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Author Topic: [SCREENS] Surface  (Read 61281 times)

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Re: Surface
« Reply #40 on: December 14, 2009, 05:45:53 am »
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Every time I'm reading this topic and seeing how much work you're actually getting done, I think of the Queen song 'Don't Stop Me Now'. :P

Very inspirational Mammy. On an unrelated note I'm pumped for this so again, keep it up.
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Re: Surface
« Reply #41 on: December 14, 2009, 05:50:29 am »
  • AKA "Micah DS"
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Alright! An oldschool tune (on the first post)! ;p

Is that a WIP track or is it finished?
It's great in giving that good old feeling, but I think it could be a tad more interesting.
It really depends on its use though.

I like how you're updating on the first post with the icons an all.


And the Queen song, lol! Yes, Mammy really shredding it up with his project. ;p
I'm definitely looking forward to more progress on this, as always.
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Re: Surface
« Reply #42 on: December 14, 2009, 05:55:46 am »
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From the Other WIP Rules:

Game Requirements:
2. After first appearance, a topic should primarily consist of one or more of the following:
  a. Demo - something a user downloads, more than a walking demo.
  b. Trailer - shows actual gameplay, not just still images in a video.
  c. Screenshots - 2 new screenshots each month, consisting of different parts of the game.
3. Each topic's title should be tagged either [Demo], [Trailer], or [Screens] based on Req #2.

Otherwise the project seems nice, and the updates seem pleasant. Not sure if what you were asking me about on MSN a night or so ago about math and graphing was related to this project, but if so that's cool too.
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Mamoruanime

@Mamoruanime
Re: Surface
« Reply #43 on: December 14, 2009, 05:57:28 am »
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Oh D: I forgot the requirements changed. Snap. lol

Although; It's a tad difficult to show different parts of the game for a proper WIP game, since you have to program an engine first :P It's beyond concept if you're working on an engine. I'm working with a development tool that doesn't have an engine *premade* like GM does, so I'm having to write all of that somewhat from scratch :p

Anywho; I'm movin' it back to concepts for now.
« Last Edit: December 14, 2009, 06:41:36 am by Mamoruanime »
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Mamoruanime

@Mamoruanime
Re: [Screenshots] Surface
« Reply #44 on: December 14, 2009, 03:49:00 pm »
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Attached is a small map editor workprint. You can play around and add one of two tiles. Certain menus are disabled, as they are incomplete (IE adding new tile types, and such).

Inside the default map is 2 rooms (each room is exactly 336x256) side by side. I'm testing to see if saving/loading works on other machines (loading is automatic atm), as well as FPS on various machines.

The controls for the demo are the following:

W: Scroll Map Up
A: Scroll Map Left
S: Scroll Map Down
D: Scroll Map Right

Up: Above Menu Option
Down: Below Menu Option
Enter: Select Menu Option

Left Mouse: Place Tile
Right Mouse: Select Highlighted Tile

Also note- There may be errors. May be lots of errors. Who knows. I've been making it pretty open to various conditions, but there's a lot of code behind it and it's easy to lose track of certain things :P So if it crashes on you, I apologize. I'd appreciate it though if you could replicate your error at least once more time before posting it. If you try to do it again and you can't replicate it, then it wouldn't help letting me know there was an error due to me not knowing what caused it :P

EDIT:

Reuploaded file with larger FPS text as well as a special "QUAKE IT!" button :P Go ahead, you know you wanna press it.

Also I realized I missed like 3 posts in here :P

To Moldrill- Thank you for the awesome words of awesomeness! :D
To FrozenFire- Wip track :P It's also probably not going to find its way into any gameplay. It'll more than likely be part of a cinematic of some sort.
« Last Edit: December 14, 2009, 04:11:20 pm by Mamoruanime »
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Xiphirx

wat
Re: [Screenshots] Surface
« Reply #45 on: December 14, 2009, 08:00:35 pm »
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Hey, how did you manage to resize 2D arrays? D:
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Mamoruanime

@Mamoruanime
Re: [Screenshots] Surface
« Reply #46 on: December 15, 2009, 02:25:40 am »
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^_~ classified information


















jaaas kidding.

I'm not using 2d arrays at all :P In fact, I've made a somewhat intricate system of objects that build up to the actual map object.

Essentially it goes like this-

GameRoom - Actual room object the game references.
---MapFile - The type housing all of the essential data
------MapTile - Houses all unique tiles and respective properties
------MapRoom - Places unique tile IDs on a 1d array
« Last Edit: December 15, 2009, 03:05:55 am by Mamoruanime »
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Xiphirx

wat
Re: [Screenshots] Surface
« Reply #47 on: December 15, 2009, 03:17:06 am »
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Haha seems like you got more advanced than me D:

Seems like I need to learn more D:!
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Re: [Screenshots] Surface
« Reply #48 on: December 15, 2009, 03:25:31 am »
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It's feeling solid so far. Nice work Mammy.

