#15113 - YopYop - Sat Jan 17, 2004 3:12 pm
you can find my game project on http://www.dernierage.com/gba/artworks/JEUX.gba as you will see I need assistance from a graphic point of view and all your suggestions to improve the game
to play game :
Arrows for movements
A to speak to the characters
L and R to decrease the characters-control-timer (to increase their velocity)
press A in front of the tree you will open the brown block in the south and you will have access to another map
it's for moment the only part of adventure coded ( I know, I'm sorry but it's just a sample to test the program's capacities)
#15128 - poslundc - Sat Jan 17, 2004 5:48 pm
That's a nice little engine you've got going there. Maps, collisions, animated sprites, scripted character behaviour, sprite z-ordering, text display, etc. Unless you've been using someone else's library, all of that stuff takes considerable time to develop.
It's not really a game yet, though, is it? Have you thought at all about what you want to do with it?
I see you have a bit of a story posted on your webpage. Maybe if you start thinking about what you want the actual gameplay to be like, it will be easier to figure out where to go next.
Here are some things to think about:
- Battle engine (this is a big one)
- Music
- Variable-width text (instead of the monospace text you're using)
- A second map-layer (so you can have buildings, etc. that the sprites can walk behind)
You should probably start thinking about the battle engine. This is often the most complicated part of the game!
Good luck,
Dan.
#15137 - YopYop - Sat Jan 17, 2004 9:20 pm
thanks ,
all library are mine exept the DMA and timer initialisation stuff which come from The pern project .
I've already begin the battle engine. It will be a sort of real time tactic batlle engine but for the moment it's just a real time bug engine.
For music engine I have to work very hard because I don't understand anything so if you have some advice they will be well come.
I don't understand what you mine when you say "Variable-width text ".
If it's about the free space in front of the text it's reserved to put the character picture but I haven't got time to draw one.
And the second map-layer is already here you can see it when you walk behind the tree (it's not a sprite)
And I see your pseudo 3d-engien it's very impressive but I don't understand what you mine by "It combines the Mode 7 technique with raycasting". Where do you use raycasting?
I ask you this because I want to do the same world view to go between twon.
#15139 - yaustar - Sat Jan 17, 2004 9:54 pm
I think by variable text width he means the spacing between each letter. At the moment you are using a Courier type/similar font where the width of each letter is exactly the same. poslundc was refering to a system where each letter can be different widths to make it look more 'natural'
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#15140 - LOst? - Sat Jan 17, 2004 10:13 pm
You should fix the z-ordering for the tree :P
#15142 - YopYop - Sat Jan 17, 2004 10:48 pm
thanks yaustar for the explanation,
I already code this but I take pokemon capital letters which are all the same size so you can't see it. But when someone will help me (please) for graphics it will be done.
LOst? the tree doesn't enter the Z-ordering o_o!(it's on 2 bgs)
(I am French so excuse me for my bad English)
#15150 - dagamer34 - Sun Jan 18, 2004 2:24 am
If only I knew French, then I would know what the characters are saying!!
Wow, you engine or code looks really good. Care to share it with me...
Joking, but if you want to, you can. Anyway, I am not really one to critisze, it looks good.
Things that just didn't seem right:
1) Sprite against sprite collision seems a little off. Maybe you were going for the Golden Sun style collision, where it only check the bottom half? You only check if the bottom row of OAM tiles are colliding, I instead would check the bottom half.
That's all, thats how good it is. Maybe you can point me in the direction of where you got those sprites. Or if you made them yourself, can you tell me how?
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#15156 - yaustar - Sun Jan 18, 2004 5:03 am
I have links to tutorials if you an them dagamer34
http://pixeltutorial.cjb.net/
http://www.spritedomain.net/
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#15161 - dagamer34 - Sun Jan 18, 2004 6:00 am
Sorry, but I have already looked at those. The thing is that I can draw a picture, scan it and color it and it comes out well when its a background picture (240x160) but the limitations on sprites makes it hard to do anything.
The sprites on that site tell you how to make a standard 16x16 sprite with about 1/4 of it pure black, kind of making it look bland. I was aiming for something of Golden Sun quality, but i failed horribly.
My code base still isn't finsihed yet, so I'll think about how to do it for a while.
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Little kids and Playstation 2's don't mix. :(
#15172 - poslundc - Sun Jan 18, 2004 4:23 pm
dagamer34 wrote: |
If only I knew French, then I would know what the characters are saying!! |
"Ce matin un lapin a tue un chasseur... C'etait un lapin qui... C'etait un lapin qui..."
"This morning a rabbit killed a hunter... It was a rabbit who... it was a rabbit who... (had a gun)"
It's from a kid's song that was made semi-popular by this.
Dan.
#15182 - YopYop - Sun Jan 18, 2004 5:31 pm
I can't share all the code but I'll try to answer your questions on my game-project
#define SpriteCollision(x1,y1,x2,y2,x3,y3,x4,y4) ((x3)<(x2))&&((x4)>(x1))&&((y3)<(y2))&&((y4)>(y1))
here is sprite collision macro it's juste a test of collision between two square
x1,y1 x2,y2 is the 8 height bottom rect of the 1st sprite
x3,y3 x4,y4 is the 8 height bottom rect of the 2nd sprite
(all my excuses(?) for the song but it is a private-joke)
#15187 - batblaster - Sun Jan 18, 2004 6:49 pm
HI YopYop,
Compliments your works appear very very good and interesting, about music why you do not consider to use Krawall sound system or AMP ??? There are many good sound system available for GBA check...
CU.
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#15283 - YopYop - Tue Jan 20, 2004 12:31 pm
batblaster, I check Krawall sound system and it seems to be a very good music engine.
thank you very much for your suggestion it'll help me a lot.
maybe the next demo will use it.
#15313 - Miked0801 - Tue Jan 20, 2004 8:15 pm
We've used Krawall for several commercial games and have been happy with it. Good performance and sound quality and easy to work with :)