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21
Creative Features / Re: Poker in TM
« on: February 28, 2016, 10:57:37 PM »
As a huge fan of poker I adored this! I've been playing poker especially Texas Hold'em Poker since I was 7. I've had a lot of amazing memories with this game, so I'm a huge fan on this. Great work!
#HashtagForTester

Thanks. Personally I haven't played much poker, had to look up stuff like hand values and stuff, but I thought it'd be cool. And I don't really think that being able to script correlates with testing, but I appreciate the thought :)

22
Creative Features / Re: Poker in TM
« on: February 28, 2016, 06:52:02 PM »
Serious question. Why didn't you make some sort of flashy graphical screen out of HUD bars? That way this could actually be used in people's worlds as a sort of minigame.

I originally was planning to, but it was starting to take an absurd amount of time making just one card in one slot. Since you can't offset HUD positions, I didn't want to spend all that time making all that. Plus, I doubt anyone would want to import all the scripts into their world anyway, I was pretty unorganized with the naming of scripts and folders :P.

It wouldn't be too hard to add, just extremely tedious.

23
Creative Features / Poker in TM
« on: February 28, 2016, 05:51:25 PM »
Hey guys, thought I'd show you something I've been working on for a bit. May not seem like it, but it was a pretty big project. It's Poker in TM. It is a fully functional game with an intelligible AI to go up against. Here's a video of me playing/poorly explaining it:

Spoiler for Hidden Content:

I did a pretty poor job explaining stuff in the video, so here's a few more details. In the video, the red notifications are for me to locate if there is any problems with a script or if something didn't go off and the blue ones are the actual notifications you would see. I also didn't realize that I had a 200 wait command and not a 2000 on the fold, so that's the weird jump when trying to show the AI's hand. I was also going to represent the game with HUDs, but I didn't want to spend a year designing all the cards for all 9 card slots, so I made physical cards and since I was bored, I made a little place to play it.

 I made it so you play against an AI because IsRandom didn't always generate the correct cards for remote players and I wanted it to be reliable. The AI is also based on a hand-strength system meaning that the AI doesn't just randomly choose a move for no reason, it chooses to bet, call, raise, ect., depending on how strong it's hand is and how much value it gets from doing so (Its rate of return).

 The deal and AI scripts were pretty lengthy because I wanted to make the win check a lot easier, so when it deals a card it stores not only the individual card, but also it's suit and face value. The AI because I wanted to try to make it a more realistic experience so it at least sort of felt like you were going up against an actual person. The deck is "shuffled" after ever hand as well. Not sure if that's what happens in actual poker games, but I though it made sense :P.

 The win check is based on a numerical value, so after it calculates your hand, it assigns them accordingly (EX: Pair = 1, 2 Pair = 2, 3 of a kind = 3, ect). Also, don't mind the organization of the scripts, I get really lazy  ::).

Not the best execution in the world when it comes to looks, but I personally think the mechanics of it was pretty cool. The dealing of the cards was pretty easy, but the AI was the "fun" part.

tl;dr: It was a lot of work


Sorry for the essay, there was a lot to explain for those who care to read :). If anyone has any questions, thoughts, or opinions, then let me know.
#ThisTook2MuchTime

24
Questions and Answers / Re: History question
« on: February 26, 2016, 10:12:28 PM »
If I'm not mistaken, I think you're talking about the [History:"x"] substitution, correct?

For example:
Notify [You have pressed the button [History:clicked] times!] [local]

If you have 3331 history marks for the history 'clicked' it would notify you:
"You have pressed the button 3331 times!"

At least I assume that substitution is in in Notify command.


25
Your Art / Re: 'Vividous HD' texture Pack
« on: February 05, 2016, 06:30:34 PM »
Are you 100% making your own textures now?

The bark texture still looks like it was a resized image taken off the internet.
Spoiler for Hidden Content:

Found this on my first search. If you look real close, you can see some watermarks as well. Resized it to 64 x 64 and it was the same as the one Ugh posted above.

26
Creative Features / Re: Rubik's Cube
« on: February 01, 2016, 07:58:27 AM »
How did you use replace text? As far as I can tell, It only works for the entire script.
....

I just copied the lines I wanted to replace into a new script quickly, replaced text, and then pasted it back into the original script when I was done.

27
Creative Features / Re: Rubik's Cube
« on: February 01, 2016, 07:25:39 AM »
Get a keyboard for crying out loud they're like 10 bucks, it'll pay for itself in the first hour.

I don't know, ever since that weird enter bug that used to happen when using a keyboard, I just never got back into it :P. Plus, I never really noticed too much of a speed difference to take the time to pull one out anyways. The only thing I can think of that makes a difference is when you gotta navigate through those really long commands like Zone or HUDBar.

28
Creative Features / Re: Rubik's Cube
« on: February 01, 2016, 02:15:38 AM »
Jesus. That must've taken ages.

I probably only wrote around 100 lines by controller. The rest was done with replace text and offset. I think I only have like 30 hours on the world and a good bit of that is me away from my Xbox :P.

29
Creative Features / Re: Rubik's Cube
« on: February 01, 2016, 01:06:44 AM »
Nice script! Really neat work here. Out of curiosity, approx how many lines of scripts did you use?

I was pretty lazy with the rendering of the faces and didn't really feel like going with a bunch of conditionals, so I run a lot of copy blocks. I'd say about 40+ scripts with ~ 400 copy blocks (thank you replace text!) spread between them alone. About another 100 for the swiping and resets. Scramble is it's own 50. I bet if I did it right, I could've probably halved the amount needed for the faces.

##tagscriptsrock
8)

30
Creative Features / Re: Rubik's Cube
« on: January 31, 2016, 07:24:47 PM »
Well, Everything else about this I can understand, And it seems like a bunch if rather simple scripts.

But I have to ask, How did you do the swiping action?

I'd imagine the scramble just makes 15 random turns to the cube itself, And you probably have it set up to a history counter as to easily change the amount of turns done.

The swiping is done with script blocks between the colors that store history and activate using Look at Range.

The scramble isn't done that way since it'd be too slow and messes up eventually if done in too fast of succession. You can see that in the video since the cube changes all at once fairly quickly.

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