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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Mon May 12, 2003 9:07 pm    Post subject: Cave Adventure R5 [quote]

We decided to show this picture of an improved version of Cave Adventure. Quite some improvements have been made since R4, which is the current release and isn't all that different from R1 really. :-)



While it might not be obvious, this image reveals quite some changes to the game.

- We've added a second layer to our maps (as a proof, notice the legs of the spider below are just behind the wall).
- Most obvious is our new conversation window
- You can see the experience bar, because in our next release we'll have character development. This should make it finally an official RPG.

Three other changes revealed in this picture remain secret until somebody who has noticed them notes them, and at least 7 additional changes remain secret until the release. :-)
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Mon May 12, 2003 9:09 pm    Post subject: [quote]

Very nice, but your sprites take a lot out of the game :\
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Mon May 12, 2003 9:34 pm    Post subject: [quote]

Ninkazu. That's a bit like saying:your avatar takes alot out of your personality.
Try to make suggestions on how to IMPROVE his sprites, instead of blatantly dissing them.
Personally, I don't think they take ANYTHING out of the game, even if it had ASCII graphics I would still say it's fun.
And what did you mean by "6 out of 10 because of your age" in my WB topic? What's my age got to do with it?
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue May 13, 2003 12:04 am    Post subject: [quote]

Frog is right, suggestions on how to improve the sprites would be a lot more usefull, or just tell us what you think is wrong with them. About the age, I guess he knows how old you are Frog and that he keeps in mind that you are still about to learn a lot of stuff. Though Ninkazu, it did sound patronizing.

Hmm... ASCII graphics... interesting idea. ;-)
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DrV
Wandering Minstrel


Joined: 15 Apr 2003
Posts: 148
Location: Midwest US

PostPosted: Tue May 13, 2003 12:50 am    Post subject: [quote]

Well, one thing looks interesting... is that flowing water? That would be cool.
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Ninkazu
Demon Hunter


Joined: 08 Aug 2002
Posts: 945
Location: Location:

PostPosted: Tue May 13, 2003 1:13 am    Post subject: [quote]

I didn't mean the age thing to be patronizing, if you took it that way (pessimist :P) And about my blunt statement before, I'm sorry I didn't give any suggestions, it just seemed that with perfect background graphics, the sprites were a little too blocky and undetailed to fit in with the actual setting.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Tue May 13, 2003 3:19 am    Post subject: [quote]

no, I wasn't offended by the age thing, I was just curious as to what you meant.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue May 13, 2003 7:12 pm    Post subject: [quote]

Ok, I'm glad that sorted itself out so quickly. :-) About the sprites, the problem with blending them more with the environment is that they tend to become more fuzzy (like the spider web) and they would need an alpha layer for the borders, which is slower. So I do agree about them being a little blocky, but we won't do anything about this at present time.

The water is not animated (only the falling water, not the ripples). We thought about doing that though, but drawing animated ripples is tricky business. We could give it another try though.
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MastaShake
Lowly Slime


Joined: 12 May 2003
Posts: 3
Location: Flo'da

PostPosted: Tue May 13, 2003 8:04 pm    Post subject: [quote]

Okay, I'm new here, so first off, I'd like to say hello to everyone...Hello everyone...

With that out of the way, two questions, the first of which I believe the answer is obvious, but I'm just checking...
1.) Is this an original engine?
2.) If so, what language is the engine coded in?

Besides the questions, it looks nice...better than mine anyways, but I'm still teetering on the edge of planning, and beta stages... Definately nothing that would qualify as a release candidate. Good job, and I'm looking forward to seeing more of this game in the future.
Peace,
MastaShake
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Tue May 13, 2003 9:27 pm    Post subject: [quote]

Ah, welcome MastaShake and thanks for the comments! Here are the answers to your questions:

1) The engine was done by me, using Allegro on the graphics/datafile/input part, AllegroOGG to play ogg files and Lua for scripting.
2) Engine was coded in C/C++ (yeah, it's mixed up a bit). Most game-related code was done in Lua.
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Guest Georg
Guest





PostPosted: Tue May 13, 2003 11:45 pm    Post subject: [quote]

Bjorn, you forgot to mention that the little spider in the middle is actually born out of the big spider queen at the downright corner. Cool huh.
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MastaShake
Lowly Slime


Joined: 12 May 2003
Posts: 3
Location: Flo'da

PostPosted: Wed May 14, 2003 11:43 am    Post subject: [quote]

Ah yes, C/C++, the language of choice, in my book. Lua for scripting, eh? Never looked into Lua, though I did have my eye on Ruby, but I think I'll end up with Perl, as it is my favorite interpreted language. About Allegro, never used it before, though I've heard some people mention it slightly, my preference for a graphics/game library falls on SDL though, for the portability. Perl will also come into play when it's time to do some porting. But, to each his own, no? The game looks great, I'm sure it runs great, and thats all that matters, is it not? Once again, great job. Thanks for the welcome also. The reason for my questions though, were because alot of the games here are written in QBasic, and I would have felt out of place using C++. But, you have only reconfirmed my interest in the rpgdx community, and I plan to become extremely involved, once my engine is out of the way. Okay, enough babbling, keep up the great work my friend.
Peace,
MastaShake
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Wed May 14, 2003 7:27 pm    Post subject: [quote]

Georg, you forgot to say you're the one who drew the little spider born out of the queen spider and the main character... and that I drew the big ones, the well and the torch.

...and Bjorn did the cavewalls.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed May 14, 2003 7:27 pm    Post subject: [quote]

Ah yes, the new enemy type, the Queen spider, is one of the things that should make the combat a little more interesting.

MastaSnake, when you would look closer to both Allegro and Lua, you'll notice they're both very portable too. I hope to release a Linux version, or at least something that compiles in Linux, someday. About running great, I do not agree. :-) All drawing is done in software using Allegro's graphics routines (Allegro can do some stuff in hardware, but only as far as DirectDraw goes, which doesn't include hardware accelerated transparencies, as far as I know). Therefore, I am planning to switch to ClanLib (a C++ gamelib using OpenGL for graphics).
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Barok
Stephen Hawking


Joined: 26 Nov 2002
Posts: 248
Location: Bushland of Canada

PostPosted: Wed May 14, 2003 11:20 pm    Post subject: [quote]

nice avatar, modanung. is that you?

i noticed that the cave walls look like as if they're more like curtains, not walls. maybe some walls with cracks?

I think the floor is too even. You guys should make rocks some pebbles, maybe some fungus or mold on the walls..

lets see stalagmites! (the pointy rocks that poke out of the ground... stalagtites (on the ceiling) probably wouldn't work that well.)

btw Ninkazu, this person isn't cave exploring. He didn't plan on cave exploring. His pants ARE a bit rectangular though.

very good guys! keep up the good work!
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