#155978 - Alphanoob - Tue May 06, 2008 2:36 am
Me, silent_code, and nsm have decided that Mario's French cousin Jorge hasn't gotten the glory he deserves. I feel the need to take another poll of our little society to see who agrees.
#155979 - nsm333 - Tue May 06, 2008 2:37 am
yup. up with jorge! down with mario! (was jorge nintendo,too?)
#155983 - silent_code - Tue May 06, 2008 2:42 am
AN made him up! :^)
i'm in. could someone (AN?) make a quick design doc? :^D
i can start tomorrow (it's 3:41 am)! yay!
#155985 - nsm333 - Tue May 06, 2008 2:45 am
ok, we've got a game! and there you had me thinking he was real. you've scarred me for life.
#155986 - silent_code - Tue May 06, 2008 2:48 am
he should have a gayish voice (seriously, no offense against gays or les francais!) and a pink outfit. with heards and stuff. :^)
and we need lots and lots of haxor language in there! like a special "rofl!" attack or something!
and random sillyness! X^D
#155987 - Alphanoob - Tue May 06, 2008 2:52 am
heck yeah. i just noticed that you guys moved to this one, lol.
-Design docs. got it. So I just wanna get this straight: is this a fighter or a 2d sidescroller? lol.
-And, as I have never done this before, what all is included in a design doc?
#155988 - silent_code - Tue May 06, 2008 3:01 am
basically all that's needed! :^)
gameplay, entities, stages, resources... "what makes a game."
make it two pages in word, should be enough. :^D
there are some design document guides on the net, too.
let's say "donkey kong" meets "love parade" (that's not a game) meets "metroid" ... could go on like that.
just make it simple. ;^D
i have rotating sprites and static backgrounds working that we can build upon.
#155989 - Alphanoob - Tue May 06, 2008 3:04 am
alright, sounds good. for starters, lots of chimpan Z's... I guess I will get my homework done and get on that. I can already tell that this is going to be more fun than... a barrel of chimpan Z's? Night silent... tomorrow, we blow the mario series out of the water!
-How big will this really be, like, in terms of worlds. (each about 3-4 lvls long)
#155990 - silent_code - Tue May 06, 2008 3:09 am
one world, first. with 2 - 4 maps, maybe.
you should also list team positions, so that we can decide who will do what and if we need anyone else in the team. (you may include inspiration as well!)
after all, this should be a learning experience. ;^D
include game screen descriptions (short) as well as some playing tutorial text. shouldn't be too much. :^D
#155991 - Alphanoob - Tue May 06, 2008 3:14 am
indeed... lets try this:
Coder: silent_code
Graphics: nsm? or are you doing coding too?
Design: Me, AN. Help is welcome (seriously welcome)
-could get split into levels, monsters, scenery...
Inspiration: Open, multiple people here would help.
Your motivation: We need to stop the chimpan Z's from taking over the world.
If I missed anything, tell me. Very basic layout here.
Last edited by Alphanoob on Tue May 06, 2008 4:02 am; edited 1 time in total
#155992 - DekuTree64 - Tue May 06, 2008 4:01 am
Go for it! Mario-style games are great fun and will teach you a lot of useful things. One suggestion: don't take it too seriously. Just whip stuff together and don't worry if the collision detection isn't perfect, or your data formats could be more efficient.
Check this out (might need alleg40.dll in windows\system). Created from nothing in 2 days of awesome high-speed typing and scribbling, including a 300 line function that reaches no less than 12 levels of indentation. Enemies are a bitmap and an entry in a code table, tilesets are a tall, 1 tile wide bitmap, and maps are an 8-bit bitmap (the game just interprets the color index of each pixel as a tile number) and an array of enemy positions. Who needs a level editor?
_________________
___________
The best optimization is to do nothing at all.
Therefore a fully optimized program doesn't exist.
-Deku
#155993 - Alphanoob - Tue May 06, 2008 4:05 am
=) thanks for the support. And trust me, we aren't taking anything too seriously. If you look at sniper's topic about doom, we got started on this in the 2nd and 3rd pages. Guaranteed not serious, lol.
#155995 - Dwedit - Tue May 06, 2008 5:26 am
Allegro has a broken "wait vsync" feature, which causes my laptop to become unresponsive. The geniuses at HP decided to give the keyboard and mouse lower process priority than allegro's vsync wait code.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
#155996 - Alphanoob - Tue May 06, 2008 5:28 am
Ok, so here is what I have so far. If I need to add more (and I probably do) please tell me what else is needed.
%%Jorge the French Superplumber%%
Enemies
? Chimpan-Z?s: First level they walk towards you. Second roll barrels. Third throw poo. Fourth roll barrel, throw poo, and charge at you if they miss.
? The 1337s: Guys that jump around, and have sunglasses on because they think they are 1337, lol.
? Scissor runners: crazy little men that charge at you with wildly snipping scissors. If they miss you they trip and land on the scissors.
? Demon toilets: Fake toilets that chase you if you come close enough.
Level Design
? Similar to classic Mario, boxes with coins in them.
? At the end of each level you can but stuff with your accumulated money.
? Pools of radioactive waste rather than pits, if you fall in you die (maybe fly out all malformed and stuff, then walk off screen in a cut scene?)
? Boss on the last level of each world. Lvl 1 will have a crazy forum troll. He shoots spam balls at you and rains flam from the sky every once and a while.
Items
? First thing you find is your plunger. It is down a toilet in the first level.
? You can buy a poo launcher at the end of a level once you get enough money.
? You can find lives throughout levels in some boxes, or buy at the end of each level for 100 coins each
? More time is also available at the end of the level, 1 coin = 1 second.
? 3rd level there is a toilet with a spam ball technique in it. (should it shoot straight or bounce like classic fireballs?)
? You can change weapons in the start menu, just text (funnier that way with our totally conventional weapon setup)
You
? You are Mario?s brother; Jorge the Superplumber.
? You are on a quest to rescue your mail order wife from the clutches of the chimpan-Z overlord (a child eating super pooing sad troll panda, maybe?)
? Pipes are for sissies, you flush yourself down toilets to find treasure underground.
#155997 - Dwedit - Tue May 06, 2008 5:36 am
yeah, go make this into another one of 46137678678346 SMW hacks.
_________________
"We are merely sprites that dance at the beck and call of our button pressing overlord."
#156000 - Alphanoob - Tue May 06, 2008 5:50 am
umm... ok. I think I will. I was planning on a humerous plotline and a few changes. SMW just so happens to be a legendary game, so why not? Why did you bother reading this if you were just going to say how stupid you thought it was? me, silent, and nsm decided to take our funny little idea and run with it, and maybe turn it into a learning experience. I am already learning things, and this game is going to be *hilarious* when it is done. Just look at the topic we started on (pgs 2 and 3 of sniper's doom page in help wanted). I am gonna turn in now, night.
#156008 - keldon - Tue May 06, 2008 8:25 am
This is too good to not be done!!!
#156022 - kusma - Tue May 06, 2008 9:41 am
I love the idea! Could it be possible to license the character for other casual homebrew games?
#156024 - silent_code - Tue May 06, 2008 12:03 pm
guys, i bring you Jorge, the French Superplumber!
it's a first rough sketch. ;^D
i think we should go more into the konkey kong direction with gameplay. it's quite easy to implement. jorge could also shoot some stuff... "stuff".
maybe the big C'im-Pan-Z should throw turd balls! ;^D
what about this title: "Jorge the French Superplumber in: Attack of the C'im-Pan-Z"? :^D[/img]
Last edited by silent_code on Tue May 06, 2008 12:19 pm; edited 1 time in total
#156027 - kusma - Tue May 06, 2008 12:09 pm
Brilliant! He needs an official logo, though!
#156028 - silent_code - Tue May 06, 2008 12:13 pm
maybe a rubber glove love fist? (somewhat a spoof of the "revolution fist" [emos use that, too these days... "raise your hand, if you want attencion"])
EDIT: like "the Furious French Fist of Justice (*and* Pleasure): Jorge the French Superplumber!" ... could it be any more silly?
ps: i don't know if i'll be able to do all the coding. i have a fairly good idea of what is needed and how to do it, but time is of the essence. ;^D that's why we need that design doc. :^)
Last edited by silent_code on Tue May 06, 2008 3:13 pm; edited 1 time in total
#156031 - Alphanoob - Tue May 06, 2008 12:52 pm
Yeah, what else should I include in that thing? I got a rough outline on the first page, but I am pretty sure I need a lot more. And you said we should go with a donkey kong-ish approach... could you elaborate? Do you mean like the arcade one, or like the gameboy color sidescroller? I think I see where you might be going with this though... awesome drawing btw =).
#156032 - silent_code - Tue May 06, 2008 1:04 pm
i mean more like the early arcade, where Mario was called "jump man". :^) it should be a multiscreen vertical jump and run.
Jorge should be Mario's kinky cousin. ;^D
... and in mere minutes i have come up with this:
behold, for the earth stands still when he arrives:
C'im-Pan-Z, evil emperor of the Chimpan Z'z and child eating troll monkey!
the leet guys should be harry potter like haxor wizzards throwing teh "1337", "rofl", "omg!" etc. words at you! much like kamek. only, wielding an msn passwort hacking usb stick and instead of potter's lightning bold mark, they have an L (now, what would *that* stand for?) or alternatively a "0x" or "lol" or "teh". :^)
... and i like the scissor guys, really great!
btw: this goes all into the DD.
we will have to go for low animation count. first step would be to have Jorge running around a room. then add some shooting / throwing stuff (if gameplay requires it). after that we'll have to build in ladders and platforms. then come the boss on the top, throwing stuff (he could even have a diarrhea spray attack or something! think "particles", lots (i typically simulate around 2k) of particles!) and after that the other enemies. in the end we would glue the stuff together with game screens.
sounds and music should also come in there somewhere. :^D my brother has a small recording studio, so i could record some sounds, if we get that far.
input should be done for r/l handed ppl.
left/right - move
up - jump / ladder up
down - ladder down
stylus - aim
trigger - shoot / throw
i guess fighting games, cool as they are, require too much animation. we should really go for something that could be done in like 1 - 3 months (remember, this is just an exercise!)
ATTENTION:
maybe we should look for a graphics artist that can turn the sketches into more cuddly characters (but still quite gay / evil)? then i could concentrate on coding. ;^)
can someone recommend an nds map editor? (not actually *running* on the nds.) so far i've used cearn's Mirach, but it seems he's discontinued it. :^C
EDIT:
i have an idea for a shooting device: a water gun (think "super soaker") sized Enema!
much like super mario sunshine... only filled with "love". ;?p
i'm going to revice jorge and make him blond. there's no blonde mario character (besides peach!), right? ;^D
i guess, he need a less "hardcore" look, too.
at the beginning of a level, he should "come out of the closet". ;^D
his ultimate goal should be to save the children of thw world from C'im-Pan-Z's evildoers!
i really like these:
- Pipes are for sissies, you flush yourself down toilets to find treasure underground.
- Pools of radioactive waste rather than pits
if we should decide to put in some super powers later on, i imagine we could make something like smw2 (or was it 3?) and give him different outfits for different powers. like those in the village people's YMCA. X^D
i've also made up another possible boss: he's got the body of Godzilla and the head of Al Gore (i don't care about politics and i'm european, so please don't interpret this in any way) - it's Gore-Zilla! ("It's Man-Bear-Pig! I told you it was real!") i guess it also needs a red cape. ;^)
EDIT, AGAIN: knocked up a quick and clean page. :^)
once we decide what the game will be like, i'll start coding. i'm ready when you are.
ps: dman, this post is LONG!
#156044 - Alphanoob - Tue May 06, 2008 5:24 pm
Another nice bit of art. And this will totally rock. Is there anything besides the design that I can do to help with this?
#156046 - silent_code - Tue May 06, 2008 5:58 pm
you could always program something. :^)
well, put the dd together (my previous post contains a lot of info) and then maybe try to find a good map editor.
besides: i've just added a C'im-Pan-Z test sprite to the page. :^)
EDIT: current Jorge WIP image is on the page. :^)
i think he looks less perverted now, but i'm still not quite "here". he looks too serious, imo. suggestions?
bwt: we could use these images for game screens etc, not only as concepts. ;^D
Last edited by silent_code on Tue May 06, 2008 8:53 pm; edited 1 time in total
#156056 - Alphanoob - Tue May 06, 2008 8:52 pm
Alright, I guess I will finish that doc and get looking. And I dunno if he sent you one, but Bean_xp sent me a pm and said he would be willing to help out =). Said he had tried making a smw clone once, and that he can help us out here. I told him we mostly need more ppl on graphics and programming (as you are presently doing both, lol.) If you have a dif idea where his help is needed, tell me =). Now, back to the design doc!
#156058 - nsm333 - Tue May 06, 2008 8:58 pm
ok, this really is happening. although, the P***s on the chimpan z is a little too much. it kinda has to be child friendly. (kinda) i like jorges second sketch, looks great. we could do a whole series! one like smw, and one like street fighter. lol. i'll help with programing. we need a list of what needs to be programed.
edit: i'll do the maps. looking at it right now. i need some toilet ideas. i like the evil toilet idea.
#156059 - silent_code - Tue May 06, 2008 9:03 pm
if he could code, that would be nice.
well, feel free to post your ideas, Bean_xp! your help is welcome! :^D
share your experiences with us, so we get to know you (and therefore your skills) a little better.
i would concentrate on graphics (the first stage should have a paris theme!) and just help out with coding. being a reverse "technical artist" (a programmer, whose programmer art sucks less than average?) is a "person who changes partners *very* frequently"...
i was kind of going into a more adult comedy style. ;^)
anyway, kids don't play hb, they play romz! ;^p
i'm for the a bit rougher humor, because that's what got all of this started (a mokey throwing crap at you, the gay plumber with the gigantic enema...). taking away any of it will kind of take away the appeal. :^D
seriously, i have worse ideas than a cartoon "pickle". (nothing graphic! kids wouldn't even know what they are looking at! just like in the simpsons etc., where you understand so much more when you're older.) ;^D
so, who's got the ballozos to do what they want? (wow, how biased was that? it's just my humor! :^D ) and who's for more kid friendly content? :^)
and yeah, i'll make his "thing" a little less bold anyway. X^D
Last edited by silent_code on Tue May 06, 2008 9:13 pm; edited 1 time in total
#156061 - Alphanoob - Tue May 06, 2008 9:04 pm
=) sweet. I think we are moving from smw to classic arcade one with the c'impan Z guy at the top. u know, where you climb ladders? I am editing the design doc accordingly right now, adding and changing some stuff.
Lets take a vote... All in favor?
Last edited by Alphanoob on Tue May 06, 2008 9:05 pm; edited 1 time in total
#156062 - bean_xp - Tue May 06, 2008 9:05 pm
Yeah, I just wanted to make sure it was ok to join the project first, I'd be interested in doing programming, but I'm also flexible - I can work with graphics, level design etc (except sound/music).
I guess once we have an idea of what needs to be done roles can be assigned, hope I can help!
Edit: 2 Posts since I started typing this (you guys move fast) - A Donkey Kong clone doesn't seem to be too much work (I guess?) Perhaps once that is done other 'levels' could be included. Maybe a game like "Mario Bros." could be included (The arcade game).
Edit2: But yeah, DK game sounds good.
Last edited by bean_xp on Tue May 06, 2008 9:11 pm; edited 2 times in total
#156063 - nsm333 - Tue May 06, 2008 9:06 pm
aye!
edit: ok, fine. i'm drawing jorge a sprite now. he really likes soda. oh yeah, i only have a mouse to draw with. so, this won't be great. i wonder how sniper's feeling?
#156066 - Alphanoob - Tue May 06, 2008 9:19 pm
All right, sounds like a plan. I have edited the design doc a bit, added in a few things I heard and whatnot. And if you guys want I am game for expanding this when we finish the basics =).
%%Jorge the French Superplumber%%
Enemies
? Chimpan-Z?s: First level they walk towards you. Second roll barrels. Third throw poo. Fourth roll barrel, throw poo, and charge at you if they miss.
? The 1337s: Now changed to silent?s sweet idea: These guys are going to be Harry Potter-ish haxor wizards with usb wands and spells that shoot net slang at you (rofl, pwned, noob, 1337, etc.)
? Scissor runners: crazy little men that charge at you with wildly snipping scissors. If they miss you they trip and land on the scissors.
? Demon toilets: Fake toilets that chase you if you come close enough.
? Any death involves plenty of blood and the like, courtesy of silent?s system.
Level Design
? *Arcade style, c?impan Z throws stuff down at you
? Pools of radioactive waste rather than pits, if you fall in you die (maybe fly out all malformed and stuff, then walk off screen in a cut scene?)
? Boss on the last level of each world. Lvl 1 will have a crazy forum troll. He shoots spam balls at you and rains flam from the sky every once and a while.
? Occasional toilet midway up the level (1 or 2 each world) with powerups or a new weapon in it. (haxor wand, 1 use ROFL BOMB, enema, lol, spam ball shooter, and anything else you guys can think of)
Items
? First thing you find is your plunger. It is down a toilet in the first level.
? Poo launcher?
? Maybe a plumbers snake as a whip
? Another early weapon could be the enema, rather than the plunger?lol
? You can find lives throughout levels occasionally.