I must say, I enjoy quaking it. ^_^
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Mamoruanime

@Mamoruanime
Re: [Screenshots] Surface
« Reply #49 on: December 15, 2009, 04:15:29 am »
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I'm going to be working on the rest of the map stuff throughout the night tonight and I'll hopefully have a complete map designer by Wednesday :P

After that, I'll be working on the player character. Then hopefully a demo :P

Also Xiphirx- Here's my debug output; hopefully it'll give you an idea of ways around the 2d array mess :P

Code: [Select]
Reading Room...
Header...
ID:0
NameStringSize:5
Name:Debug
Rooms:2
Tiles:2
Finished reading header...
Reading Tiles...
 Dimensioning _maptile[0] as a new object...
TileID:0
Tiletype:0
Tilesetpos:0
TileHP:0
TileAnimSize: 0
 Dimensioning _maptile[1] as a new object...
TileID:1
Tiletype:1
Tilesetpos:1
TileHP:0
TileAnimSize: 0
Finished reading tiles...
Reading Rooms...
Dimensioning _maproom[0] as a new object...
roomID: 0
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
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roomX: 0
roomY: 0
Layer: 0
Dimensioning _maproom[1] as a new object...
roomID: 1
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
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roomX: 336
roomY: 0
Layer: 0
Closing the stream...
End Reading Room File...

EDIT: Some more somewhat pointless non-new-post-worthy updates-
Finishing up the menus as well as their new functionality. I'm now able to add new unique tiles to the map, so there's more than just 2 placeable ones now. I'm working out a new menu item type that will return a value instead of link to a new menu (which is what the current ones do), which is incredibly useful when having menus to edit a certain object. I'm also setting up the input box dialogs, which are also useful.

Things should be complete on the map side of things shortly. Then I can begin work on the game itself.

EDIT2: Ugh scrapped the additional stuff I did in the menu >_<;; I spent like 2 days working on a new menu type that didn't work out the way I wanted... I'm going with the easier route now D: Anyway more progress soon to follow. Plus I work this weekend, and weekends are my most progressful times :D
« Last Edit: December 18, 2009, 11:10:20 am by Mamoruanime »
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Mamoruanime

@Mamoruanime
Re: [Screenshots] Surface
« Reply #50 on: December 19, 2009, 09:47:07 am »
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Just wanted to throw up a new screenshot!

Got my tile selector finished, so now when creating a new unique tile, you can select the image from the tileset.

This means here shortly I can start doing some hardcore work on the game itself :p

I should also note that this is essentially a small amount of work to do exactly what I was going for over the past few days that I had to scrap <_<;; I was taking a different approach to it and decided to can that.

EDIT:

Another screenshot showing this in action :p
« Last Edit: December 19, 2009, 10:36:18 am by Mamoruanime »
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Xiphirx

wat
Re: [Screenshots] Surface
« Reply #51 on: December 19, 2009, 08:42:02 pm »
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Uh, I suppose you get the width of the room, the number of tiles and wrap around?
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Re: [Screenshots] Surface
« Reply #52 on: December 20, 2009, 02:08:02 am »
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I can do so much as to wonder what the H and P bricks do.
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Mamoruanime

@Mamoruanime
Re: [Screenshots] Surface
« Reply #53 on: December 20, 2009, 03:04:04 am »
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Uh, I suppose you get the width of the room, the number of tiles and wrap around?

Yup- the room itself contains an array of tile IDs. Each "room" inside of a map is simply a block of tiles, and the height and width of the room is set. You assemble maps by placing numerous rooms together to make larger, more immersive areas :P The need for coordinate based tiles isn't there, because the rooms themselves hold the only coordinates, and the tiles fill in the rest using logic.

I can do so much as to wonder what the H and P bricks do.

H = Hurt Block :P
P = Push Block (which isn't going to be a part of the tile system in the end result. It'll be an actor object.)
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Re: [Screenshots] Surface
« Reply #54 on: December 20, 2009, 05:38:15 am »
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Touching a hurt block hurts you? :-[
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DJvenom

super-sage
Re: [Screenshots] Surface
« Reply #55 on: December 20, 2009, 05:42:52 am »
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It triggers a giant dump truck to come in, which unloads a payload of candy from "Hurt" candy company!
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I do art
I ermmm... DID do art
I do art

Mamoruanime

@Mamoruanime
Re: [Screenshots] Surface
« Reply #56 on: December 20, 2009, 05:47:55 am »
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Touching a hurt block hurts you? :-[

lol I hope you know that those tiles are representational :P

If I were to compare it to something in Cave Story; it'd be the spike blocks that deal damage when you step on them.
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Re: [Screenshots] Surface
« Reply #57 on: December 20, 2009, 05:54:19 am »
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Oh, I thought it was just going to be a block that as soon as you touched you get injured. If it's just spikes with an H block being your representational tile, then yeah that makes a lot more sense.
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Mamoruanime

@Mamoruanime
Re: [Screenshots] Surface
« Reply #58 on: December 20, 2009, 05:57:51 am »
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Yeah; in normal tilesets it could be anything from spikes to electical wires to well; anything really :P...

Well; I started to edit this post because I feel inclined to reveal some of the story... but I've decided not to. You'll all need to find out for yourselves >=^o

Here soon I'll get to the point to where I can't provide regular *updates* after every big change, since big changes will soon involve game events that I don't want to spoil :P Eventually it'll just be demos with the occasional screenshot.
« Last Edit: December 20, 2009, 07:21:01 am by Mamoruanime »
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Re: [Screenshots] Surface
« Reply #59 on: December 20, 2009, 10:40:26 am »
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Between this, DJ's project, OoT2D, and the other Zelda stuff going on, the site feels like it has some life again. Good times.

And as if that weren't enough, the project looks excellent, Mammy. Looking forward to this one.
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