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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Tue Mar 22, 2011 11:01 am Post subject: |
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Here's a "leap" algorithm.
- Set the direction of gravity (up, down, left, right, whatever...).
- Move the actor's sprite, but not its logical location, north at a high rate for a given distance. Call this distance the "distance level". After this distance is passed, reduce the distance level and the rate. This way, the sprite rises gradually slower.
- When the distance level reaches 0, begin falling. Increase the distance/rate until reaching a threshold ("terminal velocity").
- To permit "air hooking", allow horizontal movement in mid air. You might want to add some rate modifiers to the movement to make it look real.
How to calculate the rate: d / t. The decreases are essentially deceleration, due to gravity. And the increase, acceleration due to the same. This gives you a smooth parabolic path.
New feature I thought of: ALL command.
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SelectedUnits = ALL from x1,y1 to x2,y2
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Returns all actors within the specified coordinates. Perfect for RTS games.
Chrono Trigger-style targeting:
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SelectedEnemies = ALL in radius r from x1,y1
SelectedEnemies = ALL on line from x1,y1 to x2,y2
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Fri Mar 25, 2011 10:20 pm Post subject: |
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OK here's a alpha. A few notes:
- The map editor will only open files if the leftmost box at the bottom is blank. Clear out the box and reload to open a new file.
- The actor editor has bugs. The collision detection stuff flatly doesn't work. I don't think events work yet, either.
- Not sure if the state editor works or not.
- For a list of actor commands, review the "ProcessActorCommands" function in ActorScripting.js.
Download: http://progressivesocionics.co.cc/downloads/Gamestar.zip
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Mattias Gustavsson Mage

Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sun Mar 27, 2011 8:33 am Post subject: |
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Mattias Gustavsson wrote: | I can't figure out how to open maps at all... what browser do I need to run it? |
Firefox.
There will be a prompt if the lower left textarea box on the bottom (the one above the big one) is empty.
I'll add an open file button, though.
I forgot: you have to make a tiles list for the editor to know which tiles to use. I'll include one in the zip.
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Mattias Gustavsson Mage

Joined: 10 Nov 2007 Posts: 457 Location: Royal Leamington Spa, UK
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Tue Mar 29, 2011 10:36 pm Post subject: |
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I added a "tiles.txt" file. It should work now. The tiles text file is just a list of tiles for the editor to use, although I guess it would be easier to just load in all the tiles in a folder named "tiles".
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed Apr 06, 2011 5:06 pm Post subject: |
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Hajo recently released a tile creation program which features properties for tiles.
I've seen a variety of approaches to tile properties/effects. Some approaches treat them, selectively, as NPCs. I've come to the conclusion that the best method of dealing with tile effects is to keep a list of "concerned NPCs" who will register as having collided with the player when the player steps on a tile that concerns them. Each tile has its own list of concerned NPCs. Thus for a swamp tile which has a poison attribute, you would list the Poison NPC in its concerned list.
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Apr 28, 2011 9:28 pm Post subject: |
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The map editor now has a resize function and scrolling. Not yet integrated the scrolling version into the main program because the sprite engine hasn't been updated to deal with it.
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu May 26, 2011 6:27 pm Post subject: |
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After a month of procrastination, uploaded the scrolling version of the map editor (GamestarMapEditorScroll.html) to the zip. It apparently has a bug when you resize larger and then resize smaller... I have no idea what the problem is and the complexity of the resize algorithm was such that I've been intellectually exhausted on that front for several weeks. I'll get back to it eventually... but for now I'm trying just to regain my focus. Time wise I'm looking for a gf and trying to build relationships... between that, school, and work there is a lot of competition. I'll get back to it, but for now, a break.
Getting the HTML formatting right for the map editor (and the scrolling) was more painstaking than you might think. I'm satisfied with the results, but they took hours and days to bring to fruition.
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Wed Jun 01, 2011 5:34 am Post subject: |
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Think I'm gonna implement the actor-tile concern system next.
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Thu Jun 30, 2011 11:02 am Post subject: |
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Starting to feel the pull again... those code trees are looking more and more tempting.... But, what to focus on first...?
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Mon Aug 15, 2011 9:02 am Post subject: |
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I dropped this project because I spent like 2 weeks working on a single feature (editor map scrolling after resizing), and was disappointed to find out the editor bugs out after enlarging and then shrinking. Something about that made the project seem monstrously difficult.
A key problem at this stage is that I can't see the infrastructure the editor is programmed to generate. To do that I need to see the variables created by the BASIC interpreter. The easiest way to do that is to create a debugger specific to the interpreter. I also remember that the process of flushing the game engine and restarting it is something of a mess. I need to figure out how to break down the system into parts that I can siphon off and compartmentalize as a distinct project. For that matter as I recall the new scrolling map editor isn't integrated into the main project.
I've found it nearly impossible to capture excitement in a one room, non-scrolling game. Indeed it's the non-scrolling factor that kills the enjoyment of the game, in that it means there are no surprises. Granted I know one screen is fine for puzzle games... but I don't like puzzle games, only adventures. They key concept killing any one room game is the lack of continuity between scenarios: the story has to happen in a closed space, meaning that there is no opportunity for development. Granted I could easily do Bomberman or something... but really even that... it just happens so simply... and quickly... there is just no way to afford exploration, and therefore no capacity for immersion. Instead you're just left with a simple problem of eliminating/avoiding obstacles to a single well defined goal.
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DeveloperX 202192397

Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Wed Aug 17, 2011 4:26 pm Post subject: |
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tcaudilllg wrote: | I dropped this project because I spent like 2 weeks working on a single feature |
That is really ridiculous.
I've spent months upon months before on a single feature.
You have to ask yourself, is the feature worth it? Is it key? If not, drop it and move on to the next feature. If its worth the time, then spend it and get it running.
Quote: | was disappointed to find out the editor bugs out after enlarging and then shrinking. Something about that made the project seem monstrously difficult.
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If you think just because you hit a tiny snag that you should quit, then that is what you are, a quitter. Just dig in and fix the bug. There are NO bugs which are impossible to solve.
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I've found it nearly impossible to capture excitement in a one room, non-scrolling game. Indeed it's the non-scrolling factor that kills the enjoyment of the game, in that it means there are no surprises. Granted I know one screen is fine for puzzle games... but I don't like puzzle games, only adventures. They key concept killing any one room game is the lack of continuity between scenarios: the story has to happen in a closed space, meaning that there is no opportunity for development. Granted I could easily do Bomberman or something... but really even that... it just happens so simply... and quickly... there is just no way to afford exploration, and therefore no capacity for immersion. Instead you're just left with a simple problem of eliminating/avoiding obstacles to a single well defined goal. |
There are MANY MANY games that do not feature scrolling maps yet are very large and give the player a vast world to explore.
Go look through the games from the Amiga, C64, and AppleII era.
Before there was hardware scrolling, before there was even a concept of moving backgrounds, there were great adventure games.
Stop complaining about everything. You either want your project to succeed, or you want it to fail.
If you want to succeed, then buckle down and get it done.
Whining about how you can't do this and can't do that is not getting you any closer to reaching your goal.
And, I'm not attacking you personally. I'm making a statement because I'd like to see this project finished. It disturbs me when programmers quit on decent projects. Good luck. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Sun Aug 21, 2011 12:01 am Post subject: |
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The project is still going. I had just lost focus due to personal pressures and uncertain motivation. Kinda like I tried to push Iconsole before. :P
I had been going pretty hard core at it. Was costing me a lot of social pressure from my family. Most of them simply cannot see the value in such a project, so that's always rough.
I do think there is value though in zero-startup capital creation systems. Especially in this visceral economy where people are forced to choose between investing in and having relationships. I think if enough people really tried to push the games market to its limit, we could have a sort of economic renaissance because a huge segment of the population are potential game makers. A rebellion against the publishing industry, which is the source of disparately distributed profits and the generally low income game makers receive, would be particularly effective because right now it is the concentration of capital which is the sole factor keeping the economy at recession's edge. People have good ideas but they are unwilling to act on them because they know that people who control the capital will demand an unfair take. So they are keeping the ideas to themselves and why not?
Whether or not I complete this project, understand that centralized wealth is the problem with the industry today.
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tcaudilllg Dragonmaster

Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Tue Aug 23, 2011 8:41 am Post subject: |
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Oh and BTW: I was trying to think of ideas that used only 1 non-scrolling playfield, like Tetris or Space Invaders. Only 1 map. Try to make a game with that... you won't be able to, hardly.
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