? 3rd level there is a toilet with a spam ball technique in it. (should it shoot straight or bounce like classic fireballs?)
? You can change weapons in the start menu, just text (funnier that way with our totally conventional weapon setup)
You
? You are Mario?s brother; Jorge the Superplumber.
? You are on a quest to rescue your mail children of the world from the evil reign of the chimpan-Z overlord
? Pipes are for sissies, you flush yourself down toilets to find treasure underground.
The Team
? We have 3 ppl on the programming so we will need to split it up.
o Level design
o Sprites
o Sound (is this an ok setup for you guys, or is there a better way to do it?)
? We need someone specifically for graphics and art
? I got the design covered mostly, but help is welcome
? Anything I haven?t thought of? any help or suggestions are welcome!
Should I try and whip up an outline of the first level in paint?
#156067 - Alphanoob - Tue May 06, 2008 9:20 pm
@nsm: rofl, I wonder... his whole fanbase just started its own project.
#156068 - silent_code - Tue May 06, 2008 9:24 pm
@ nsm333: wow, wow, don't go too fast!
this should be an exercise on how to do things *right*, not fast!
it is very important to *first* design and then create. therefore i call out to first gather ideas and sketches, then talk about limitations, alter the design and when we're done designing, only then should we go create.
when we're done thinking, we will need some proof of concept tech demo with placeholder graphics to prototype the gameplay.
anything done earlier may end up being wasted time. we all know where that leads to. ;^)
so, first let's decide what style, conctent, gameplay, characters etc. we want!
then we go on and devide tasks more or less evenly across the team members. (i guess we have a team here, right?)
#156069 - Alphanoob - Tue May 06, 2008 9:26 pm
Yeah, I just wanted to re-post what I have so far. I am just going to edit my previous posts of it as it gets updated from now on rather than double posting something that big, lol. so, what else do I need?
@bean: true, true. I figure we could spice it up a *little* though. maybe horizontal rather than tilted bars, with enemies on them. When you get near the top (I think we are using both screens, right?) then he could start rolling things. once you get on his level he starts shooting projectiles (explosive diahrreah? lol) at you.
@nsm: like on the new super mario bros game? yeah
Last edited by Alphanoob on Tue May 06, 2008 9:37 pm; edited 2 times in total
#156070 - bean_xp - Tue May 06, 2008 9:31 pm
I think the idea needs to be simplified a little personally, I mean we have lots of ideas for weapons, enemies etc, but I think it would be more important to simplify the idea as I don't see how most of these would fit into a DK style of game (Remember their were only barrels in DK - The basics first, no need to overcomplicate things)
#156071 - nsm333 - Tue May 06, 2008 9:33 pm
@silent_code: just drawing! sheesh. i was just messing with an idea for jorge. and, this is is a team.
@alphanoob: looks good.
@bean: is it like the old dk games? i thought we were doing smw type thing.
ok, let's start with music. any ideas? oh, maybe we should move this. development!
@alphanoob: yes, we need to use two screens. ever played mini-mario?
#156072 - bean_xp - Tue May 06, 2008 9:37 pm
nsm333 wrote: |
@bean: is it like the old dk games? i thought we were doing smw type thing.
ok, let's start with music. any ideas? oh, maybe we should move this. development! |
Yeah, I thought that was the new idea to have Chimpan-Z at the top (as in DK).
As for music I think we need a more general style first, but I don't know if we have any musicians on board. I think chiptunes, parodies of other games and the like should fit the (tongue-in-cheek) style of the game though.
#156074 - nsm333 - Tue May 06, 2008 9:39 pm
yah, sounds good. hey, guys, snipers back! not for long, though. ok, so, the chimp'z are at the top. here, i'm making a first level sketch. (just for me, so i can get an idea of what it will look like.)
@alphanoob: just so. it could be off the eiffel toilet! and, first level sketch sounds good.
Last edited by nsm333 on Tue May 06, 2008 9:42 pm; edited 1 time in total
#156075 - Alphanoob - Tue May 06, 2008 9:41 pm
so, what do you guys think about half horizontal and half tilted bars on the way up?
#156076 - nsm333 - Tue May 06, 2008 9:42 pm
sounds good. you mean like his?
---- _-
_-
----- -
#156077 - silent_code - Tue May 06, 2008 9:44 pm
i also think we need to shift towards a simpler game.
i was imagining this (pic is coming, too):
like in the oldschool DK, you need to climb ladders and dodge "things".
but rather than simply copying a great original, we'll extend it a bit.
instead of barrels there will be some nasty stuff thrown by the baddy on top. additionally there will be some enemies places throughout the level.
but jorge should be able to strike back! that's where the plunge / enema come into play. he can throw plunges and the enema can flush enemies with a nice clean water jet. at least i believe it's water. ;^D
water needs to be recharged, plunges are also limited.
then there's still the melee attack of neck breaking by jumping on someone's head. ;^D
we first need to implement the "neck breaker", the other attacks have to remain optional for now (or else this will be going nowhere, i know it!)
well, jorge will jump, dodge and climb his way up and every time he'll reach the top, the boss will leave the child he was about to eat behind and move one level up (where there's another child). this is when the scrolling happens, otherwise the scene is static.
the lower screen would be the game screen, the upper would show the next level. this is because, if we want to include some type of stylus action, we have to restrict ourselves to the bottom screen.
on the last platform (screen) there will be a boss battle, where jorge directly faces the boss. i imagine a crap throwing and spraying monkey... then an enema... what will be the monkeys weak point? how will jorge defeat it? who knows? (it happens so, that i have an idea...)
game layout image available on project page!
Last edited by silent_code on Tue May 06, 2008 10:16 pm; edited 3 times in total
#156078 - bean_xp - Tue May 06, 2008 9:46 pm
Thats also what I was thinking, I don't think overcomplicating things helps much (in terms of gameplay).
@Silent_Code: Nice Demo
#156079 - Alphanoob - Tue May 06, 2008 9:46 pm
like:
______
_______/
\______
_______/
________
________
________
c'imp on top, the ones with \ or / are tilted to allow rolling, the others are all totally horiz.
EDIT: yeah, i figured we could make it like classic, but maybe add one more element to keep it interesting? Or we could make multiple modes, one for classic play and one with additions...
Last edited by Alphanoob on Tue May 06, 2008 9:48 pm; edited 1 time in total
#156080 - silent_code - Tue May 06, 2008 9:47 pm
bean_xp wrote: |
@Silent_Code: Nice Demo |
thanks. :^)
#156082 - nsm333 - Tue May 06, 2008 9:49 pm
@alphanoob: oh, good idea.
@all: yes, simple. just monkeys, poo, and a plumber!
#156084 - Alphanoob - Tue May 06, 2008 9:56 pm
We should make it shoot radioactive waste from those pools. hold down and b to charge it. I think we should use a button rather than the d-pad to jump too, btw. They had a separate jump in the arcade version, and I think it will make it easier to jump while moving sideways. Up can be ladders tho. Just my opinion.
#156086 - nsm333 - Tue May 06, 2008 9:58 pm
hmmm....up sounds nice to me. but a would work too. do you mean jorge can shoot radiactive waste?
#156087 - bean_xp - Tue May 06, 2008 10:05 pm
Alphanoob wrote: |
We should make it shoot radioactive waste from those pools. hold down and b to charge it. I think we should use a button rather than the d-pad to jump too, btw. They had a separate jump in the arcade version, and I think it will make it easier to jump while moving sideways. Up can be ladders tho. Just my opinion. |
I would prefer that method of jumping too. I don't really see where radioactive waste comes into the design though (since it's in pools and we are jumping up the tower)
#156088 - Alphanoob - Tue May 06, 2008 10:05 pm
dunno. He is a superplumber. Whatever you guys want, I am totally open for changing.
Edit: nvm the waste if we don't want it... but we could use that blue box at the bottom of the lvl to re-fuel it. I recall that the arcade one had a box that set barrels on fire at the bottom.
Last edited by Alphanoob on Tue May 06, 2008 10:07 pm; edited 1 time in total
#156089 - nsm333 - Tue May 06, 2008 10:06 pm
@bean: same thing i was thinking. it could be at the bottom, though.
edit: ok, be back later.
#156092 - josath - Tue May 06, 2008 10:30 pm
this whole thread reminds me of the classic atari game. (from this page of old atari games)
#156093 - Alphanoob - Tue May 06, 2008 10:32 pm
rofl, u have got to be joking. That is funny as heck.
#156097 - silent_code - Tue May 06, 2008 11:12 pm
HAHAHAHAHAHAHAHAHA!!!!
#156098 - nsm333 - Tue May 06, 2008 11:12 pm
that one was great. personaly, i liked "It's F***ing Checkers!" and "Old Timey Guy With a Stick"
#156102 - silent_code - Tue May 06, 2008 11:22 pm
"aliens vs. ghost" can it be any more generic than that? X^D
#156104 - nsm333 - Tue May 06, 2008 11:28 pm
lol. yes.
#156109 - Alphanoob - Tue May 06, 2008 11:40 pm
ah, the atari. A classic among classics. I have never personally played one, but I can't think of a more pioneering game system, lol.
#156113 - silent_code - Tue May 06, 2008 11:56 pm
i have played one. i prefer my snes, though. ;^D
i'm closing down for today. we better get some decisions made tomorrow. just a reminder: all my suggestions were just that, suggestions. :^D
my final question of the day: has anyone of you any experience in making a team based game project? (online or offline, doesn't matter)
i have been in some. most failed and the only one i'm still actively working on, is not finished, yet. we are a very small team and dev is going slowly but steadily.
sleep well, where ever you are, creatures of the night. ;^D
Last edited by silent_code on Wed May 07, 2008 12:03 am; edited 1 time in total
#156114 - Alphanoob - Wed May 07, 2008 12:02 am
snes was also a great system. Recently I found this new thing with an awesome homebrew community and everything tho, they call it the DS... pretty amazing. Has 2 screens, and if learn to code (or just have enough to contribute to a clone) you can sometimes get your favorite games ported to it for handheld fun. You should check it out, lol.
EDIT: night silent!
#156115 - nsm333 - Wed May 07, 2008 12:03 am
@silent_code: nope, never worked on a team project. ever. lol. your suggestions were good ones, though. it's not night here!
@alphanoob: lol. never heard of that one. must be pretty old.
not dark? at 11?
Last edited by nsm333 on Wed May 07, 2008 12:04 am; edited 2 times in total
#156116 - Alphanoob - Wed May 07, 2008 12:04 am
not too dark yet here, lol. I may stick around a while more...
#156117 - Alphanoob - Wed May 07, 2008 12:05 am
lol, I just chose a random time zone... I don't even know what gmt time is...
-oops, double posted
-I am gonna head for a while, be back in an hour or so. Cya then!
#156119 - nsm333 - Wed May 07, 2008 12:14 am
neither do i. i'm leaving too. leet time!
1 4m ub3r c0d3r! 1 c4n run c1rcl3s 4r0und j0rg3 t3h plumb3r!
#156122 - Alphanoob - Wed May 07, 2008 12:17 am
oh no u just di'int! nobody disses Jorge... its on now nsm, lol. I shall bring the wrath of Jorge the French Superplumber down upon thine head! Just as soon as we get this project done...
#156191 - silent_code - Wed May 07, 2008 3:34 pm
one neat gameplay idea: what if the boss gets stronger the longer it takes you to complete a level? he's standing on the top eating stuff and pooping and when you get to the top and disrupt him, he stops building up energy and leaves for the next screen.
therefore, when you finally get to the last screen, the boss arena, the amount of his health depends on how fast you were. there would be a certain minimal amount of health (or maybe strength?) that he'd have anyway, to be somewhat chellenging.
well, that "health rate" would also accumulate throughout the game. if you're not fast enough, the bosses get stronger and stronger, so HURRY, Jorge!!!! :^D
there should also be some gameplay mechanic that evens this out a bit, so the effect wouldn't get too extreme. good players will always be faster and we wouldn't want to annoy new players.
also, if we drop stylus input, we can have button jumping. we have to think about weapons. are they really needed? i mean, the ideas we had so far are cool, but think about it for a moment. to what extend would it make sense to have weapons? "jump man" had a hammer, iirc.
the enema could be reused as a jump booster do jump twice as high, though. again, think super mario sunshine, only a bit kinky. :^D
Last edited by silent_code on Wed May 07, 2008 3:37 pm; edited 1 time in total
#156192 - kusma - Wed May 07, 2008 3:37 pm
feature request: fully eatable gingerbread houses.
#156193 - silent_code - Wed May 07, 2008 3:43 pm
hahahaha, kusma. but, how whould they fit in? X^D
maybe as a "power up area" (like the little houses with minigames in yoshi's island) that somehow resembles a Cottage? could refill some health. (... gta ... you know what i mean, don't you?) i can clearly see use of a rumble pack while Jorge is being "healed" inside such a house... (or should i say his energy is being - oh, that is soooo nasty - refilled?)
not eatable, though.[/b]
#156197 - sonny_jim - Wed May 07, 2008 5:39 pm
Quote: |
what if the boss gets stronger the longer it takes you to complete a level?
|
Then you'll find your game will be incredibly difficult for new players, which will probably turn them off. It should be the other way around.
#156202 - bean_xp - Wed May 07, 2008 6:20 pm
silent_code wrote: |
when you finally get to the last screen, the boss arena, the amount of his health depends on how fast you were. there would be a certain minimal amount of health (or maybe strength?) that he'd have anyway, to be somewhat chellenging.
|
I like this idea, however I think it would be better to reward players for being fast, rather than punish players for being slow - though it could be made quite funny
silent_code wrote: |
also, if we drop stylus input, we can have button jumping. we have to think about weapons. are they really needed? i mean, the ideas we had so far are cool, but think about it for a moment. to what extend would it make sense to have weapons? |
I would also prefer button input (I think stylus input is too slow/clumsy for an arcade style game and/or a platformer.
kusma wrote: |
feature request: fully eatable gingerbread houses. |
I'm sure we can work it in somewhere.
sonny_jim wrote: |
Then you'll find your game will be incredibly difficult for new players, which will probably turn them off. |
This is true, maybe if you had a difficulty setting the scheme would be ok (I don't really like settings though)
In terms of the base gameplay, if we are going to stick with a DK style game then I think we should divide it into levels. Something like, you climb the first stage then the chimp jumps up to the top of a new stage, so then you have to climb this new level. Then there could be a boss fight at the end of the stages and you could use the time idea so that the player is rewarded with more powerups or lives the faster the levels were completed (or in-between each level). Or for an alternative idea the screen could advance at a constant rate and it's lose a life or game over if the player falls off the bottom of the stage.
I don't personally the player needs weapons (if we stay with the platform game format) as they shouldn't really be needed. Infact I don't know if Jorge even needs to attack at all, bosses could be defeated like the switch for the drawbridge in the original "Super Mario Bros.".
Maybe it's important that a length of the game is decided before decisions are made for the style of levels?
Also (@AN) GMT is the central timezone (Grenwich mean time) - it also happens to be the timezone I'm in!
#156203 - nsm333 - Wed May 07, 2008 6:36 pm
@bean: everytime i write you name, i think of an englishman. chery-o, old bean! but, seriously,button input=good, punishing players=bad. levels sound good to. something gay-plumber themed.
@all: gingerbread houses would be cool. lol. sick joke, man. enema as a rocket booster sounds funny. bean_xp's right, we need to have an idea of how long the game will be. maybe 10-15 levels? boss every 5 levels? it has to be short-ish, or it will get boring. also, weapons are definently not needed. we could have 3 styles of play in one game, maybe. dk, street fighter, and the screen moving up.
#156206 - bean_xp - Wed May 07, 2008 6:47 pm
Yeah I think thats the kind of length we should aim for, and I was also thinking of different style for each 'world' maybe then a number of acts in those worlds. I think we already want to do DK, but for a street fighter style, I think that could be a little complicated, perhaps something more like "Streets of Rage", "Golden Axe" etc. However we should probably figure out one style before coming up with other types of levels we could do.
And yes I am an englishman! But I'm not that old and I don't talk like that (cheery-o) :)
#156207 - nsm333 - Wed May 07, 2008 6:49 pm
lol, you're right. one style first. ok, so length is good? everyone else? lol. i just noticed it says uk on your profile. lol.
#156210 - silent_code - Wed May 07, 2008 8:09 pm
bean_xp wrote: |
Something like, you climb the first stage then the chimp jumps up to the top of a new stage, so then you have to climb this new level. Then there could be a boss fight at the end of the stages |
that's exactly what i am talking about! each stage having several levels (screens). :^)
i'm also for dropping weapons. if we went on making other stages with different gameplay, then we could bring it back, but seriously, we first need to make that DK stage. ;^)
and yes, a SF style game would require waaay too much animation. i don't think fighting fits the gay plumber theme, but we could have something like a maze type of world, like a dungeon... in the sewers (he flushed himself) ;^)
well, i have also thought about the reverse mechanism. we should put this off for a while, as that is a rather sensible gamplay mechanic. when we have a tech demo, we can make playtest to make further decisions.
length wise i think 5 screens of bottom up DK jump'n'run action are fine. :^) think paris, think eifel tower... :^)
#156214 - Alphanoob - Wed May 07, 2008 8:32 pm
Ok, sounds good. drop the weapons and stick with some classic DK climbing action it is. I never did beat that game... (I know someone who owns the actual arcade one, it is hard!!!) Maybe for that time = boss health thing we could make it so that you can toggle it on or off depending on ur skill level. This would allow a challenge for better players and keep it manageable for new players. When you said tower I couldn't help but imagine a staircase going round it and Jorge running up it in a fusion frenzy like fashion (anyone?) jumping over monkey poo, lol. Sounds like we have an outline set!
