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DanKirby Monkey-Butler
Joined: 16 Jun 2004 Posts: 54
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Posted: Tue Jul 06, 2004 11:07 pm Post subject: Dream Chaser Project; help request |
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UGH!!!
I just wrote a big post describing my whole project, but then I lost the whole thing trying to post it. I don't feel like writing the whole thing again, so here's a summary. I'll come back and expand on this later.
I'm currently planning an RPG project, written in C++. For graphics, my preference is SDL, since I know more about it than everything else.
Engine:
The engine will be a standard 2D, p*p scrolling engine with a 3-layer map. One layer is the ground, the next is on the level of the player, the third is above the player.
Objects are placed between the 2nd and 3rd layers. The Object class will contain data such as coordinates, height and width, and a pointer into the sprite collection. Objects' movement is governed by a string of commands carried by the Object class. Any suggestions for improvement on this system would be appreciated.
I have a basic p*p scroller already coded, with a hardcoded map, one object, and no collision detection. But I'm not sure if I really want to use that design in the game. I could use some assistance on the engine design.
I also could use some help with the file format for my map data. I'm terrible at making map editors.
Graphics:
Currently, sprite sets are bitmap files. I've thought about using a separate data file to store the animation frame data. If there are any better ideas out there, let me know.
I don't think I can make the graphics myself, as I have no editor capable of higher resolution graphics. Since MS Paint isn't really going to cut it, I'll need some help.
Plot/Gameplay:
Plot: (from the Project Page)
Mike lives in the small town of Talen, located on the Loran continent.
For the past two years, he has been obsessed with a girl who once lived in the town, but mysteriously left two years ago.
One night, a particularly vivid dream pushes him over the edge, and he leaves Talen, determined to find out where the girl has gone.
But first, he must train with the fighting master, Petramus. Only then will he be fit to leave the town on his own.
Settings and characters will be posted later.
Gameplay: (copied from the Project Page)
You search the continent, accepting quests. Quests can lead Mike to items, or clues about the girl's whereabouts.
Mike can use several different weapons, but how well he can use them is determined by how much practice he gets. Using a particular type of weapon in battle builds up Mike's skill, which controls how much damage he can do and his accuracy with that weapon. Building skill also helps him learn techniques.
Armor and Accessories can also be equipped to modify your stats.
Magic can be used by equipping magic stones.
Other characters are available for support. Only one can join Mike at a time in battle. Support characters can use their own personal techniques or team up with Mike to perform powerful combo techniques. Support characters' power is dependant on Mike's current experience level.
***END***
That's about it for the summary.
If you're interested in helping or have any questions, let me know here.
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Wed Jul 07, 2004 12:35 am Post subject: |
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I'd be interested in helping you out with the map file format, if you're interested in using Tiled. See http://tiled.rpgdx.net/.
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Happy JonA's American snack pack
Joined: 03 Aug 2002 Posts: 200
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Posted: Wed Jul 07, 2004 7:19 am Post subject: |
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Bjørn wrote: | I'd be interested in helping you out with the map file format, if you're interested in using Tiled. See http://tiled.rpgdx.net/. |
You're a little whore, Bjorn.
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DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
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Posted: Wed Jul 07, 2004 9:50 am Post subject: |
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Bjørn wrote: | I'd be interested in helping you out with the map file format, if you're interested in using Tiled. See http://tiled.rpgdx.net/. |
Is there some sort of mapformat specification that I could download and look at? or do I have to download the whole shebang to get it? _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
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Bjorn Demon Hunter
Joined: 29 May 2002 Posts: 1425 Location: Germany
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Posted: Wed Jul 07, 2004 9:50 am Post subject: |
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Happy wrote: | You're a little whore, Bjørn. |
I know.
DrunkenCoder wrote: | Is there some sort of mapformat specification that I could download and look at? or do I have to download the whole shebang to get it? |
Sorry, no downloadable specification yet. We'll work on that.
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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DanKirby Monkey-Butler
Joined: 16 Jun 2004 Posts: 54
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Posted: Wed Jul 07, 2004 8:19 pm Post subject: |
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I can't figure out how to get any of my tilesets to work with the editor.
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Wed Jul 07, 2004 8:40 pm Post subject: |
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ok. You can post the question here, or the #indie-rpg channel on irc.esper.net should have either Bjørn or I available to help. (or IM or PM) _________________ We are on the outer reaches of someone else's universe.
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DanKirby Monkey-Butler
Joined: 16 Jun 2004 Posts: 54
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Posted: Wed Jul 07, 2004 11:02 pm Post subject: |
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I'm just wondering how I should save an image file so that I can take tiles from it.
What file format should it be? How should the tiles be arranged?
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biggerUniverse Mage
Joined: 18 Nov 2003 Posts: 326 Location: A small, b/g planet in the unfashionable arm of the galaxy
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Posted: Wed Jul 07, 2004 11:11 pm Post subject: |
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Quote: | I'm just wondering how I should save an image file so that I can take tiles from it.
What file format should it be? How should the tiles be arranged? |
PNG, JPG, or GIF images are acceptable. The tiles can be arranged in one of two ways:
1) as one large tileset image, with no borders (grid)
2) as individual images.
The first option handles cutting the tileset image into tiles for you
The second means that you must create a new emtpy tileset, and use the tile manager to edit the set. Once in the Tileset Editor, you can create new tiles one image at a time.
NOTE: by default when you save, the tiles will be embedded in the tileset of the map. This can be changed from Edit -> Preferences -> Saving (uncheck embed tiles)
[/quote] _________________ We are on the outer reaches of someone else's universe.
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DanKirby Monkey-Butler
Joined: 16 Jun 2004 Posts: 54
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Posted: Thu Jul 08, 2004 8:28 am Post subject: |
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All right, I converted my tileset to a JPG, and now it works.
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Aptyp Egg-Sucking Troll Humper
Joined: 09 Jun 2004 Posts: 36
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Posted: Thu Jul 08, 2004 12:37 pm Post subject: Re: Dream Chaser Project; help request |
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What exactly do you want - a better engine to suit your particular needs, or a more generic engine that is portable between all kinds of games?
In the first case, you probably won't get a sensible answer unless the person is very familiar with your code and your design docs.
In the second case, you'll probably give up and move on to something else anyway, so there's no point in helping.
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janus Mage
Joined: 29 Jun 2002 Posts: 464 Location: Issaquah, WA
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Posted: Thu Jul 08, 2004 6:06 pm Post subject: |
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You could use an existing engine like ika or Sphere. It sounds like they'd meet your needs, so there's just the learning curve (which isn't too bad, if you already know C++)
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DanKirby Monkey-Butler
Joined: 16 Jun 2004 Posts: 54
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Posted: Mon Jul 12, 2004 8:21 am Post subject: |
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Update: I've kept working on my scrolling engine. I still need to add the routine to sort the objects on the screen by y-coordinate, but otherwise everything displays correctly.
After that I'll probably work on the routine that controls NPC movement.
I'm not sure when I'll be able to get the engine to load data from files. I still don't know what my file formats will be.
I don't know much about that XML map format or how to load it.
As for objects... I've thought about handling object loading through scripting, so then I could load certain objects after certain events have taken place. But then I'd have to implement my whole scripting system before I could even test the object loading.
Maybe a combination of a data file and scripting would work.
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