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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: 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.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Thu May 22, 2003 11:35 am    Post subject: [quote]

will rendering to that size work?
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: 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...
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: 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.
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: 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...
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: 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.
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PostPosted: 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?
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: 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 =)
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: 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.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: 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
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: 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?
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: 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.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: 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.
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: 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?
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DrunkenCoder
Demon Hunter


Joined: 29 May 2002
Posts: 559

PostPosted: Fri May 30, 2003 8:19 pm    Post subject: [quote]

*bump*

and anyone know where DeveloperX have gone?
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