#156216 - Metaluna - Wed May 07, 2008 9:00 pm
As a french myself, I should point out that "Jorge" is a name that doesn't sound french at all.
Maybe you should consider one of those which are more "frenchy' :
- Marcel
- Marc
- J?r?me
- Fernand
- Michel
- Patrice
- Maurice
- G?rard
- Ferdinand
- Ga?tan
And if you want to make it look like a real french plumber, he should be badly shaved with a pencil on his ear and a cigarette on his mouth. ;)
The power ups could be some bottle of red wine.
The plumber could grab a baguette (french bread) to beat his enemies up (like the hammer used by Mario in the Donkey Kong arcade game).
#156219 - Alphanoob - Wed May 07, 2008 9:25 pm
Lol, thanks for the suggestions. I dunno bout the other guys, but I kinda liked having Jorge for the name. Mostly because it contradicts even further that he would be Mario's cousin (dunno if I established that on this thread...). Mario is Italian, and Jorge is his French cousin with a Spanish name, thus, I cannot be called racially biased in any way (one of my friends suggested making him black to make it even more confusing....), lol. The wine power ups sound good tho, anyone else got an opinion on this stuf?
#156240 - silent_code - Wed May 07, 2008 11:30 pm
@ Metaluna: hahahaha, i was aware of that ;^D
but i guess this game will be all about bad humor and some prejudices won't hurt it. ;^D
Jorge (probably pronounced more like George) reminds me more of the name J?rg. ;^D
wine sounds cool, btw.
about the tower stage: it should be demolished (and therefore more enteraining and chellenging) by mr poopthrowermonkey! :^D
cousin is cool. black, now that is interesting. black, blond, buddhist, what else is with b? bi sexual instead of homosexual? he needs to be jewish and have one catholic and one mormon parent, too! and his heterosexual boyfriend is muslem! now, does that make sense? chubaka on endor - does that make sense? no! ;^D
seriously, do we want to make him black... or maybe make him (totally random) a blond chinese downsyndrome emancipated french superblumber?
oh boy, i need bed, lot's of bed!
#156243 - nsm333 - Thu May 08, 2008 12:59 am
lol. that would be funny. he really couldn't be french, or mario's cousin. ok, tower getting demolished sounds good, and funny. so, we've got a basic outline:
1: can turn on or off "time-based health"
2: some power-ups: wine, enema(?), bread!
3: towers? huh?
4: levels have 5(maybe) stages, then a boss. maybe 3-5 levels?
5: 2 screens, scrolling.
6: keep name jorge! or maybe Jorg.
7: no weapons, maybe?
ok, how about now? basic level plan, anyone? (sketch) as i said, i have no scanner, and my mouse is dead.
#156256 - silent_code - Thu May 08, 2008 2:23 am
poor mouse of yours!
good thing there's a keyboard mouse in windows! ;?D
about the scrolling: i think it shouldn't be scrolling constantly, only on screen / level transitions. (we should get our terminology right, so we all know what we are talking about)
everything else: ok :^)
let's keep it Jorge :^D
#156259 - Alphanoob - Thu May 08, 2008 3:05 am
yeah, and just for u guys to know "Jorge" is pronounced "Horhay", thus my saying he was spanish... maybe he could be blackanese? lol. I think we have enough to begin on the first level. Dude... I just got an idea. We should use my stick person tile (pretty much only silent will get this one) for the kid he has to save at the top! jk, lol... unless u want it there =).
#156278 - silent_code - Thu May 08, 2008 2:20 pm
lol, AN, just lol!
ok, spanish Jorge it should be. and blackanese kicks ass! :^D
stick person will do fine as a placeholer. :^)
#156283 - bean_xp - Thu May 08, 2008 2:57 pm
nsm333 wrote: |
1: can turn on or off "time-based health"
2: some power-ups: wine, enema(?), bread!
3: towers? huh?
4: levels have 5(maybe) stages, then a boss. maybe 3-5 levels?
5: 2 screens, scrolling.
6: keep name jorge! or maybe Jorg.
7: no weapons, maybe?
ok, how about now? basic level plan, anyone? (sketch) as i said, i have no scanner, and my mouse is dead. |
I agree we need a basic level plan before we can think about anything, I think it should be something like classic DK, spread across both screens (fixed screens, only scrolling for transistions as silent_code said), I don't think there should be any weapons, perhaps if more is needed then a puzzle element could be added (switches to move platforms or something).
I don't know about the name/race of the player but I don't suppose it matters too much.
As for sketches we need something to show the basic elements of the level before any design document of sorts can be written up.
#156294 - silent_code - Thu May 08, 2008 5:05 pm
i won't be able to make any "art" today. (i've got to program a bit, too!) so, maybe someone else could sketch a few elements?
we also need to decide on a set of actions that the player / enemies can make. that also includes what animations are needed.
do we want paralax maps? how many and where should they be depth wise?
btw: i also happen to be a musician... (man, do i feel like a poser), but i haven't done any music for games, yet. i don't think i would do music, but i could make sound effects. ha ha, i just remembered i have done a sound that is quite simmilar to Mario's jump sound (i made it from scratch, no samples used! [it's not very hard to make *that* sort of sound]) :^D
#156335 - Alphanoob - Thu May 08, 2008 10:38 pm
Alright, I guess I will go and make a basic level outline for the first level in paint (I think I have a scanner, just its on a printer and I don't know how to use it, lol). I was thinking that we could do horizontal for the bottom screen, and then the more traditional slanted bars for the top one, allowing for some jump-stomping fun but still keeping a classic feel to it. So, Jorge the French (blackanese/french?) Superplumber that has a Spanish name and is Mario's cousin... some sort of paradox. Maybe he went back in time to achieve this?
EDIT: ok, so how do I get my pic somewhere where u guys can see it?
#156354 - silent_code - Thu May 08, 2008 11:15 pm
upload it to some photo/image/file sharing service, then i'll integrate it into the page. :^)
EDIT:
you're welcome. :?)
as i don't use such services myself, i can't tell you much. photobucket comes to mind, though. or rapidshare. or whatever.
Last edited by silent_code on Thu May 08, 2008 11:27 pm; edited 2 times in total
#156356 - Alphanoob - Thu May 08, 2008 11:21 pm
any suggestions on sites? thx for the pm earlier btw =).
-Ok, I will pop up a new window and post it, then post it here. brb =).
there =)
[Images not permitted - Click here to view it]
or
http://i279.photobucket.com/albums/kk126/alphanoob/level1.jpg
#156366 - nsm333 - Fri May 09, 2008 12:07 am
ok, that looks good. chimp'z throw barrels, right? and poo. the poo can fall from the top.
edit: alphanoob, you just go to "file" and "from scanner or camera" (in paint) with the picture in the scanner.
hmm, he can throw ponies!
Last edited by nsm333 on Fri May 09, 2008 12:17 am; edited 1 time in total
#156369 - Alphanoob - Fri May 09, 2008 12:16 am
ty for the tip =). o, and I am not sure what ours is gonna throw... barrels seem too... normal. I thought silent had an idea, but I can't remember.
@nsm: yes, ponies! lol.
#156401 - silent_code - Fri May 09, 2008 1:13 pm
poop balls (much like horse "apples", as the germans call them). ejected with a little poop "spray". ;^p
btw: it wasn't my idea. ;^)
#156402 - tepples - Fri May 09, 2008 1:14 pm
Can any ideas be gleaned from the YouTube Poop scene?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#156403 - silent_code - Fri May 09, 2008 1:16 pm
no real poop involved! (i'm not into that stuff at all...)
i really don't know what you mean, tepples. ?
i like mr. hankey, though! hoooowdy hoooo! ;^D
#156437 - nsm333 - Fri May 09, 2008 8:15 pm
@tepples: wha? lol.
@silent: ok, poop spray? no. poop balls are fine. like dung beetles.
#156441 - tepples - Fri May 09, 2008 9:21 pm
silent_code wrote: |
no real poop involved! (i'm not into that stuff at all...)
i really don't know what you mean, tepples. ? |
YouTube Poop
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#156454 - silent_code - Sat May 10, 2008 1:13 am
... why? ...
EDIT: so, what's up, guys? now it's ben a few days since we made this thing up. so, do you still want to make this game? :^)
Last edited by silent_code on Sat May 10, 2008 5:05 pm; edited 2 times in total
#156480 - nsm333 - Sat May 10, 2008 2:08 pm
lol. tepples, that is a good idea. but, this game isn't random. well, it is. kinda.
#156484 - Alphanoob - Sat May 10, 2008 5:18 pm
I do, dunno bout the other 2 guys... probs. Where are we at in the development? I think we still need to clear up what we are doin. I am good with what we have going right now. Maybe we should just make the outline for the first level and make it so you can go up it, then build once we see that?
#156488 - lord_hardware - Sat May 10, 2008 6:19 pm
i have a concept design of Jorge.
Jorge JPEG
Note the beret, the casual grace of the cigarette, and the stylish wisp thin mustache. :P
what do you think
_________________
NDSL: M3Real, EZ4 Lite Deluxe, 2x Kingston 1GB Micro SD, 1x Kingston 4GB Micro HCSD 1x Kingston 8GB Micro HCSD
#156500 - silent_code - Sat May 10, 2008 9:10 pm
lord_hardware wrote: |
i have a concept design of Jorge.
Jorge JPEG
Note the beret, the casual grace of the cigarette, and the stylish wisp thin mustache. :P
what do you think |
LOL. but you could have mirrored the L to become a J, that were much much awesomer! ;^)
but the brown rules! you totally get the message! ;^)
#156518 - lord_hardware - Sun May 11, 2008 2:58 am
oh s**t sorry :P it was almost 4... i thought the J looked strange but i couldnt understand why :P it was around the wrong way lol
_________________
NDSL: M3Real, EZ4 Lite Deluxe, 2x Kingston 1GB Micro SD, 1x Kingston 4GB Micro HCSD 1x Kingston 8GB Micro HCSD
#156540 - nsm333 - Sun May 11, 2008 12:51 pm
lol. that looks funny, but wasn't he wearing pink the first time? is that just luigi edited? it looks good. also will this game be flat or 3d?
#156547 - silent_code - Sun May 11, 2008 1:38 pm
i think we initially decided on 2d, didn't we?
we still don't know who's still *serially* interested in helping out and willing to "donnate" some time and work.
if it's just two, there is a chance we can make it, if it's just one, it won't happen.
as i see it, AN (maps / design) and me (gfx / snd / code) are willing to work on this. who else and under which conditions?
this is the step where most projects fail miserably, so we need to get this straight. i'm serial! ;^) we need to organize.
making content and sketches is easy and fun, building up a team and making a game isn't. so, who's with us?
please post the following "about me" information here:
- what have you already experience with?
- what would you like to help with?
- what would you like to learn with this project?
- maybe some other info. (like age and education, location, if not already available via your profile, etc.)
i'm starting:
- obviously, i have some experience with programming, graphics and i have my brother's little recording studio at hand to make sound effects. i haven't made a game or mod, yet, because my interest are more into technology programming and tools. that's what i do most of the time. although i work in the 3rd dimension most of the time, i have also some background in 2d.
- i would like to help with sounds, and graphics or coding. i can donnate some lines of code, no matter what position i get in the end.
- i'd finally like to make a little game demo for the nds that doesn't inviolve shooting innocent zombies' heads off (the background in 2d i mentioned earlier.) ;^D
i'd also like to make an experience of a team effort succeeding. even if the result is just a cheesy, little (but remotely fun to play) demo. i'd also like to utilize some hw features i haven't done much with in the past (most of the backgrounds stuff.)
- i'm mid 20, currently studying computer science. i've been programming for >> 5 years in different languages (compiled and interpreted.) i'm also interested in various art forms and i'm a rather average musician. the timezone i'm in is GTM+1.
Last edited by silent_code on Tue May 13, 2008 2:36 pm; edited 7 times in total
#156549 - nsm333 - Sun May 11, 2008 1:42 pm
well, as i've said, i'll help. anything, really. i'm pretty bad at graphics, but i can help with maps, and whatever coding there is. i'm "serial" too.
#156556 - silent_code - Sun May 11, 2008 4:22 pm
ok, nsm333. but up some brief info, please!
btw: look at the page, i have put up another version of Jorge! (i was fooling around with their web editor. it's not serial!) ;^D
#156558 - Alphanoob - Sun May 11, 2008 4:42 pm
Nice new pic silent! lol. Did you check out that design for the platform postitions that I posted? Enemies could patrol the horiz ones, and stuff could roll down the other ones.
#156561 - silent_code - Sun May 11, 2008 5:36 pm
yupp, put it on the page, too.
i guess, i'll give it a shot and see, with what i come up. :^)
btw: how about the game having different chapters (or "scenes") like viewtiful joe? each chapter would then have a name and all. i know this has benn discussed earlier, but i mean it more presentation wise.
that way we could have such awesome titles like "... in: Attack of the evil childeating (and molesting) Troll Monkey C'Imp-An-Z" ;^D
#156562 - Alphanoob - Sun May 11, 2008 5:40 pm
Oh, we could *so* have fun with that. I like it! btw, ur demo is *sweet*! I have played it so many times now =). I feel sorry for the zombies, but it is too fun to stop!
#156563 - bean_xp - Sun May 11, 2008 5:42 pm
Thats a nice idea, are different 'scenes' going to be different styles of games like discussed or just more of the same styles?
I think we should go with the different gameplay styles like we discussed. So then we'd need to figure out a style or theme for each scene. I think we already have the style of the first theme with the C'Imp-An-Z idea. So we should probably continue the idea of video game parodies (C'Imp-An-Z is like DK).
For ideas for other themes, we already said platformer and a scrolling shooter. But what about something different like "duck hunt" or "excitebike" as styles of games just to mix it up a little?
Last edited by bean_xp on Sun May 11, 2008 5:48 pm; edited 1 time in total
#156564 - silent_code - Sun May 11, 2008 5:44 pm
@ AN:
<lol>
thanks! :?D
i actually updated it a bit and i'm implementing new stuff, mostly particle system related. :^D
it's sort of fun to try not to get bitten even one time. btw, do you remember what your highscore was?
@ bean_xp: yes, make more gameplay styles. just like a little game demo / mini game compilation with some common elements (character, style, plot etc.)
but first we need to get the first edisode done. then we could think about the next one, maybe even post a vote on the forum to ask the folks which idea for an episode they would like to see made next?
duck hunt sounds nice. :^) maybe some space invaders or pac man, too?
Last edited by silent_code on Sun May 11, 2008 5:54 pm; edited 1 time in total
#156565 - bean_xp - Sun May 11, 2008 5:51 pm
Sure, so we still need a plot for first episode, or a basis for one so we can expand it in other episodes. Maybe we need to figure out some enemies and different elements to fill each level before we can design the actual layout of the stages, otherwise the game will be Donkey Kong with new level layouts (which isn't necessarily a bad thing).
Edit: I was thinking duckhunt with your particle engine might be nice :D
#156566 - silent_code - Sun May 11, 2008 6:06 pm
"plot" (i'm totally making this up in realtime, guys):
Jorge is the usual friendly neighbourhood spi... super plumber.
one day he goes to the new circus that came to town (paris!), with his albino indian daughter (you might think "OMG, racewars!" - i see it that way: not all heros are caucasion, not all baddies are colored in the *real* world. sadly that is how most games depict the world. there's too little truely multi cultural games out there.)
everything is fine, until the main attraction is exhibited: the mighty evil Troll Monkey from Scat Island: C'Im-Pan-Z! (... now where did i steal that from?)
he breaks loose and takes some children with them, naturally Jorge's daughter is one of them. he starts to chase CPZ immediately and ends up at the first stage: the Eiffel Tower.
"but why did CPZ break loose in the first place? come... i mean "tune" in and find out on the next, thrill packed episode of: [generic cereal name goes here]"
;^D
ps: he's got a daughter, does it make sense? well, he's not her father, but her mother after a sex change and the daughter still calles him "mommy"... that's sick, dude! X^D
Last edited by silent_code on Sun May 11, 2008 6:24 pm; edited 3 times in total
#156567 - Alphanoob - Sun May 11, 2008 6:10 pm
@bean: oooh, that would be fun... (I am presently imagining a duck exploding with the same kind of effect as the zombies)
I think if we do duck hunt we need to change *something* about it tho, because if we use the touch screen to just click the duck to kill it, it would be too easy. I was thinking maybe show ducks, scenery, and aimer on top, and just scenery and aimer on the bottom. This would make it a little more challenging, and we could use L or R to shoot.
@silent: I don't remember what my high score was (probably not that amazing), but I will record the next one =). I like how you can change your color with the select button, btw =).
