View previous topic - View next topic |
Author |
Message |
DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
|
Posted: Thu May 22, 2003 7:42 am Post subject: The Wanderer |
[quote] |
|
Well, here is a screenshot from the newest build of my RPG, The Wanderer.
NOTE: All gfx are my own, except the player (which I copied pixel for pixel from Final Fantasy V..by looking at the screen, no roms, or internet grabs.
It's all drawn by me.)
Comments? (not about using FFv's sprite.. cause I don't intend to use it. I'm just using it for development..until I finish modeling my game sprites.)
Whats that? Yeah, I said _modeling_!
I'm making my characters in 3d, then rendering them as 2d sprites. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
|
|
Back to top |
|
|
Adam Mage
Joined: 30 Dec 2002 Posts: 416 Location: Australia
|
|
Back to top |
|
|
DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
|
Posted: Thu May 22, 2003 12:43 pm Post subject: |
[quote] |
|
going for gameplay over graphics as it seems ;)
na, really I played around with the previous build and I don't mind the
tile x tile movement or graphics so seems like things are progressing
nicely... _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
|
|
Back to top |
|
|
DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
|
Posted: Fri May 23, 2003 12:31 am Post subject: |
[quote] |
|
dandelion wrote: | going for gameplay over graphics as it seems ;)
na, really I played around with the previous build and I don't mind the
tile x tile movement or graphics so seems like things are progressing
nicely... |
I've gone gfx over gameplay before..VERY BAD IDEA, I never get done that way.
As for the previous build.. That was only about 2 hours of work.
designing, coding, AND learning how to use allegro.
Thanks for trying it out!
Once I get the player model done, and a decent map editor, I'll release another demo.
Btw, anyone want to contribute a simple map editor:
needed:
1. Load DATA\*.PCX into array of bitmaps.
2. Mouse-Driven tile placement
3. Save map (format is below)
4. Load map (preferred,not required)
5. Maps are 16*15 of 16*16 tiles.
Code: |
ok, Here is the orientation of the screen:
A---B
| |
C---D
here is the mapfile orientation:
A---C
| |
B---D
I have NO idea why it wound up this way..
I've tried and tried again to rewrite the maploader..
It just doesn't work.
The map's data, is just #'s corresponding to a tile index#
Example:
0 1 3 0
Would be
TW_GRASS
TO_TREE
TO_WATER
TW_GRASS
(TW = Tile_Walkable)
(TO = Tile_Obstruction)
|
Anyway, any help would be severely appreciated.
I'm going in circles trying to get the map editor done.
Cause I'm doing everything in NOTEPAD as of now.. :\
adam wrote: | will rendering to that size work? |
Yes.
I render them to 256x256
and use psp7 to shrink them down without losing much detail.
Any details that I lose, I draw back by hand.
I should have the player completed soon. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
|
|
Back to top |
|
|
DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
|
Posted: Fri May 23, 2003 8:52 am Post subject: |
[quote] |
|
what screen res you want that editor?
and as for the tileloading problerms it seems like you've just
confused [x][y] with [y][x] kinda... _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
|
|
Back to top |
|
|
DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
|
Posted: Sat May 24, 2003 9:20 am Post subject: |
[quote] |
|
dandelion wrote: | what screen res you want that editor?
and as for the tileloading problerms it seems like you've just
confused [x][y] with [y][x] kinda... |
320x240 or 640x480 or 800x600 or 1024x768
As those are the res. that my LCD screen supports.
As long as the tiles are 16x16 and it is mousedriven, I'll be happy.
:)
btw,
hero
and poisoned status
comments? heh. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
|
|
Back to top |
|
|
Guest
|
Posted: Sun May 25, 2003 3:28 pm Post subject: |
[quote] |
|
he looks a bit bald but apart from that not bad, how does he look when resized to 16 pixels? or will he be that size?
|
|
Back to top |
|
|
DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
|
Posted: Mon May 26, 2003 5:03 am Post subject: |
[quote] |
|
you still need a map ed?
if so ill hack togheter a prototype tonight for you to comment on.
and a q about the map format is it supposed to be binary or
ascii? Im guessing ascii if you've been using notepad this far =) _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
|
|
Back to top |
|
|
DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
|
Posted: Tue May 27, 2003 1:37 am Post subject: |
[quote] |
|
dandelion wrote: | you still need a map ed?
if so ill hack togheter a prototype tonight for you to comment on.
and a q about the map format is it supposed to be binary or
ascii? Im guessing ascii if you've been using notepad this far =) |
YES! I'm still needing an editor. :)
map format was created as ascii, because I didn't have an editor,
and typing out the binary would be VERRRRRRRRY time consuming.
If you can make them binary, and also write a loading procedure for it using C++ .. I'd be highly appreciated. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
|
|
Back to top |
|
|
DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
|
Posted: Tue May 27, 2003 1:44 am Post subject: |
[quote] |
|
Anonymous wrote: | he looks a bit bald but apart from that not bad, how does he look when resized to 16 pixels? or will he be that size? |
Going to be that size.
and I'm not 100% done with the model.. thats just the first draft of the hero.
