p.y, z); end
-- Checks whether the amount of players in the game is bigger-than-or-equal-to 2 -- Always returns true in debug mode to allow games to work with only 1 or no players function hasEnoughPlayers() return (game.Players.NumPlayers >= 2) or (isDebugMode); end
game.Players.ChildAdded:connect(function (newPlayer) local leaderstats = script.leaderstats:Clone(); leaderstats.Parent = newPlayer; local isInGame = Instance.new("BoolValue", newPlayer); isInGame.Name = "IsInGame"; isInGame.Value = false;
newPlayer.CharacterAdded:connect(function (char) char.Humanoid.Died:connect(function () isInGame.Value = false; end); end); end);
if (clearOutputBeforeRunning) then for a = 1, 250 do print(); end end wait(1); workspace.AllGames:Destroy();
-- This runs when server starts. Checks enough players, then starts game, or waits another 5 seconds -- At end of a minigame, the stack clears and it returns back to this while loop while wait(timeBetweenGames) do if (hasEnoughPlayers()) then if (startAGame()) then playGame(); end resetGame(); if (isDebugMode) then wait(5); end else message("2 or more players are required to play!"); end end |
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| 29 Jul 2012 09:29 PM |
Pffft, I have no idea. I'm just saying words. At least I think they're words.
-[::ƧѡÎḾḠΰῩ::]-[::Maker of stuff and Helper of Scripting::]- |
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