Last edited by Alphanoob on Tue May 13, 2008 11:50 pm; edited 1 time in total
#156569 - silent_code - Sun May 11, 2008 6:22 pm
maybe C'Im-Pan-Z will "somehow" survive the first encounter at the top of the eiffel tower...
so, he could throw some... "stuff" at the player, who would use his mighty *enema* to fight off the "stuff"... you know. no killing of innocent ducks for the fun of it. ;^)
stuff could also inclode ninjas jumping at you, though.
"where do the ninjas come from? how could C'Im-Pan-Z have survived falling off the eiffel tower? who is responsible for the kid-kidnapping (get it?) and most of all, what happens next? see it all on the next exciting episode of... god, i hate myself for that crap speaker job of mine. i quit! do you hear me? I QUIT!!!!"
does anyone else find that remotely funny? i know i have a very broad kind of humor that includes a lot of stuff others don't find funny at all. ;^p <lol>
#156570 - Alphanoob - Sun May 11, 2008 6:26 pm
Lol, I can tell this game will be awesome when it is all done. We should get that anouncer from Phantasy Star Universe (anyone? most ppl I meet hate the game, but I find it fun. They try to make it seem like a tv show after you beat levels though, it is hilarious. Its all "next time, on phantasy star universe:") wow, that was a long parenthese statement. Good idea tho, save the ducks ppl!
and that was funny =)
#156572 - silent_code - Sun May 11, 2008 6:31 pm
yes, exactly what i had in mind. :^)
i don't know PSU, but your description seems to be very compatible with my idea. :^D
as i said, viewtiful joe had something simmilar, too, but it was all serial (for those who don't know: it means serious. it's a joke from SouthPark, where they make fun of Al Gore [remember my Gore-Zilla idea? ;^D ] for mixing up cereal and serial) and had no jokes. ;^)
#156573 - Alphanoob - Sun May 11, 2008 6:42 pm
dude... we should have a megaman style last level to our game. We could come up with more bosses like Gore-Zilla, and then have you fight them all in a row in quick succession to get to the last boss (c'imp an Z v2?). It would go along with our mass parody theme =). Any feedback on this idea?
#156574 - bean_xp - Sun May 11, 2008 6:44 pm
Who said anything about innocent ducks :P? I was thinking another enemy could be a big badass duck, but yeah mainly just the idea for gameplay. The TV show idea is good we should use it. I'm not sure about re-using the same bosses though (I thought we could do the opposite to Mario, instead of the same boss keeps coming back and getting mario into trouble, the bosses get defeated but jorge gets himself into trouble.
I think your control idea for shooting "ducks" could work, but what about using the touch screen like a catapult or slingshot that would be much more challenging.
To make things more backwards in the game, we could make the levels extremely difficult and the bosses so easy that they defeat themselves! For example we could make the DK stage a very complex assault course of missiles, cannons, flames and rolling poop boulders (all at the same time).
#156576 - Alphanoob - Sun May 11, 2008 6:50 pm
the catapult is good, but I think the bosses might be better left hard to defeat. With the touch aim I was just thinking about simplicity. All it would really be is one point input and a direct shot to that point. That would make it easier to code =). Whatever you guys want tho =).
#156577 - silent_code - Sun May 11, 2008 7:03 pm
- megaman ( / metroid) = fantastic! he should get a suit, too! but rather a pink leather gimp suit! X^D
- C'Im-Pan-Z v2 = Metal C'Im-pan-Z (think of Metroid's Ridley <lol> that's why he survives the crash, but he'd be essencially a different boss. much like the Terminator!)
- catapult input idea = fantastic!
and guys... i made another sketch... brb.
#156578 - Alphanoob - Sun May 11, 2008 7:15 pm
So, we got another layer of our game layout, sweet! I guess we should (as has been said many times) start with just the first level. We could then build up from there =).
#156579 - Alphanoob - Sun May 11, 2008 7:18 pm
Another link so we don't have to jump back pages every time we wanna check it out =).
project page
#156581 - silent_code - Sun May 11, 2008 7:32 pm
crowd, i present you hereby: The 1337kingF (F is hex for 15)!
his automagic 1TB-USB3.0 stick can paralyze you with it's flashy LED (much like MIB - depicted with hacker language words flying at you) and the LED's light is so intense, that it can also form a light sabre (YouTube StarWars Guy? <lol>)!
that dude sure knows how to write haxor scripts!
his geek-shirt says H3^, which translates to hexor... with an 'e'... this species is much more 1337 than haxors, because they are much more "hexadecimal", thus much more low level. (get it?)
he should be one of the later bosses. mut still a "mario"nette to the final boss... (what would be the last boss? a giant, *somehow* "familiarly" looking puppet maybe? <hint, hint!>)
EDIT: the 1337king boss fight could be turn based, much like in FF. :^D
@ AN (below): good idea! :^)
Last edited by silent_code on Sun May 11, 2008 7:56 pm; edited 2 times in total
#156582 - Alphanoob - Sun May 11, 2008 7:38 pm
lol, awesome! Is this guy gonna be king of the 1337s? I see the roots of another new level forming... maybe a smw style one with a computer-ish background... you have to save kids from a 1337 supercomputer base or somethin...
-rabid mouse = goomba-ish
-1337s = kammy koopa-ish
#156595 - silent_code - Sun May 11, 2008 9:38 pm
ok, i've put the link to the page into my signature.
i'd like to remind you guys of the little "about me" info post. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156597 - nsm333 - Sun May 11, 2008 9:55 pm
lol. sorry, silent, i just got back. i was out for a while. ok, here:
already have experience with: c++ coding, some sound, html, 2d games, some small demos on the ds
i would like to help with: coding, sound, maps, but i can't do graphics. no mouse, and no scanner.
i would like to learn: making (helping with) a full game.
yah, silent, that demo was funny! could you pm me with a basic idea of the engine? no code, just pseudo-code.
#156600 - silent_code - Sun May 11, 2008 10:01 pm
@nsm333: you're welcome. :^) and thanks for the info.
what engine do you mean? for jorge?
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156604 - nsm333 - Sun May 11, 2008 10:04 pm
no, for the zombie thing. not the code, just an idea of what you do. just curious :)
#156607 - silent_code - Sun May 11, 2008 10:09 pm
uh, it's not much. besides the particle system, there really is no "engine". it's just my nds test "application". it's all just ridin' the nds... raw. ;^p
i don't even sort the sprites, so there are gfx glitches on hw. ;^)
so, what part are you interested in? the particle system?
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156612 - nsm333 - Sun May 11, 2008 10:20 pm
yup. never seen one that good.
#156623 - silent_code - Sun May 11, 2008 10:54 pm
hehe, thanks. :^)
basically you just have your regular particle system (with position, velocity, gravity, "termination condition" etc.) using fixed point math. you draw the particles to a bg. the interface is just three little class member functions: initialize (for more complex systems, that need it) and update (does all the updating and drawing) and cast, that reinitializes a particle and starts it.
that's it, no big deal. :^)
the class looks very much like this:
Code: |
class CParticle
{
protected:
  bool m_alive;
  int32 m_pos_x, m_pos_y, m_vel_x, m_vel_y;
  int32 m_limit; // termination condition... like "if you hit the pos_y value Y (which is in m_limit), stop"
  uint8 m_color;
public:
  CParticle(void);
  virtual ~CParticle(void);
  void cast(int32 pos_x, int32 pos_y, int32 vel_x, int32 vel_y, int32 limit, uint8 color);
  virtual void init(void) = 0;
  virtual void update(void) = 0;
};
|
that's the base class. specific systems are derived from this.
is that the kind of info you wanted? i'm not sure.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156630 - nsm333 - Sun May 11, 2008 11:08 pm
yup. kinda. just thinking that it worked much better than anything lese i've seen. but, wait! isn't the ds slow at fixed point?
#156634 - silent_code - Sun May 11, 2008 11:19 pm
no, it's slow at floating point! ;^)
fixed point is just integers! but you interpret them a little differently.
e.g. you can define that "1 := 16"
so an int value of 1 would be reffered to as a 1/16th! :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156647 - Alphanoob - Mon May 12, 2008 2:56 am
I just had 2 more ideas for *possible* world themes.
1. TETRIS!! Don't see how it works with Jorge? Well, For the final boss maybe he could throw tetris pieces down on you and then you get trapped, which forces you to control them with ur superplumber mind pwrs and form a wall to free yourself. Either that or there is a control panel. You could then reach the top, and C'imp-an-Z goes up to the next floor, at which point you fight enemies to get there and dodge things as usual.
2. Hardcore text based Jorge rpg. No sprites or anything. This was mostly inspired by a video I saw on homestarrunner.com many many years ago, about what it would be like if stronbad were in a video game. My favorite command was: "get ye flask", becuase it would tell you the flask was stuck, but if you type it in enough you take it anyways and the roof falls on you. but yea, text based fun! =)
EDIT: wow, I have way too much time on my hands.
#156660 - silent_code - Mon May 12, 2008 9:56 am
tetris sounds ok, although you're right: we would need to check how that fits.
but i don't know, if a text based rpg would be enjoyable. don't get me wrong, i like that genre, but most people don't. :^(
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156664 - lord_hardware - Mon May 12, 2008 11:07 am
I will help with this...
is the plan to mod an old mario (maybe original 8-bit?) and change around sprites and level design making it a bit more french?
(different enemies and such)
then we can optimize it for NDS
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#156670 - Alphanoob - Mon May 12, 2008 12:56 pm
I think the idea is that we are going to make a small bundle of games (each a couple levels long) that are parodies of a bunch of old games, with Jorge at the center of each. The first will be the original DK game, with you climbing ladders to get to the top. Then I believe we *may* expand to supermario world, duck hunt, and tetris.
#156672 - silent_code - Mon May 12, 2008 2:26 pm
i have the impression, that we want to make everything from scratch. no compyrighted data should be used in it.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156676 - bean_xp - Mon May 12, 2008 4:47 pm
Yeah, you're right, that would be the most wise choice. So now we are thinking of creating 'chapters' ideally what length would each chapter be, as in how many levels? Is the game engine going to require some kind of level loading system, or should things be more hardcoded?
Do we have any more ideas for C'Imp-An-Z's background/story? So that we can figure what kindof setup he would have on the eifel tower (to base obstacle designs on the background)? If I get time I might try creating some concept graphics (no promises though).
#156678 - Alphanoob - Mon May 12, 2008 5:25 pm
I was thinking like 3 levels or so each, about the length of one world in the old super mario game for the gameboy pocket (I have been using nintendo stuff way too long, lol)
-I will post some more design stuff later
#156684 - bean_xp - Mon May 12, 2008 7:52 pm
So I had an idea for the levels of the first episode to be split up like so (since we decided that the stage was on the eiffel tower):
[Images not permitted - Click here to view it]
My idea was we could use something like that with a 'you are here' sign between levels or something (to give the player an idea of progress).
[If that could be added to the WIP page - if it's any good of course - as it's hosted on a friends site, I can't be sure it'll be up for long]
#156685 - nsm333 - Mon May 12, 2008 7:57 pm
@silent: oh, floating point. i knew it started with an s.
@all: no copyrighted material! tetris sounds cool, and we could work in the text. like, have the screen black, and have the text scrolling down. ok, anyone want to fill in this?
3-4 levels
different theme for each
chimpan'z the enemy
(i think loading the levels would be cool. that way other people could add more levels.)
the chimpan'z could have kidnapped mario. and jorge has been trying to get it on with him, so he goes to save mario. (jorge is gay, right?)
so, maybe we could each do a level, based around the same system? then it would be more like 4-5 levels, and we could prove that a level loading thing could work.
the game engine could go like this:
load level(in consecutive order. so, if you beat level 1, you go to level 2.)
level code:
draw characters and map(map could be static, characters can move)
check if chimp'z throw, jorge moves, enemies move, ect
check if you have won the level(maybe an end point?)
repeat as needed.[/code]
_________________
^banned! (even though the topic is killed...)
#156691 - Alphanoob - Mon May 12, 2008 8:37 pm
That sounds pretty good, 'cept for one thing... Jorge is trying to save the children of the world, not his cousin. He is gay, but doesn't do that sort of thing, as it would be *way* too awkward to get his game hero job said and done.
-Speaking of saving the children... how about one of those bonus stages becomes a game of snake in which you drive a bus and pick up children, and maybe put chimpan Z pics as obstacles. Just another thought for one of our many themes...
#156692 - tepples - Mon May 12, 2008 8:38 pm
nsm333 wrote: |
@all: no copyrighted material! |
What about copylefted material?
Quote: |
tetris sounds cool |
Do you plan on making your own tetromino engine, or are you going to use an existing one like Lockjaw?
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-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#156718 - lord_hardware - Tue May 13, 2008 8:42 am
wait wow... i thought jorge was awkwardly feminine, not blantantly homosexual but trying to hide it....
_________________
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#156724 - silent_code - Tue May 13, 2008 9:44 am
guys... i see a lot of good ideas, but i also see a lot of confusion. we need a downloadable design doc, so that everyone can read it, without the need to read all the posts in the thread.
snake - sounds cool!
tetris - probably our own cheesy version.
copyleft - i haven't had much experience with copyleft. ;^)
loading - everything should be loaded from files.
Jorge - if nobody disagrees, i have made him up to be an post sex reassignment male, who has given birth to a child (that "he" needs to save alonge with other children around the world) as a woman. he somehow felt like a gay male trapped inside a female body in the past. ;^)
... and now he's a superplumber (plumber being a stereotypical male job.)
the eiffel tower level plan looks good! that's exactly what i, personally, imaginged. the destruction of that wonderful building should get worse, the higher you get, with stuff bent all over the place etc. because the stages would get narrower, we need to think of some platforms, but not those generic, macically floating ones. something that fits the design.
hope that helps a little.
ps: i would make a .pdf (or whatever), if someone (AN? <- that's a question with two possible answers: "yes" and "no". ;^) ) were sending me the contents (just copy and paste important posts!) via PM.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156733 - nsm333 - Tue May 13, 2008 1:02 pm
^ i agree with everything you said. so, we will have a design doc?
_________________
^banned! (even though the topic is killed...)
#156739 - silent_code - Tue May 13, 2008 2:28 pm
we *must* have a DD!
i count five people interested (only [?] two [?] posted info about themselves so far!) in working on this project. imagine everyone would just start doing things withouth any common knowledge... a desaster. it would end before it even started.
that's why we *must* have a DD - we all need to have a clear vision of "what" has to be done by "whom" and "when" and everybody needs to know more or less (ideal would be "exactly") the same about the project and (!) it's members.
careful planing makes 90% (the rest is: 90% production and 90% testing... ;^D ) of a projects success.
best you guys send me a pm with your infos. maybe also include your age (if you like - you can also send stuff like "around 20" or "still in school"), so we can all adjust to each other.
that is needed, because it's pretty strange and sometimes frustrating when (this is fictional) you're an university educated, experienced game programmer and others, not knowing you *are*, treat you as if you were a 15-year-old beginner, that had no clue of what is going on. the other way around is equally bad.
so, again: communication is the key in team play. i'm telling you this as a person, that needs a lot of direct communication or else i'm getting lost (mostly by misinterpretting things) all the time!
those of you who know Pablo Francisco probably know what i mean, when i write: "I take it seriously, man!" ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156766 - Alphanoob - Tue May 13, 2008 8:59 pm
Alright, I will update the design doc and pm it to you =). I have a lot of changes to make (have been rly busy lately, got some big tests coming up).
#156767 - silent_code - Tue May 13, 2008 9:04 pm
then you better concentrate on those tests! we're not in a hurry here (at least i'm not.) ;^D
good luck!
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156769 - Alphanoob - Tue May 13, 2008 9:24 pm
Ty, and I am most of the way done fixing it already. I have been following our topic here *very* closely, so it isn't that hard. I will pm it to you in a little bit.
K, sent it. Oh, and we may want something in that doc about stealing those aforementioned copyleft documents to stop a nuclear holocaust or something, cause Jorge is just that awesome.
#156773 - silent_code - Tue May 13, 2008 10:13 pm
yeah, you're right. i'll see what i can find to "protect" our little compilation of the ultimate evil. ;^)
btw: how about him wearing a cowboy hat?
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156776 - Alphanoob - Tue May 13, 2008 10:31 pm
sure, lol. Now he is a cowboy too... such a diverse game... wut u think of the doc?
#156778 - silent_code - Tue May 13, 2008 10:38 pm
it keeps saying Jorge is Mario's brother... i'll fix that. ;^)
after i finish reding it and take counsel with my pillow, i''ll make that .pdf and maybe something more editable and post it on the page.
i might as well make expand it a little. we'll see. :^)
anyways, thanks, man! :^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156779 - Alphanoob - Tue May 13, 2008 10:43 pm
yep =). Bout the brother thing, i was prolly tired when I wrote that part,lol. Night!
#156790 - nsm333 - Tue May 13, 2008 11:43 pm
[i thought he was mario's brother.] lol. so, wait, you want me [and everyone else interested] to pm you some info on ourselves?
_________________
^banned! (even though the topic is killed...)
#156795 - Alphanoob - Tue May 13, 2008 11:47 pm
well, I think he just wants it posted. He is going to put the design doc up for download soon... I guess I should probably post my info rly quick here. I am gonna check what I need to post again...
#156798 - Alphanoob - Tue May 13, 2008 11:57 pm
- what have you already experience with?