I know it looks a little plain. thats cause it was a non textured model that I rendered, and scaled, then animated.
I'm going to make the walk more 'human' and add more detail.
But that comes later..as I'm swapmed with other tasks...(code)...(code)....(art)....(sound).....(music).......(c0de)......did I mention code? :p _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
|
|
Back to top |
|
|
DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
|
Posted: Tue May 27, 2003 5:31 am Post subject: |
[quote] |
|
DeveloperX wrote: | dandelion wrote: | you still need a map ed?
if so ill hack togheter a prototype tonight for you to comment on.
and a q about the map format is it supposed to be binary or
ascii? Im guessing ascii if you've been using notepad this far =) |
YES! I'm still needing an editor. :)
map format was created as ascii, because I didn't have an editor,
and typing out the binary would be VERRRRRRRRY time consuming.
If you can make them binary, and also write a loading procedure for it using C++ .. I'd be highly appreciated. |
Ok, Im going to work now.. but Ill throw something togehter when
I come home again, and the loading routine should just load it into
a 16x15 array right? _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
|
|
Back to top |
|
|
DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
|
Posted: Wed May 28, 2003 12:23 pm Post subject: |
[quote] |
|
just an update to say Im just finishing up some issues regarding scrolling the tile selection part to allow more than 32tiles, should have a prototype for you tomorrow night. _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
|
|
Back to top |
|
|
DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
|
Posted: Thu May 29, 2003 8:12 am Post subject: |
[quote] |
|
dandelion wrote: | just an update to say Im just finishing up some issues regarding scrolling the tile selection part to allow more than 32tiles, should have a prototype for you tomorrow night. |
I cannot thank you enough. :)
I'll try to get online asap tomorrow..
Prolly around 7:00 PM - 3:00AM (GMT-6 usa central time)
a few small notes about the engine:
Code: |
#define MAP_WIDTH 16
#define MAP_HEIGHT 15
#define GAME_TILE_WIDTH 16
#define GAME_TILE_HEIGHT 16
int Map[MAP_WIDTH][MAP_HEIGHT];
void draw_map ()
{
int mapvalue;
for (int readmapx = 0; readmapx < MAP_WIDTH; readmapx++)
{
for (int readmapy = 0; readmapy < MAP_HEIGHT; readmapy++)
{
mapvalue = Map[readmapx][readmapy];
//Tiles[mapvalue].Draw (buffer,readmapx * GAME_TILE_WIDTH,
// readmapy * GAME_TILE_HEIGHT);
blit (Tiles[mapvalue], buffer, 0, 0,
readmapx * GAME_TILE_WIDTH, readmapy * GAME_TILE_HEIGHT,
GAME_TILE_WIDTH, GAME_TILE_HEIGHT);
}// end for readx
}// end for ready
}// end draw_map
|
and my old loadmap()
Code: |
void load_map (const char *mapfile)
{
int mapvalue;
fstream themapfile;
themapfile.open (mapfile, ios::in);
if (themapfile.is_open())
{
for (int readmapx = 0; readmapx< MAP_WIDTH; readmapx++)
{
for (int readmapy = 0; readmapy < MAP_HEIGHT; readmapy++)
{
themapfile >> mapvalue;
Map[readmapx][readmapy] = mapvalue;
}// end for readx
}// end for ready
}
else
{
// error loading map.
errormsg ("Cannot Load Map!");
}
themapfile.close ();
} // loadmap
|
thanks again for helping me out. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
|
|
Back to top |
|
|
DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
|
Posted: Thu May 29, 2003 12:12 pm Post subject: |
[quote] |
|
ok, got the prototype up 'n' running... try to catch me online
and Ill send it over, or should I mail it?
ok, because of the obvious prototype state it's in you can load the map
using this:
Code: |
const int MapWidth = 16;
const int MapHeight 15;
int map[MapHeight][MapWidth];
bool load_map(const char *file)
{
FILE *mapf = fopen( file, "rb");
if( mapf)
{
fread( map, sizeof( map), 1, mapf);
fclose( mapf);
}
else
return false;
return true;
}
|
and map redering
Code: |
for(int y = 0; y < MapHeight; ++y)
for(int x = 0; x < MapWidth; ++x)
tiles[ map[y][x]].blit( map_buffer, x << 4, y << 4);
|
Ill tell you more when we meet online, or should I just mail it to you? _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
|
|
Back to top |
|
|
DrunkenCoder Demon Hunter
Joined: 29 May 2002 Posts: 559
|
Posted: Fri May 30, 2003 8:19 pm Post subject: |
[quote] |
|
*bump*
and anyone know where DeveloperX have gone? _________________ If there's life after death there is no death, if there's no death we never live. | ENTP
|
|
Back to top |
|
|