Well, some BASIC on TI-83 calculators, and some early C++. Presently the most complex thing I have made (and silent knows about this one, lol) is getting a stick person to move around the screen, and making my own mini tile system since I couldn't understand the normal one.
- what would you like to help with?
I got the design covered for the most part, but of course everyone else is helping with that too in a way...
- what would you like to learn with this project?
Anything. (anything being everything I can without making it last longer than it has to, lol)
#156813 - silent_code - Wed May 14, 2008 2:38 am
nsm333 wrote: |
[i thought he was mario's brother.] lol. so, wait, you want me [and everyone else interested] to pm you some info on ourselves? |
yupp, i need ta collect sum souls, ye know. ;^p
it's for the design doc.
if we want to work together, we need to know each other on *some* level, else this is going nowhere, i tell you. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156821 - lord_hardware - Wed May 14, 2008 7:43 am
ok, ive programmed a little at school but this will be my first real swarie into DS' leet prog skillz.
in any case, my names Ry, i like in Melbourne, Australia, im 17 and im working full time so my nights are free.
_________________
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#156843 - nsm333 - Wed May 14, 2008 6:05 pm
as i've said:
already have experience with: c++ coding, some sound, html, 2d games, some small demos on the ds
i would like to help with: coding, sound, maps, but i can't do graphics. no mouse, and no scanner.
i would like to learn: making (helping with) a full game.
i'm 15, but already have alot of experience with c and c++. just not on the ds. lol. i have to wonder how old everyone else is?
_________________
^banned! (even though the topic is killed...)
#156859 - silent_code - Wed May 14, 2008 9:36 pm
i will make all personal information available to the team members only.
DD should be up on the page in a few days.
thanks, guys! :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156887 - lord_hardware - Thu May 15, 2008 4:45 am
if you want you can use my forum... www.kadimo.com and put this under the games subforum?
for ease of design? of course we still tell the people of our progress at GBADev
_________________
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#156893 - silent_code - Thu May 15, 2008 8:54 am
thanks for the offer. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156946 - nsm333 - Fri May 16, 2008 6:47 pm
ok, so. who is going to work on this? as far as i can tell:
alphanoob
silent_code
nsm333
edit: bean
what about you, lord_hardware?
_________________
^banned! (even though the topic is killed...)
Last edited by nsm333 on Sat May 17, 2008 3:55 pm; edited 1 time in total
#156969 - Alphanoob - Sat May 17, 2008 1:05 am
I believe lord and bean are also going to help, but they haven't confirmed...
#156972 - silent_code - Sat May 17, 2008 2:50 am
bean sent his info, so count him, too. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#156985 - bean_xp - Sat May 17, 2008 11:11 am
Yeah, sorry I'm a little busy right now. I have been reading the thread, but I have little time so I probably wont be posting. I'll be available in about 3 weeks and I'll read this thread to keep posted on the latest during that time.
#156988 - nsm333 - Sat May 17, 2008 3:55 pm
k. so, what about lord_hardware? yoo-hoo? lord_hardware?
_________________
^banned! (even though the topic is killed...)
#156998 - Alphanoob - Sat May 17, 2008 6:40 pm
Hardware, it would be most preferable if you posted at least whether or not you are helping us out on this... lol. So, do we have anything started on teh coding of the first level? just curious. I personally am in no rush.
_________________
w00
#157024 - silent_code - Sat May 17, 2008 8:53 pm
<puts on mr. smartypants hat>
we ain't coding the first level, dude. we'll be coding the first episode! ;^)
a level is more of a map than code. 8^D
if all goes weel, i'll be preparing the DD this Wiikend. that means, we might be able to divide tasks among team memebers next week and start "preproduction" (which the DD is a part of.)
Wii Niid to Diicide on THii folloWiing tasks, WHiich all are Liike: "[whatever] DiiSiign: [how maNii Piiple]") [just don't ask.... SiiLii mode OFF, right *now*!]:
- sprite graphics / animation: ~ 2
- tile graphics : 1 - 2
- game screen / menu graphics: 1
- map: 1
- sound: 1
- music: 1
- programming (minus the designer): 2 - 3
what needs to be programmed:
- file loading and (what also belogs to the next two points) background / sprite streaming (for scrolling / animation)
- a sprite management and animation engine
- map / background management
- user input
- collision detection
- game mechanics (all gameplay related rules etc.)
- enemy "ad" (artificial dumbness)
- game glue... errrr, i mean "screens / menus"
- sound and music playback
in a somewhat similar order, maybe. add in some nice effects, too! ;^)
did i forget something?
different tasks can be done by the same person. we just need to know who will do what part.
don't get me wrong, i don't want you to go all "i will do this and that" right now! this stuff is going to be put in the DD and i'm just asking, if i might have forgotten something. after the DD is out, we'll divide the tasks.
btw: i'm no good at leading teams, i guess, so i just don't want you to think i'm trying to lead this by posting stuff like this. i think that we might not need a leader (who wouldn't be me, anyways), as long as the team is small and fixed and everyone does what he ( / she) *volunteered* to do. keep your word, guys. that's a friendly reminder about the fact, that most people starting / helping out with projects like this, don't. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157036 - Alphanoob - Sun May 18, 2008 12:32 am
Yeah, I fiigure we can all lead when we have something to lead about... thus making all and none the true leader.... man, I have been playing too many rpgs, I gotta stop talken like that, lol. So how much was missing from the DD that I sent you? Hope I didn't leave you with too much to add... btw, I could probably do the collision detection stuff, at least some of it. All that is is like:
right, like making it so you don't fall through the floor or run through walls with stuff like the above 2 lines of totally hardcore code? I will sign autographs later, lol =)
_________________
w00
#157044 - keldon - Sun May 18, 2008 9:24 am
No not quite; but fear not as your questions have already been answered before (so do a search), and for everything else you can ask a question.
#157046 - silent_code - Sun May 18, 2008 10:28 am
@ AN: you're here to learn and if it is cd you'd like to learn, then, if noone else will do it, you'll learn how to. :^)
actually cd is a bit more involved, but i think you could manage it. if you get the task, i'll tell you how it works. i'll tell you anyways, i guess. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157058 - Alphanoob - Sun May 18, 2008 8:26 pm
awesome =). I am always glad to learn something new, so if nobody else wants to do it, i totally will. This is gonna be really cool once we are all done with it. I will be a bit more active in a few weeks when school ends, so I will have plenty of time to work on the cd if I get that part. If not, I will work on whatever I get =)
_________________
w00
#157078 - nsm333 - Mon May 19, 2008 1:34 am
lol. you're lucky, alphanoob. my school never ends... now, i've already done collision detection, so you can have it.
edit: lol, nope, tepples. not what i meant.
_________________
^banned! (even though the topic is killed...)
Last edited by nsm333 on Mon May 19, 2008 11:51 pm; edited 1 time in total
#157086 - Alphanoob - Mon May 19, 2008 3:06 am
School that never ends... I think I had a nightmare about that once. So, anybody other than me want collision detection? Or do I have that one for sure? Also, can someone just post a very brief description of what all will precisely have to be done? cd sounds like something that I might, just *might* need in future projects, lol.
@ nsm: so, who do you think will win this everlasting ban-off between our sigs? lol
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w00
#157089 - tepples - Mon May 19, 2008 3:24 am
Alphanoob wrote: |
School that never ends... I think I had a nightmare about that once. |
It's called having a job. Eventually, you'll need to get used to it.
Quote: |
So, anybody other than me want collision detection? Or do I have that one for sure? Also, can someone just post a very brief description of what all will precisely have to be done? |
So you want to detect whether two objects in a 2D game are overlapping. The first few subroutines that you need to write are functions that answer the following questions:
- Does rectangle X overlap rectangle Y?
- Does circle X overlap circle Y?
- Does rectangle X overlap circle Y?
- Is tile A solid? If so, what is the bounding rectangle or circle of its solid part?
- Does tile X on the map overlap rectangle Y or circle Y?
- Which tiles on the map would possibly overlap rectangle Y if they were completely solid?
- Which tiles on the map actually do overlap rectangle Y or circle Y?
Quote: |
@ nsm: so, who do you think will win this everlasting ban-off between our sigs? |
Possibly Gannon, or perhaps Guckert.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#157090 - Alphanoob - Mon May 19, 2008 3:47 am
Thanks, I guess I got some work ahead of me. Oh, and you are probably right about the ban-off (or ban=off, "double bond" lol).
_________________
w00
#157119 - silent_code - Mon May 19, 2008 3:25 pm
i have revised the DD and as i see it, it still needs some work.
when i'm done, we will have to sit down and talk it over.
i have made some decisions for the in/exclusion of some DD points, that you might be confused or unhappy about. in that case, post about it!
due to the amount of work that has to be done on the DD, i aim to release it on my project page on friday. i plan it to be a usable and consistent DD, that could be turned in a fun to play game. unfortunately, that includes some sacrifices of (mostly time ;^D ) some ideas. again, if you think i have left something imperative out during the writing process, post here!
if lord_hardware guaranteed consistent support for the project by means of his forum, then i suggest, we should move discussions over to his place.
i guess, now it's getting serious. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157157 - Alphanoob - Mon May 19, 2008 9:28 pm
Yeah, I think that he posted his stuff so much faster than the rest of us that we didn't notice, but hasn't said anything since. So, with drawing circles (something I have never done for the DS yet... I did it with BASIC, but that is because my calculator had a draw circle command already...). Is there a specific command for drawing, or do I get to make myself a function? Maybe like:
Code: |
drawCircle(center, radius, circleDrawn = false)
{
while(circleDrawn = false)
{int pointDistApart = 1, presentSpot = (center - radius), pastCenter = 0;
VRAM_A[presentSpot + (presentSpot + pointDistApart)Â * SCREEN_WIDTH] = RGB15(31, 0, 0);
VRAM_A[presentSpot + (presentSpot - pointDistApart)Â * SCREEN_WIDTH] = RGB15(31, 0, 0);
if (pointDistApart == (radius - 2))
pastCenter = 1;
if(.... well, you get it. I have it draw poinst with presentSpot++ and the like...
|
yeah, that was some rough code since I didn't feel like going into programmers notepad and actually working out a function just yet. Is that about right though?
_________________
w00
#157171 - tepples - Tue May 20, 2008 12:02 am
Google bresenham circle to learn how to draw circles. Or you could put a predrawn circle in a sprite, as most Super NES games seemed to do.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#157178 - Alphanoob - Tue May 20, 2008 1:09 am
will do... soon as i'm done with my math homework, lol.
EDIT: I figure I should put it out there that we *are* still open to new people joining in the fun and helping out with this project. Just because we are about to get going doesn't mean it is too late to help =).
More people == faster completion time == fun! lol.
_________________
w00
#157200 - lord_hardware - Tue May 20, 2008 8:56 am
sorry guys i was away for a little while... been working my home life, girlfriends life and my work life around my jorge... its... difficult? :P
yes im definately in... i'm going to tell my brother that im taking over a section of his forum SOLELY for this game so YEAH! :) until then post in the programming or games section... if your a user and cant post ill fix it all up
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#157237 - Alphanoob - Tue May 20, 2008 10:19 pm
alright, everyone has oficially checked in =). Now we can get this thing rolling! so, lets get these jobs dished out =).
_________________
w00
#157239 - nsm333 - Tue May 20, 2008 11:34 pm
oh yeah! you can draw the circles, alphanoob. i'll do the squares.
edit: i was joking, tepples.
_________________
^banned! (even though the topic is killed...)
Last edited by nsm333 on Wed May 21, 2008 6:40 pm; edited 1 time in total
#157243 - Alphanoob - Wed May 21, 2008 12:33 am
Ok, sweet. So, are we even actually gonna be using circle/square functions, or will we just draw them directly into the tiles? Cause if we draw them right into the tiles then all we have to do is look for tiles colliding, not specific shapes... right? (I am still quite prone to being completely and utterly wrong)
_________________
w00
#157247 - tepples - Wed May 21, 2008 1:44 am
Circles and squares aren't something you draw. They're hitboxes.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#157249 - Alphanoob - Wed May 21, 2008 2:30 am
oooh. Thanks again tepples =). So (here comes the part where I am once again prone to being completely incorrect) I have to:
1. Figure out the range of these circular/rounded attacks
2. Make it so that they don't simply look cool and then morph through the enemie without any effect.
3. Figure out what I did wrong in programming the above and then fix it (This is something I am sure of, not a possibility. It is a rare program in which I get the intended effect on my first try.)
@tepples: That platform stuff is with the tile/sprite tho, right? That is like what I mentioned earlier with the if X>something and Y<something else then... right?
_________________
w00
Last edited by Alphanoob on Wed May 21, 2008 3:33 am; edited 1 time in total
#157250 - tepples - Wed May 21, 2008 3:09 am
You'll also need some sort of collision detection to make sure that the character doesn't fall through platforms.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#157261 - silent_code - Wed May 21, 2008 1:04 pm
@ AN: hey, the best way to learn it is to do it! ;^)
try to make one "sprite" (stickman in your code) push another. if you manage to do that, add two more "sprites" (he does not use hw sprites) and see, if you can push all of them and if they will push each other when being pushed. psuh, push, psuh, push... ;?D
after that it's time for scene CD. ;^)
this involves some sort of collision map. that may be the regular level map. think of it: the character should be able to walk in all the "blank" tiles and not be able to penetrate (don't be childish, guys! X^D ) solid tiles, like the ground (which is a special case of:), platforms and walls. that means, while the character moves, you need to check if the next tile it will "enter" (not really, as sprites and maps are indipendent of each other) is either "solid" or "hollow" ("blank"). the character would only allowed to move in a direction, in which it whouldn't penetrate solids.
the next step is collision response: if a collision is detected, you need to do something appropriate, so that the character can move within the restrictions of the map. like walking on slopes or, in 3D, "sliding" when constantly colliding with walls.
BUT: is everyone ok with AN programming CD? i thought it was fair, if everybody could decide who does what part.
well, i've nothing against AN doing CD.
@ l_hw: welcome back. :^D
guys, give me a few days to put up the DD. i'm about half way through the current iteration, but i couldn't do anything yesterday, because i was in a recording studio with my brother. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157282 - nsm333 - Wed May 21, 2008 6:43 pm
ok, alphanoob. you can do collision detection and "hitboxes". lets see... what can everyone else do? after you're done, silent_code, then we can hand out jobs.( i think... ) oh, yeah, did you want any help with the design doc?
_________________
^banned! (even though the topic is killed...)
#157289 - Alphanoob - Wed May 21, 2008 8:25 pm
I think tepples should join the team, lol. I believe that silent posted a list of positions and how many we needed for each spot a page or two ago, so I guess we should all just look at that and say which we want. If multiple ppl want a one person spot, we can work it out (Internet rock, paper, scissors? Pm your move to a middle man, lol, who then tells who won... rofl). I will keep checking this topic every once and a while, but for now I am off to try out what silent suggested, and probably change my tile system up a bit...
_________________
w00
#157294 - silent_code - Wed May 21, 2008 8:56 pm
honestly, nothing against tepples, but i guess he would be quite bored with this, as he is an experienced programmer already and the only reason i do this is to help you guys willing to learn something... and yeah, the ideas we have here are quite fun, too. ;^)
i would appreciate some help with the DD, but first we need this second iteration to be done. after i release it in a more or less standardized form, i hope we can all participate in completing it.
then it would be our duty to put it all together to form a (current) final form.
:^)
ps: PRSonline? sounds like an aweseome mmo!? let's can Jorge and make PRSonline! <end of joke...>
wow, we have like... ut3 to help with such decisions, you know? ... X^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157298 - Alphanoob - Wed May 21, 2008 9:41 pm
Should we be moving to LHW's forum?
_________________
w00
#157300 - silent_code - Wed May 21, 2008 9:49 pm
i guess, yes, as soon as he's got it ready! :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157304 - Alphanoob - Wed May 21, 2008 10:14 pm
ok, sweet. I am trying to fix that dang jump thing before I start on pushing another sprite... lol. It jumps *way* too fast, not even drawing the middle of the jump for a milisecond. I tried doing that >>4 thing that you talked about, but it just made the jump higher as you move down the screen... Is there another way of slowing it down?
_________________
w00
#157305 - silent_code - Wed May 21, 2008 10:24 pm
yes: doing it right. ;^)
send me your code, then i'll show you how to do it the right way. :^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157307 - Alphanoob - Wed May 21, 2008 10:26 pm
alright, lol. I deleted the function for jump and just coded it straight into the REG_KEYINPUT & KEY_B part, just so you know. I will send it right now =).
_________________
w00
#157317 - tepples - Wed May 21, 2008 11:42 pm
silent_code wrote: |
honestly, nothing against tepples, but i guess he would be quite bored with this |
That and I've been working on a non-handheld-related project, namely games for HTPCs.
Quote: |
i would appreciate some help with the DD, but first we need this second iteration to be done. after i release it in a more or less standardized form, i hope we can all participate in completing it. |
Perhaps you need a wiki to coordinate work on design documents.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#157318 - silent_code - Wed May 21, 2008 11:49 pm
@ tepples: using a wiki is a very good idea, indeed! also, a very interesting topic. (HTPC)
could someone put up a wiki, please?
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
Last edited by silent_code on Wed May 21, 2008 11:54 pm; edited 1 time in total
#157320 - tepples - Wed May 21, 2008 11:53 pm
If you have a web hosting account with PHP 5 and MySQL, you can use MediaWiki. You can get web hosting for about $50 per year through Go Daddy.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#157321 - silent_code - Wed May 21, 2008 11:59 pm
50$ a year doesn't sound too bad! if only i had like... 5$ for that! ;^D
i could run a local sever, but i'd prefer using some external resources, as i couldn't guarantee constant access to it. the server, the current project page is on, is too restricted: 25mb, no php, no sql... just plain old HTML. in fact, only ftp writes are allowed, so no script can change a file's contents. :^C
ps: i have just bought some webspace (... for 15 EURO [/12 months] i don't have! ...), so i should be able to put up a forum and a wiki asap. ;^)
@ tepples (or anyone): have you got any forum recommendation? it's been a while since i have set up a forum. :^/
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157334 - Alphanoob - Thu May 22, 2008 4:07 am
We could just make a freewebs site. Don't those have forums and whatnot built in? Probably link to some free forum site, but it is all free, really easy to edit, and just has a few ads to make up for the free part. We could all agree on an admin name and code (via pm for the security of the site, wouldn't want somebody goin in and changing it on us because we put it up publicly, lol). We could have one of the pages be the DD, and could all fix it up if we all had the code. Just a thought, I could go set it up...
_________________
w00
#157341 - keldon - Thu May 22, 2008 9:23 am
Suddenlaunch comes to mind for a free forum (haven't used it for a while)!
@tepples: interesting!
@all: you will also need a project manager (not sure if someone stepped up for that as I skipped a few posts). Basically someone who keeps check on tasks, etc. and also a version control system (in some form) is something someone should investigate.
#157343 - kusma - Thu May 22, 2008 10:03 am
or you could just go all the way, and have the entire hosting of the project up on www.assembla.com, where you get free wiki, SVN, bugzilla etc, even for proprietary software.
#157344 - silent_code - Thu May 22, 2008 10:44 am
uh, cool guys!
i actually use svn at home, but didn't think about version control, yet. so, thanks for the hint. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157346 - bean_xp - Thu May 22, 2008 11:46 am
I'm not sure we need something as full blown as SVN (Altough I have no issues with using it), but I guess some bugtracking/feature planning facility could be nice. However I'm sure that can all be handled with good communication over a forum.
It's great news that you got some hosting (silent_code), and it would be quite helpful if projectpages, forums etc could be hosted, as long as you are happy to offer that.
I guess failing that we can still use lord_hardware's forum (and thanks for the offer).
With regards to forums however, I don't think we need any fully-accomplished forum scripts such as phpbb, a simple bulletin board script should suffice.
And Alphanoob, with your ">>4" thing you are refering to 'fixed point math'. I wont go into details as there are plenty of posts on the topic on this forum. But basically you are dealing with moving fractions of pixels at a time (per frame) which cannot be handled by the DS hardware. To deal with this we create a variable and use a fixed number of bits on the right as the fraction. When the DS hardware needs to use the whole number, we move the whole number so many (binary) places to the right to discard the fraction (>> is the bitwise right shift operator).
#157347 - kusma - Thu May 22, 2008 11:55 am
bean_xp wrote: |
I'm not sure we need something as full blown as SVN |
Excuse me, but is there really any time when you DON'T need VCS? I do ALL my development on SVN, for sporadic tests, I use a repo called scratch :)
Good bye "Now where did I put that source code the last time I bought a new computer"-annoyance.
#157349 - silent_code - Thu May 22, 2008 12:25 pm
oh, well, putting up svn is no big deal, neigther is using it. ;^)
as soon as i get access to the server, i'll put everything neccessary up.
ps: if you do ">> 4" somewhere, you need to do a "<< 4" first! ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157355 - Alphanoob - Thu May 22, 2008 1:02 pm
ooooh... now I get it, rofl. Thanks all =).
_________________
w00
#157366 - bean_xp - Thu May 22, 2008 8:12 pm
kusma wrote: |
bean_xp wrote: | I'm not sure we need something as full blown as SVN |
Excuse me, but is there really any time when you DON'T need VCS? I do ALL my development on SVN, for sporadic tests, I use a repo called scratch :)
Good bye "Now where did I put that source code the last time I bought a new computer"-annoyance. |
Well thats a fair point, put accross like that, however I tend to store all my code on an additional hard disc (so that wouldn't be an issue when upgrading computers). It's Just personal preference I guess.
Well regardless of what system we use, I'm sure silent_code's server will prove to be useful in many ways.
#157386 - lord_hardware - Fri May 23, 2008 7:58 am
Well its still there if we want it
_________________
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#157401 - nsm333 - Fri May 23, 2008 5:03 pm
ok, i'm confused. are we using freewebs, that other person's forum, this forum, a wiki, or what? so confused...
_________________
^banned! (even though the topic is killed...)
#157503 - Alphanoob - Mon May 26, 2008 2:52 am
Ok, I have an idea on how to do the cd for the platforms, but I wanna run it past you guys before I go and test it out in my little test program. Would it work if we had it detect 3 platforms at a time rather than all at once? 3 at once as in your plat, the one below, and the one above? This would allow jumping to higher plats and falling without slowing things too much.
_________________
w00
#157518 - lord_hardware - Mon May 26, 2008 7:57 am
what about platforms to either side?
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#157521 - silent_code - Mon May 26, 2008 8:40 am
i don't think the cd system needs to have any information about the number of platforms on screen, at all.
imagine a black and white "map" of the level on screen. black means "hollow", white means "solid". when a character moves, you just check, if the tile it enters is hollow. when attempting to enter a solid tile, you push the character back according to the collision you detected. ;^)
ps: hopefully, i'll have the server available this week! i'll install svn, a wiki and a forum on it and put up all the info about the project, that i have.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157542 - Alphanoob - Mon May 26, 2008 4:43 pm
dang, ur really goin to town on this silent =). I think I might need to kick it up a notch to keep up here, lol. So movement cd can be done with a simple T/F test of whatever tile you are trying to move to... got it. I am guessing I will really need 3 types of tiles: Passive Solid (floor, walls, etc), Enemy, and Ladder. Now that I have another idea as to how I will go about this, I will run it past you guys again, because there is probably an easier way than how I plan to do this. Should I be telling it that:
Code: |
if ((tile > platStart) && (tile < platEnd)
tileType = solid; |
or is there a better way to do this?
_________________
w00
#157543 - Alphanoob - Mon May 26, 2008 4:50 pm
Sorry for the double post, I just felt it necessary to bring this up again. It is about my favorite post on this whole topic, lol =)
_________________
w00
#157567 - silent_code - Mon May 26, 2008 9:21 pm
i don't understand that pseudo code fragment. sorry. :^(
you would simply just look up the tile "type" in the map... if it's the (well known) "empty"/"hollow" tile (index), moving into it is allowed. that's about it. ;^)
EDIT: now i understand! you mean platform! noes! just check the tiles the character is moves to! i'll try to make an image to visualize it for you, but i have too much to do, so it may take a while.
now, the "clever" part is to not just return true or false, but rather the distance! what distance you might ask. anything "0" for no collision and anything else for the distance the character needs to be moved to not be stuck in a solid tile (in other words, the signed [depending on direction] amount of units [e.g. {sub}pixels] that the character has penetrated a solid).
... and you don't need enemy tiles, as these will be represented as characters (sprites) that are indipendent of the background. ;^)
but latter (and of course toilet "lifts") are a good addition! :?)
i'm aware of the fact, that most of you are sitting idle here, but i've already posted the open positions, so maybe you could drop a line telling us, what part you would like to do? then we can decide. well, i'll send the team info around in the coming 24h, i swear! ;^)
random rant: oh boy! i'm having a bad headache for three days, *again*. dang, it hurts soooo bad! X^C
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157595 - Alphanoob - Tue May 27, 2008 12:14 am
Is there a certain command for checking the tile type (I, as I said, don't have much knowledge of how the built in tiler works)? Someone other than silent can answer if you like, lol. He seems like he is carrying the brunt of this project right now (is there anything specific you would like us to help out with?), and could probably use a break from answering my noob questions. I will google it, but that never seems to help when it comes to tile graphics...
_________________
w00
#157599 - silent_code - Tue May 27, 2008 12:23 am
tile maps are just arrays of indexes. it's much like "int map[]", only a bit more complex. ;^)
you can access that map or a simpler representation that is kept in main ram to query a "type", which means simply the tile index (or number), as you can predefine certain indices to special tiles (like hollow tiles could be tile number 0.)
good night. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157608 - Alphanoob - Tue May 27, 2008 2:06 am
Thanks again silent, night! =)
.......ZZZZZZ
(-_-)
.......
_________________
w00
#157644 - silent_code - Tue May 27, 2008 5:10 pm
ok, lads, info is out via PM. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157685 - Alphanoob - Tue May 27, 2008 8:39 pm
sweet, guess I should go download adobe acrobat reader now... lol. This computer was pretty much wiped clean and given to me (a friend was getting a better one, and this one is far outdated by now. Still good though =).), so I am finding random apps that I still have to download. To google!
EDIT: is acrobat reader even free? I think I may have to transfer this doc to another pc that has it... lol
_________________
w00
#157690 - silent_code - Tue May 27, 2008 9:17 pm
yupp, it is free(ware) - the reader part, that is. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157693 - Alphanoob - Tue May 27, 2008 9:29 pm
oh, sweet. I was afraid to download from random links. Don't wanna become a pirate after all this... lol.
-Silent: You may or may not want to add that I will be doing the cd, since I have passed the torch to you on the DD (It seems as though I made a torch, but you made the olympic flame, lol).
_________________
w00
#157696 - silent_code - Tue May 27, 2008 9:43 pm
[this is going to be a random rant involving pirates.]
"arrrr! p1r8 P373 5az: wutz rong wit b3in a p1rrrr8?"
...
<desperate look> those pirates! always joking... ha... ha... <very desperate fake smile>
...
everybody should run Folding@Home while illegally downloading data from the inet, browsing the net because they're bored or just letting the computer idle for no reason. that way their computers (and all those PS3s out there) would actually do *something* useful!
it's really easy to actively help medical research by donating processing time and you'd be wasting less energy, too! (the latter measured in "calculations that matter" per watt.)
So, if you have some spare processing power, run Folding@Home and do something that matters! Spread the word!
:^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157700 - Alphanoob - Tue May 27, 2008 9:56 pm
Interesting app... very smart idea. Link computers together while they are idleing with one app, creating massive processing power. I could see how that would make life easier for scientists, lol.
EDIT: How do the PS3's play into all of this now?
_________________
w00
#157764 - tepples - Thu May 29, 2008 12:13 am
Alphanoob wrote: |
Interesting app... very smart idea. Link computers together while they are idleing with one app, creating massive processing power. I could see how that would make life easier for scientists, lol. |
It can be applied to GCC too: google "distcc". That's how true Gentoo ricers build their compile farms.
In my experience, Foxit Reader is faster than Adobe Reader.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#157772 - nsm333 - Thu May 29, 2008 1:40 am
you know, i was thinking about this last night. we could do somthing like this with the ds. have it look for other ds's, and it could be like a "super pictochat".
edit: k, thanks. the sooner we can stop taking up this forums space, the better. (if we're moving)
_________________
^banned! (even though the topic is killed...)
Last edited by nsm333 on Thu May 29, 2008 7:37 pm; edited 1 time in total
#157804 - silent_code - Thu May 29, 2008 5:07 pm
ok, lord_hardware is "officially" in, so i'll send an updated team overview very soon.
the new server isn't up, yet, as i'm still waiting for the provider to send me all the needed data.
see you soon.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157814 - Alphanoob - Thu May 29, 2008 9:10 pm
Alright, we are all locked in and ready to dish out the work load =). Anyone else who wants to join in the fun, now is the time! =) What sort of stuff are you guys all good at? A knowledge of each others' strengths and weaknesses will help this along faster.
_________________
w00
#157818 - silent_code - Thu May 29, 2008 9:53 pm
not sure who you mean, AN, but that's why i made the team overview! :^D
i'll send an updated version within 24h (i'm a little bussy right now.)
i'm still concidering releasing the DD in it's current form, but i'm not sure it's "enough", as there's still some things i'd like to add, but couldn't find time to do so. and after all, we want to make the DD into a wiki, so there's no sense in working at it, when it's going to be ripped apart in a few days, anyways.
please, help me with this decision.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157819 - Alphanoob - Thu May 29, 2008 10:12 pm
My vote: Just release it. Once it is a wiki we can add or remove anything we want. And what I was getting at with my last post was:
what jobs do you guys wanna do? Silent posted them a while back, and that will have to go into the DD. We have all said what we have worked on before this project, but how are we going to divide this up? That is still a little unclear (at least to me) and is essential to gettting this finished.
EDIT: nice DD silent =). Oh, and I tried that thing you suggested with having my "sprite" push another "sprite", and so far it is working pretty good. I cut out the up and down commands and moved it all to the bottom of the screen to jumping made sense, and have a block that you can push back and forth. Now, to add standing *on top of* the block, lol.
_________________
w00
#157841 - silent_code - Fri May 30, 2008 12:44 pm
ok, the server is online.
i have to do some RL stuff first, then i'll dive into the world of wiki and forum setups... ;^)
but the old project page is now hosted under: http://jorge.robs-basement.de
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157842 - lord_hardware - Fri May 30, 2008 1:38 pm
sweeeeeeeeeeeeeet.
_________________
NDSL: M3Real, EZ4 Lite Deluxe, 2x Kingston 1GB Micro SD, 1x Kingston 4GB Micro HCSD 1x Kingston 8GB Micro HCSD
#157843 - silent_code - Fri May 30, 2008 1:48 pm
regarding an svn repository: how about we use sourceforge or google code (which i personally don't know much about)? iirc, they have team management, bug tracking etc. support build in.
EDIT: the wiki is online: http://jorge.robs-basement.de/wiki
CURRENT SERVER STATUS:
- Wiki: available
- Forum: missing
- Project page: available
- Design document: available
- Team overview: missing
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#157862 - nsm333 - Sat May 31, 2008 12:13 am
cool! this is great. ok, i and many other people will go look at it.
_________________
^banned! (even though the topic is killed...)
#157899 - silent_code - Sun Jun 01, 2008 4:06 pm
Quote: |
You can register yourself and help working on the design! As Silent Code has sent the current design document to all team members, you can all start to incorporate the parts that are still missing, as well as working out existing ones.
Let's get this party started! :^D |
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158032 - nsm333 - Tue Jun 03, 2008 7:50 pm
Already started!!!! woot woot. we need to go look at the original topic. i might be a little busy this week, and might not be able to help very much....
_________________
^banned! (even though the topic is killed...)
#158033 - silent_code - Tue Jun 03, 2008 7:52 pm
i can only see your ip (?) :^|
EDIT: ok, i sw that nsm and bean are regstered. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158038 - Alphanoob - Tue Jun 03, 2008 9:21 pm
rofl, when I edit it takes my IP down because I am not registered on wiki. I will go do that now, lol =)
_________________
w00
#158040 - silent_code - Tue Jun 03, 2008 9:56 pm
you better do, as i have thought of doing funny stuff with anyone that edits anonymously. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158042 - Alphanoob - Tue Jun 03, 2008 10:15 pm
... I am registered. Could you elaborate on this "funny stuff" that you mentioned?
_________________
w00
#158048 - silent_code - Tue Jun 03, 2008 10:55 pm
it involves database maipulation and name calling :^)
i am not a hx^ ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158059 - Alphanoob - Wed Jun 04, 2008 1:21 am
riiiiiight... lol. I might just go edit without logging in some time just to see what happens =) lol. 2 more days and then I have all the time in the world to devote to figuring out cd... until I don't have all the time in the world, and only have most of the time in the world *cue mysterious music to go along with random nonsense I just stated, along with this obscenely long statment in between asterisks which I will end in..... wait for it.... just about..... now!* lol.
-Just a side note: how is it that people use a DS as a remote for a robot? I have a kinda neat little one with a camera, claw, and six wheels that would be kind of fun to fidget around with, and I am going to a robotics camp thing this summer... just curious how it all works and what is needed. I will probably post another topic about it.
_________________
w00
#158077 - silent_code - Wed Jun 04, 2008 10:15 am
please, spare me the manual db editing. ;^)
there's that ds robot "kit". it utilizes the nds as the processing unit via the ds serial. at least that's what i remember. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158093 - Alphanoob - Wed Jun 04, 2008 8:10 pm
Where would I find info on this robot kit, is there a site? Or should I just resort to good old google? =)
_________________
w00
#158124 - lord_hardware - Thu Jun 05, 2008 9:48 am
as per your request for more information about me, i have had no imput other then testing for any DS programmed games, in terms of programming itself i am an ALPHA rookie n00b?
Although in terms of my merit to this band of young-lings (no pun intended? seriously...) I consider myself a writer of some moment :P I would love to write the story (including character dialogue and possible voice over?)
_________________
NDSL: M3Real, EZ4 Lite Deluxe, 2x Kingston 1GB Micro SD, 1x Kingston 4GB Micro HCSD 1x Kingston 8GB Micro HCSD
#158125 - silent_code - Thu Jun 05, 2008 10:03 am
neeeeato :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158181 - silent_code - Fri Jun 06, 2008 5:10 pm
Okays, I have added an Eiffel Tower Map layout to the project page. It should be pretty much self-explanatory.
@LH: It's cool, if your talent is to write stories, you can do that! As you know, we already have a pretty twisted outline for the into and the first episode, as well as some bits that could be integrated into later episodes.
PS: I have removed the link to the project page from my signature, because by now everybody should know what it is or simply visit my web page. :^)
Talking of my page, I have released a first WIP demo of the zombie "game". It has improved over the version you know, so you may want to check it out.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158183 - Alphanoob - Fri Jun 06, 2008 10:26 pm
oooh, I will have to do that =).
_________________
w00
#158193 - nsm333 - Sat Jun 07, 2008 2:05 am
yah, that game is awsome! well...... tomorrow i might be able to work on the game some....
_________________
^banned! (even though the topic is killed...)
#158195 - Alphanoob - Sat Jun 07, 2008 3:51 am
alright, we have the dd and setup of the first level done, what is our next step?
_________________
w00
#158199 - silent_code - Sat Jun 07, 2008 10:18 am
Well, we need to discuss actual gameplay (which is a very broad topic) and then sketch the elements of the first episode's map.
Then we will be able to sketch the screens of the map.
Only then will we know what we need to program and how.
As I'm diving into rather involved tile map programming for my zombie demo anyway, I *could* offer to write the sprite and map system (which I would do anyway), if nobody else wanted, that is.
Another problem is, that there are a lot of "map editors" out there, but I found none (I still have to check out one, thouhg) fitting my needs. So, the question is: Would somebody of you guys be able and willing to write an editor from scratch? I'm asking, because I don't have the time now and I doubt it will be more in the near future (it might become much, much less,) but we will definitely need one.
I would list the features, help to design the user interface and maybe I could even help with programming.
This is a valuable opportunity, because the moment you start to develop a (more than basic) game and you write a proprietary engine, you will need to roll your own tools. Unless you'll be using existing file formats... which in most cases is nonsense to me (I *could* elaborate on this, but I would like to prefer not to.) ;^)
Ok, we have a list of positions and I'll send an updated version (to include lord_hardware) of the team overview today (within 24h), so:
Who want's to do what?
PS: There's still a lot of work to be done on the DD. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158248 - silent_code - Sun Jun 08, 2008 10:04 am
Sorry guys, no team update, yet. I had to prepare a "production render" yesterday, which will be kicked off in a few minutes and I haven't had as much time, as I thought I would.
As soon as the rendering (which should take around 16 hours on two machines ;^) ) has started, I will make an update and post it.
Again, open positions are in the design doc (the non-wiki), so let us know what you'd like to do! :^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158270 - Alphanoob - Sun Jun 08, 2008 5:16 pm
how does someone go about making a map editor. I am curious as to how this works...
_________________
w00
#158271 - tepples - Sun Jun 08, 2008 5:42 pm
The first step in making a map editor is designing how you are going to represent map data in the game engine, given the limitations of the target platform's memory systems.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#158276 - silent_code - Sun Jun 08, 2008 6:57 pm
That is a really broad topic, one that actually is as complex as making the game, it will be used for, itself. Should I elaborate?
PS @ AN: About the promissed PM about collision detection tiles... I'm having little time, so I'll try to make it quick and write you a short one after posting thins.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158319 - Alphanoob - Mon Jun 09, 2008 4:24 am
I guess I can leave map editors for after I know how to manually make a map, lol. Don't elaborate about a large off-topic thing on my account, as I am happy with how close my brain is to exploding from all of this already, lol.
PS @ silent: Just looked up arrays in my C++ book. They are a little ahead of where I am, but are *exactly* what I was looking for, lol. would I be going over the top to make a 256 element array? one for each tile.
_________________
w00
#158328 - silent_code - Mon Jun 09, 2008 8:47 am
Depends on how big your data structure is. :^)
If you were only making a byte or word element array, then I don't see the problem, as allocating (with 32bit words) two kB of RAM shouldn't be a problem in your demo. :^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158644 - Alphanoob - Sun Jun 15, 2008 3:54 pm
I guess I will just ask it: Are we really going to do this? I've been offline for a couple of days with sports and things, but other than that me and silent seem to be the only ones really trying to do anything (silent more than me, even). I just want to know now, because if we aren't actually going to do this then we should stop now and quit wasting time. If we are going to go through with this project, then lets kick it up a notch and get going! I am still ready to go on this thing, and have been trying to contribute as much as my limited programming/game design knowledge will allow. The only thing is, I have only heard from 1 member of the team about anything in weeks now, and am beginning to feel as though this may be slowly falling apart...
please respond to this post, just so I know where everyone is at.
_________________
w00
#158662 - lord_hardware - Mon Jun 16, 2008 6:41 am
Although im trying to feel as though i will be able to hep in this project, im juggling work life, family life, a couple of Pokemon Hacks, my movies, and my hobbies and friends.... this is starting to become a secondary consideration and im sorry to say im going to have to step back :( sorry everyone
_________________
NDSL: M3Real, EZ4 Lite Deluxe, 2x Kingston 1GB Micro SD, 1x Kingston 4GB Micro HCSD 1x Kingston 8GB Micro HCSD
#158664 - keldon - Mon Jun 16, 2008 8:41 am
I'm sure the problem of people with little time to offer, or only a short term commitment was brought up once in regards to project management.
First identify the time commitment from the most dedicated, such as 5 hours per week (which is quite a lot). If someone can only offer 5 hours a month you can still find a way for them to be useful.
However a lack of design/management experience will make it difficult to allocate tasks and plan the project; so it might be a good idea to leave that aspect open and have it reviewed by the more experienced to peek at. What exactly are your initial stages of development?
---
Maybe you can better aid yourself by colour coding posts; blue = management (i.e. how where you will focus, development strategy); dark-green = design; dark-red = code; black = anything ... It will help people skim the posts ^_^ (j/k)
#158665 - bean_xp - Mon Jun 16, 2008 10:19 am
Alphanoob wrote: |
I guess I will just ask it: Are we really going to do this? I've been offline for a couple of days with sports and things, but other than that me and silent seem to be the only ones really trying to do anything (silent more than me, even). I just want to know now, because if we aren't actually going to do this then we should stop now and quit wasting time. If we are going to go through with this project, then lets kick it up a notch and get going! I am still ready to go on this thing, and have been trying to contribute as much as my limited programming/game design knowledge will allow. The only thing is, I have only heard from 1 member of the team about anything in weeks now, and am beginning to feel as though this may be slowly falling apart...
please respond to this post, just so I know where everyone is at. |
Yes sorry about that, I was tied up with college exams, but now they're finished I'm back, and I have time to work on this project as you might have seen I am starting to work on the wiki, hopefully I can make more contributions with that.
I would hope that we are still going to make this, so at this stage we should be asking who is still game?
#158667 - silent_code - Mon Jun 16, 2008 11:12 am
@ AN: Well, that's what I'm talking about! :^) I'm ready to roll, just waiting for you guys!
@ l_h: It's ok! Better now than letting us ask you the whole time. No problem, as long as you check the game once in a while. ;^)
@ keldon: The color coding is a very good idea! Although, I'm still thinking about opening a forum for the game. But that would have to mean, that there is a team! :^)
@ bean_xp: Yeah, and it's nice to see you back. I hope your exams went good, as well. :^D
I count three people: AN, bean and me. Nsm hasn't responded, yet. He didn't even log in since June 8th (he didn't receive the updated team info)... Hope he's all right. ':^/
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158716 - Alphanoob - Mon Jun 16, 2008 8:12 pm
The first have fallen... well, maybe nsm will turn up sometime. He was the last person I thought we would lose. It is very nice to have all of this cleared up though, because now we can plan better. Anyone wanna go set up a topic in help wanted? I think we may need a few more people than we have right now if we don't want to spend too long on this... just have anyone interested post it there and then pm their info to silent. I dunno if we have this or not yet, but I think we need a straightforward list of jobs needed and we could just use it as a checklist. That could also go in the help wanted topic.
@L_H: sorry to see you go man =(... What sort of pokemon hax you doin? I am interested in how one would go about doing those...
@silent_code: I think I am starting to get a grasp on classes, but that backround stuff that you pmed me threw me for a loop, lol.
Ps: @silent (again): I don't really know the process of all of this very well, but you can just tell me what we need done, and I will do it if I am capable. It is not a lack of time that slows my contributions, but a lack of knowledge. I basically just need someone to tell me: "go do this, this, or this".
_________________
w00
#158732 - silent_code - Mon Jun 16, 2008 10:12 pm
I guess we continue with what we have so far. bean_xp has been very busy, so I guess well have a DD very soon. That along with some more concept art and maybe some prototype (maybe based on the scene management I am writing for "Zombie NDS"?) should get us enough attention later on.
I suggest that I'll cover the story for now, as I have build up quite some image of it (including gameplay etc.) in my head. ;^)
At this stage, I can only encourage you to read and expand the wiki and continue reading about, learning and gaining experience in programming. If you manage to get CD working in a usable and clean way, you can do anything! :^D
If you'd like, you can PM me your icq/msn contact data. I guess that'll help more than chatting in a forum. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158739 - Alphanoob - Tue Jun 17, 2008 12:03 am
msn messenger? I can use that through my xbox 360, but it won't work on my xp because I don't have the right service pack (go figure, lol). If I knew how to get it working I would and then we could talk through that, but as of right now it won't be of much use =(. I think I will go to tonc or some other guide to figure out that BG stuff, because that guide is pretty in depth, right? I have to head for now, but will be back later. Happy coding everyone!
-AN
_________________
w00
#158749 - lord_hardware - Tue Jun 17, 2008 7:58 am
@Silent.. DUH ill be following the project :) and ill chuck in some ideas and input when i can, i just cant be all over it as i dont have the time
@alpha Me and my brother, and a few others are making a game LOOSELY based on the pokemon universe... insomuch as it has the pokemon and you fight the same way... other then that it has a pretty new feel to it...
in anycase if you want to check out our, or others work go to pokecommunity.com, they are REALLY into it over there and you can find everything you need to get started :)
_________________
NDSL: M3Real, EZ4 Lite Deluxe, 2x Kingston 1GB Micro SD, 1x Kingston 4GB Micro HCSD 1x Kingston 8GB Micro HCSD
#158755 - bean_xp - Tue Jun 17, 2008 3:14 pm
I think we will be able to draw up a more complete list of tasks we have to do once we have the exact details in the design document, as of right now every thing is a bit loose. For example we need exact attack patterns (or other "AI" behaviours), possible player interactions and level data-structure information (just for starters) before we can really assign roles, as for graphics and such I think we can all chip in, but we need a little more concept art as of now. I'll be continuing to work on the Wiki throughout the week, so be sure to visit and add comments to it!
I also use msn so you can contact me at that, and Alphanoob have you perhaps tried Pidgin (as opposed to Windows Live Messenger), I prefer it to Live Messenger on Windows and Linux. :)
#158813 - silent_code - Wed Jun 18, 2008 1:40 pm
pidgin destroyed my whole msn and icq buddy lists... [evil word].
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158820 - Alphanoob - Wed Jun 18, 2008 7:20 pm
why is that? I haven't downloaded it because all I got was a link and no info, lol.
_________________
w00
#158821 - silent_code - Wed Jun 18, 2008 7:29 pm
Don't know... but I installed ICQ6 (which I have tried to ommit, but failed miserably) and Live Messanger and I got everything to look "normal", again (after reinviting nearly everyone I had in my lists.)
You can download offline versions of the service packs. The current SP for XP is 3, but I have still 2 installed.
But: If the preinstalled MSNm doesn't work, there's something really wrong! ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158875 - Alphanoob - Fri Jun 20, 2008 2:24 am
just so everyone knows, I will be in and out for the next week and a half. We have company from out of town staying right now so I can't really chill in my room programming and wikiing too much =(.
_________________
w00
#158894 - silent_code - Fri Jun 20, 2008 11:17 am
Ok, no problem. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158976 - nsm333 - Mon Jun 23, 2008 5:11 pm
sorry, guys, my computer was broken... so, is anyone still going to do this?
_________________
^banned! (even though the topic is killed...)
#158980 - silent_code - Mon Jun 23, 2008 6:16 pm
I'm still there and AN and bean, too, I guess. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#158991 - bean_xp - Mon Jun 23, 2008 9:07 pm
Yes I'm still here also. I've been thinking though we really need to take this somewhere because right now not a lot seems to be happening. I think we have the ideas ready, now we need to start thinking about the implementation, then we can act, what do you guys think we should do next?
#158995 - nsm333 - Mon Jun 23, 2008 9:35 pm
i think we need to fill out the details of the game. levels, characters, sprites. that kinda thing.
_________________
^banned! (even though the topic is killed...)
#158999 - silent_code - Tue Jun 24, 2008 12:22 am
Nsm is right.
We have the design of the story and a rough gameplay design ready. It's is very likely that most parts will change anyway, but we already have a good start with what's in the wiki.
It's time the game elements get carved out, as well as technical aspects.
The "no technical limits" time should then be pretty much over and a realistic and doable view on the game should be developped.
As always, I'm hosting the project and I'm willing to help out with anything I have the time for, but it's up to *you* guys to do the major parts. That's kind of hard, I know, but that's how things work. You have to be a little consequent about the things you do.
But I'm already happy that you guys made it this far. :^D
Actually thinking about the game and not doing the very tempting and fun stuff is something most web based projects don't do and they fail very fast. I hope this one will at least spawn a little gameplay demo. :^)
So, what we need is a little self motivation and patience and in the end things will probably work out fine. :^)
Now: To Jorge! X^D
EDIT: A good read: http://www.gamedev.net/reference/articles/article2491.asp
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#159477 - Alphanoob - Tue Jul 01, 2008 8:31 pm
On teh sprites:
we could make the sprites kind of cheesy at the start, and just use those pics you drew scaled down. This could just be a placeholder until we make the actual sprites. Or we could save some time and leave them that way, the game is a spoof after all.
On teh gameplay:
I think we have enough done to start making the first set of levels/chapter ("jump man"). So maybe we should start drawing up some specific level designs.
Thoughts:
Should we make a quick first level demo?
_________________
w00
#159747 - silent_code - Sun Jul 06, 2008 1:30 am
Guys, we generated some fuzz... now let's do this, right? :^)
What about everybody's status?
Me: Just released the (hopefully) final version of VSD, but I have started to work on a highly improved version, showing much more game like look and feel and hear. ;^)
Though I have not forgotten about our little thing here, so I'm also working on a little background management system when ever I can, so that we can finally start working, "for real!"
How's everybody else doing? Could anyone make an "animating sprite" management system?
I guess AN is still into collision detection (and response), right? :^)
Then someone really neeeeds to do some research for a map editor, that will fit our needs. I tried PernEdit and it's a good tool, but it's still "not quite there." (Anyhow: Respect to dovoto! Keep it up!)
So, we need someone who tries to make a map (with placeholder graphics) in one or two editors that look promissing (like PernEdit), so we can decide which one we will use and in what format to expect map data for the background management system.
So long. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#159800 - nsm333 - Mon Jul 07, 2008 12:03 am
ok, i'll look for map editing.
_________________
^banned! (even though the topic is killed...)
#159803 - silent_code - Mon Jul 07, 2008 1:34 am
Fine. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#159816 - Alphanoob - Mon Jul 07, 2008 3:52 am
I will still work on the CD. I have to get devkitpro re-downloaded now that I have a new PC, but that shouldn't take too long. Any suggestions on other dev things I should download while I am starting with a clean slate? If I am going to start downloading things, I want to do it right. I will also have some sources to transfer from my old computer... oh well =).
Happy Coding!
-AN
_________________
w00
#159837 - silent_code - Mon Jul 07, 2008 11:09 am
Antivir, ZoneAlarm, PeerGuardian2, SVN, Folding@Home, Code::Blocks, MinGW (gcc), VLC, doxygen, XVI32, OpenOffice2, FireFox3, Thunderbird2... ;^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#159882 - Alphanoob - Mon Jul 07, 2008 10:15 pm
Mind telling me what those apps do? I have mcafee and internet explorer... and what does folding have to do with dev!? lol, I just wanna know what I am downloading...
_________________
w00
#159902 - silent_code - Tue Jul 08, 2008 12:03 am
Most of them don't deal with dev, but I thought I might give you some suggestions on some software I use and think you should try. :^)
Avira Antivir is a very good and free scanner. I never had any virus related problems due to it. :^)
ZoneAlarm is my favorite free personal firewall. I like to know when software "phones home" (using up network bandwidth without asking the user's permission!) :^)
PeerGuardian2 is a free software, that will block access from / to blacklisted IPs (spam, ads, spying - including governments - and IPs in p2p networks).
SVN or "subversion" is a version management tool. It is being developed as the successor to CVS.
Folding@Home should be known - you donate some processing time for folding proteines and help research on Parkinson's, Cancer etc. Also available on PS3 and ATI desktop graphics cards. :^) You get points and downloadable certificates, too. :^)
Code::Blocks is an IDE. I am currently using it for all my development (Win32 and NDS targets) and I openly admit, that I really like it. ;^)
MinGW is a set of tools that will let you use the GnuCompilerCollection to develop native Win32 applications. It comes packaged with C::B 8.02. :^)
VLC is "the" mediaplayer. At least it's the player I had the least trouble (next to none) with. It supports most filetypes (as well as media types) and comes with build-in codecs (no extra codec pack needed to use the player.)
doxygen is a documentation generator. Basically, you can make comments in your source files, run doxygen through your sources (easy with GUI wizzard!) and it spills out a fully cross referenced HTML-documentation. ;^)
Btw: All of this is freeware!
XVI32 is a hex editor... do I need to write any more? (I currently use it, but it's not 100% what I want, which is just a matter of taste.)
Open Office should be clear to anyone who knows what the words "open" and "offices" mean in terms of software. It's much better than stealing MS's office suite and it's quite a complete package, too. :^)
Firefox3 is pure awesomeness! Loooots of very useful addons available (e.g. an FTP client, flash / ad / script blockers etc.)
If you like mail clients, I recommend the simple, clean and intuitive Thunderbird2. :^)
Hope that's better. :^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#159941 - Alphanoob - Tue Jul 08, 2008 6:50 pm
Thanks man, I am going to have to go check some of those out. Vista home premium comes with a lot of that stuff, but the code::blocks and minGW seem especially promising. I feel like a noob for not knowing what the majority of those were, but hey, now I know =). Thanks for the help, and I guess I should now put my mind to getting my sources off of my old PC so I can continue work on the collision detection.
Happy Coding!
-AN
_________________
w00
#159945 - silent_code - Tue Jul 08, 2008 7:36 pm
Don't rely on Vista. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#159975 - nsm333 - Tue Jul 08, 2008 10:52 pm
Lol. I hate vista. Too expensive, and not working right...
Well, I've been busy, so haven't had much time for maps and such, but I've had an idea!
What if we use some very simple tiles? Store the positions and types we need, and load them as we need them.
_________________
^banned! (even though the topic is killed...)
#159988 - silent_code - Wed Jul 09, 2008 1:45 am
Well, the task at hand is even more trivial: How do we make them? ;^)
We don't want to hand code each map, do we? ;^p
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#160022 - bean_xp - Wed Jul 09, 2008 12:58 pm
If we're having only 5 maps, hand coding doesn't seem so bad, but it would still be nice to have a map editor. We can't make or choose a map editor though until we know the format of our map data.
Also at this point, have we decided if we are using the 2D hardware or 3D hardware for the backgrounds/sprites?
#160030 - silent_code - Wed Jul 09, 2008 3:36 pm
I vote for 2D. :^)
Btw: It really doesn't matter what format we want to have in the game right now.
All we need is a means to create some data that can be interpreted.
As I imagine it will be nothing fancy, all we nead is an ordered tile table and maps that hold the data for the tile indices. Which practically means, that all we need is just these data fields in a binary format, no matter what format it is. even raw binary output should be fine, as we know the dimensions of out data beforehand (we don't have to dynamically adjust things on load time.)
Given, that we don't have any code base as of yet, that expects any map format, we are free to adapt to existing dataset structures.
Well I count more than five maps for the Eiffel Tower alone. ;^)
... Me wantz a Tachikoma, now! X^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#160042 - bean_xp - Wed Jul 09, 2008 6:32 pm
2D would also be my vote, however you say that "we don't have a codebase that expects any map format", but the 2D engine does expect data in it's own format(s), so we should probably try to model our system around it, to leave us with minimal hassle/effort in the game code.
Of course the other option is to use some existing "map" format and base our code around that, although the game code would perhaps require more effort, the advantage is we can use existing tools. This is dependant on us finding a suitable (documented) format with freely available tools, does anyone have any suggestions for this? (For example we could base our system around the outputs of one of those mario level editing tools by implementing our engine over the top of the dataset)
As for knowing the dimensions of the data, we already know that we don't want the screens to scroll at all during gameplay, only between level transitions, doesn't this mean we already know the dimensions of the two tilemaps for each level? I personally don't think it would be too difficult to design our own format, and produce tools for it. The problem is building the format up in stages, without having to re-write the majority of level loading code.
I think we can break this down quite easily for our relatively simple levels, if we split the binary data into blocks, the first block being the header, the following blocks being the actual data, the header, along with information about the file, should contain an indexed (the index representing the segment type) list of addresses of each section. This would allow us to add additional segments to the levels as each layer is built into the engine (eg we could start with tilemaps, then items, then enemies etc).
The question being at this stage what do we need first, the game engine to load the level data into or a map editor to create the data. If we make the engine first we must start with editing files in binary. (Or perhaps one person could work on tools, while others work on the engine). Either way it's pretty important to design the format first. I'm ok with working with the binary data, but I don't mind coding up some tools if that would be prefered.
#160044 - zzo38computer - Wed Jul 09, 2008 7:04 pm
I vote for XY-MINI, if XY-MINI is good enough.
I also vote that you add time-limits to the levels.
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#160045 - silent_code - Wed Jul 09, 2008 7:10 pm
That has something to it.
I think that if you think, that you can really handle it, then you'd be the "background man". ;^)
I personally see a lot of project failures due to missing tools. At some stages in development, tools are more important that the actual game code.
So, I you think, you could write the engine and / or tools, then you're welcome. :^)
It would be a relief for me, as I have the 3D project to work on and I'm also preparing for my upcoming job.
Well, I didn't want to get too much involved in the development process anyways, besides design and general "helping out". ;^)
But I can sure help you with algorithms, bugs and feature implementations.
I guess, if AN does the CD and bean does the BG programming, then all that's left is sprite management, before game code can be worked on.
nsm, what would you say? Would you like to do it?
I could put together a demo for the particle system, so it could get included into the project. And there's still graphics I would work on, as soon as we get to that stage. :^)
What do you guys think?
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#160046 - bean_xp - Wed Jul 09, 2008 7:14 pm
Yeah that's fine by me, if the other's are ok with it. It might be nice if we get some working sound/music system before the actual game code too, anybody have any experience with that?
#160053 - silent_code - Wed Jul 09, 2008 8:20 pm
I have got sound to work once... :^)
But seriously, although you are right, there are some audio libs out there, that should just do the job. ;^)
Let's consider audio after the graphics part is in a working state.
And, I am totally fine with it. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#160654 - Alphanoob - Sat Jul 19, 2008 3:11 pm
Gosh i havent posted in a long time. I had a camp this past week, and that along with some other stuff has just tucked Jorge to the back of my mind... I come and look now and I have found that stuff is really starting to kick into action =). Looks like its time to get off Mabinogi (a very addicting game by Nexon, and free!) and get my butt in gear. I like where this is starting to go, what with finally divvying up the tasks and all. I guess all there is now is for each of us to do our parts =).
Happy coding
_________________
w00
#161804 - silent_code - Thu Aug 14, 2008 7:13 pm
Will I hear from any of you anytime soon?
The project is basically still going. Until now, only AN has dropped me a line...
What I am asking here is not, if you want to do something, but what you will do.
If nobody is actually going to work on it, then I'll file the project. In such a case I would keep the parts I created and remove anything that "belongs" to someone else. That basically means, that I respect your rights to "creative ownership" (or whatever you want to call it) and that I also expect you to do so with regards to mine.
No hard feelings (really, none at all) towards anyone, though. ;^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#161819 - bean_xp - Thu Aug 14, 2008 10:04 pm
I have been and am working on some kindof basic (hopefully expandable) map loading system with a GUI editor for windows. The basis of the loading is working (though the code is ugly), same with the editor (which needs saving to be added amongst other things. I was planning on posting a preview very shortly as I was also concerned about the project. I understand that I am jumping ahead a little (or a lot perhaps) with undertaking this work, but it seems we need something to get started on so we have something to work with. I am continuing to work on this code (currently actively) it has progressed a lot over the week or so I've been working.
How did alphanoob get on with his collision detection system, and would it be fair to say this will also include some kindof sprite handling (I'm assuming is necessary for testing), I'd like to know as once my code is tidier it can be integrated so we have a basic framework to work with.
I'd also like to know where everyone is at, so please drop a line. I do hope this project is not dead.
#161821 - silent_code - Thu Aug 14, 2008 10:27 pm
I am happy to read such great news. :^)
I will still support the project, it's just been a while since we wrote about it and I wanted to know, if there still was any interest in it. :^D
I have a lot to do (work, other projects), so I can't help with programming, just graphics atm, but if you have any questions I could answer, PM me. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#161884 - bean_xp - Sat Aug 16, 2008 10:08 pm
Actually speaking of graphics it would be nice if we could get some concepts for the background/level art since I'm working on the topic so we can see it fit together (right now I don't want to extend the editor to support tileset importing, this may change in the future).
Also an update on the editor it now has loading/rendering/editing/saving (the key parts I guess) though they are all in the most basic form, I will continue to expand this (firstly the UI needs improving), once I consider it to be in good form I'll release it to you guys in some way.
#161886 - silent_code - Sat Aug 16, 2008 10:27 pm
Okays!
Tell me what you need in in what format you need it. I'll see if I can get something together until next weekend.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#161892 - bean_xp - Sun Aug 17, 2008 11:58 am
I need some kindof tileset for the map layer which is the actual level, eg platforms, walls etc. Currently I use 16 colour mode with a single palette, however there wont be a problem using multiple palettes (we need some palettes free for the other layers too of course). So paletted bmp/gif files are fine.
I currently link the data after it is converted with grit - I don't expect this to be a problem if the amount of linked graphics are kept to a minimum, but if necessary it wont be any trouble to write a loader. The level files however are loaded (through EFS).
If you need a hand creating any of those graphics just leave a message, I don't mind doing graphics work, and I'm sure the others will help (if they still read here?)
#161926 - Alphanoob - Tue Aug 19, 2008 12:51 am
Ive been reading here less and less, but still check up. Actaully, I was checking today with the fear that this project would be dead and gone, but those fears have been vanquished.
So what are the specs on our tiles? I dont know why I havent asked this in that past, but now I think I should. If I make my test programs on a different tile size than we are using, none of this will mesh easily. I still have some work ahead of me cause I slowed down when I stopped seeing posts from anyone. I apologise for being outta touch this summer, but I guess im back now =).
_________________
w00
#161930 - silent_code - Tue Aug 19, 2008 7:58 am
8 x 8 pixels, 16 color. :^)
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#161935 - bean_xp - Tue Aug 19, 2008 6:45 pm
Good to hear Alphanoob.
As with regards to the pixelformat, I seemed to have jumped ahead without discussing it, is it acceptable to use 16 color tiles? (we can use multiple palettes of course). I made the assumption based on the fact the game has a kindof retro appeal and this graphic style would be fitting (in my opinion).
#162154 - Alphanoob - Tue Aug 26, 2008 11:55 pm
works for me. I am mostly rolling with whatever you guys say, as you are more knowledgable in this stuff than I am
_________________
w00
#162229 - silent_code - Thu Aug 28, 2008 9:04 am
I'll try to create some b&w placeholder graphics today. It's my day off, because I have lots of private stuff to do. After I'm done, I'll fire up PhotoShop and see where I get today. :^D
EDIT:
Ok, I have done some stuff, but it wasn't going anywhere. I am trying another approach, but I'm too tired now.
My plans are to make the basics for the tower level this weekend. It will probably just be some b&w outline stuff... for the whole level, as shown in my sketch, the other day.
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#162256 - bean_xp - Thu Aug 28, 2008 8:08 pm
Good to hear,
I also have been working on the editor a little today, tidying things up and getting things to a more useable state. Hopefully I'll be able to integrate your graphics when both you and I are ready.
#162260 - silent_code - Thu Aug 28, 2008 9:13 pm
Hey, that's nice!
I'm still looking for a style that will fit the game, and I think two of my ideas are worth trying.
I am designing the whole stage with all it's maps in a vector program now (basically inking things.) After I have a concept ready, it'll be exported as a bitmap and probably get some photoshoping, too.
The whole image contains several "screens" worth of data. Now, what you could try, is to add an importer to your editor, that will make a tile map out of the bitmap and maybe even divide the big image into smaller, screen sized portions, so that it doesn't have to be done manually. :^)
That was just an idea, though. ;^)
Good night, guys!
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#162333 - silent_code - Sun Aug 31, 2008 8:42 pm
So I didn't do a lot of graphics (but a ton of other stuff, that had to be done) over the weekend.
I really have to see when I get to making some more level graphics. :^/
Maybe I'll just make something unrelated (to the tower level) and small instead. What do you think?
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#162335 - bean_xp - Sun Aug 31, 2008 9:02 pm
Sure anything is fine right now, I've been using 3 tiles I knocked up in about 60 seconds up to now, so I'm sure anything will be an improvement. If anyone else feels like donating some tiles then feel free.
As with regards to the importing of bitmap files, it's not something that I have thought about doing, but I guess it could be added.
Today I've finished restructuring the code for the editor (re-writing much of the UI code). Before I continue, I'd like to know what features you would see to be necessary (or desired) in the editor. As of now, you can simply paint tiles to either screen, by picking a tile and drawing with that (maybe you'd think of it as a "Pencil" tool). Which is functional, but could be very slow for editing complicated maps. Saving and loading is also present in the editor. My idea is to expand the interface to have tabs which will represent later elements of the engine (eg. enemies or skymaps or something), so what is present at the moment would become the map editing tab.
#163754 - Alphanoob - Fri Oct 10, 2008 2:31 pm
Im sorry to do this so late in, but I have to back out of this project now. Between school, work, and friends I just don't have the time to devote to working on the Jorge project anymore =(. I think that you guys may also be in the same boat, but can't tell as there hasn't been much communication for a long time. If I whip up a decent colission detection system for anything else or simply for fun, i will throw it your way. It was fun, and again: sorry I gotta back out, especially so late in =(
_________________
w00
#163763 - silent_code - Fri Oct 10, 2008 7:05 pm
Then I think it's the best to "cancel" it.
I might use my ideas from the game's concept in some later project.
See you guys on the forum. :^)
Lessons learned:
Making up games != making games && making games >>> making up games
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#163887 - bean_xp - Tue Oct 14, 2008 2:45 pm
Yes, I suppose it is for the best as I am also rather busy now, and yeah you're free to use any of the ideas I may have contributed (infact anyone is xD).
Perhaps I should do something with my editor anyway, the foundation is there if anyone needs something to get started with. (Mind if I dump a couple of screenshots on the wiki?)
#163902 - silent_code - Tue Oct 14, 2008 8:02 pm
bean_xp: Yes, but I could also offer you limited (I will go into detail on this as needed), but free hosting via my website. :^)
I'd really like to see what you came up with. :^D
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#163929 - bean_xp - Wed Oct 15, 2008 7:08 pm
silent_code wrote: |
bean_xp: Yes, but I could also offer you limited (I will go into detail on this as needed), but free hosting via my website. :^)
I'd really like to see what you came up with. :^D |
Ah, that's cool, I'm not sure I need full blown hosting for anything at the moment (other than the editor ofc), perhaps you could host a release of it at some point?
Anyways, I've uploaded a couple of screenshots to show the basics of the editor (and trust me it is pretty basic :D).
[Images not permitted - Click here to view it]
This first shot shows the basics of the level editor, pick a tile on the right, and draw (by dragging the mouse) on the "maps" on the left. The tiles and palette data is statically linked to the windows exe file, and is in the exact same format as the NDS data and runtime conversion is done to turn it into 24 bit image data format I have used with OpenGL.
[Images not permitted - Click here to view it]
Also the editor supports palette switching and X/Y flipping just as the NDS tilemaps do. Also the screenshot shows that the grid that can be activated under the "view" menu.
[Images not permitted - Click here to view it]
Of course, the editor supports saving and loading (It is an editor after all :D). There is some kind of metadata supported in the file format (and the DS loader), namely you can give the level a title and a description, also there is a way of listing the order of "elements" in the map file (Designed with adding extra layers to the maps in future - enemies, items etc), at the moment neither of these are used in anyway by the editor, so it will just output some default information (though this could be easily edited with a hex editor of course)
[Images not permitted - Click here to view it]
I also wrote the loader to get the map onto the DS screens using EFS for the file loading, and the graphic data is statically linked to the DS Rom. (The text on the No$ window is just a little console debug output thing I wrote). The DS rom is tested and working on the DS and obviously the emulator.
I can release the code for both parts of the project if anybody thinks they will be helpful at all (I would suggest that I should clean the code before that though). There are a couple of small graphic issues with some devices (Ati and nVidia cards should be fine).
#163930 - silent_code - Wed Oct 15, 2008 7:57 pm
That's why I called it "limited hosting." :^)
Clean it up and I'll host the file for you, if you'd like to.
I have only one question: Why two maps?
I know it's NDSque, but usually, a (PC / MAC based) map editor would give you a (single) scrollable map view.
Well, unless you want the maps to be restricted to 32 x 24 tiles. ;^p
_________________
July 5th 08: "Volumetric Shadow Demo" 1.6.0 (final) source released
June 5th 08: "Zombie NDS" WIP released!
It's all on my page, just click WWW below.
#163953 - bean_xp - Thu Oct 16, 2008 4:08 pm
silent_code wrote: |
Well, unless you want the maps to be restricted to 32 x 24 tiles. ;^p |
That was the plan yes, and I'll get round to tidying the code at some point.
In theory it shouldn't be difficult to add scrolling, or a single view at all, I simply split the view as that's how it appears on the DS and in the file format.