Scrolling Game Development Kit Forum
SGDK Version 2 => Projects => Topic started by: SmartBoy16 on 2008-09-18, 07:14:32 AM
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After RANAT is done ill start on this project. It will be very similar to Codename: Words.
i hate mornings somethimes, i cantu tyur[e at hd al aoddcnghvb hiosdfsdfjio;asi
i cant type fast in mornings... :hurt: :'( ??? :crazy: :ugly: >:(
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LOGO
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Neat! :)
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if anyone here has played Mystery Dungeon, this game will be a lot like it (i hope, at most i would like randomly generated mazes)
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for an update for 2wenty, see readme of the 1/4 done ranat
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im also adding a B3D editor (when i figure out how) as a bonus to this game. expect it jan 2010! (or JNAWARI"_|_| _"]10[")
and yes, this game uses "AHLAT" of Hsilgne
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this game may possibly be an RPG type game (depends if i get ideas/help making this game)
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new logo! http://www.box.net/shared/2sooiqbyyp
and for some reason i cannot attatch files to the forum anymore
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for those who want a quick sneak peek of this game, go to your local school supply store, buy any normal sized notebook, open to any blank page and start doodling... you should get a pretty good idea about it.
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Here's the first update. really, its just one quick map i made. the only problem is i can't figure out how to move the charater. im looking for, in sgdk1.4 terms, a 8-direction sprite.
box.net link: http://www.box.net/shared/41zrmc796e
use the above link for all 2wenty updates (its also on my signature)
I figured it out...almost. I imported the WorldMap Player from Clean Game and Replaced the graphics, but i still can't control him.
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You may have to set the PlayerNum parameter on the sprite (in the map editor) to 1 in order to indicate which player's inputs should control the sprite.
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hang on i found it. when i imported the sprite, i accidentally deleted one of the rules that "reads inputs". that helps alot i bet :-[
alright...now that i took care of that ive got many many many more questions to ask (yeah, i know im kinda far behind in sgdk2 terms)
* is there a way to make a TopSolid tile rotated, like a "SideSolid" or "BottomSolid"
* quickly switching players, especially different sized players (as in you control 1 person, and then you can switch to another at will)
* What time is it?
* can you set a "solid area" on a sprite. For example, only the bottom half of a sprite is "solid"
* i dont need it now, but i would like to have dialog boxes.
* How can you change the default buttons to A, S, D, and Space?
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I'll give brief answers and you can ask more if it's not enough to help you find the answer:
1) You can make other shapes like TopSolid by adding your own tileshapes in a file like CleanGame's ShapeCustom.cs file (in the game project's source code folder). Look at TopSolidMidTileShape in ShapeCustom.cs.
2) Just make the sprite enable or disable the rules to scroll the sprite into view and map the inputs to the player based on some counter or parameter that you want to be in charge of selecting the sprite.
3) 9:49
4) Set the Solid Width and Solid Height of the sprite in the sprite editor. If you want the bottom half to be solud, shift the frames of the sprite upward in the frameset editor.
5) See the ShowMessage function. Others have enhanced it and talked about it on the forums too, I think.
6) That's in Player.cs in the project's source code folder. Search for InitializeKeys a few times to find the function that sets the defaults.
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1. this helps
2. ill work on that later
3. um...you're off by a few hours
4. this helps
5. working on that
6. Yes!
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Here is the Story for this game so far...
"You are staranded on an island far somewhere in the middle of the Atlantic Ocean. The last thing you remember is being on a cruise ship and a siren was blaring. Next thing you know, you are lying in a bed where a resident of MAUNTENLEKI (ma-oon-ten-leh-kee/Mountain Lake) named BAB (bahb/Bob) had told you that he saved you on the beach. After walking around for a while, you discover a prophecy has been written about a boy (or girl) who mysteriously washes up on a beach will eventually, with the help of three others, save the entire island from destruction. You wonder if it is you who is involved with the prophecy and start your journey..."
The default name for the main character is IUU (ee-oo/You), but you can rename it and other major charaters involved. (sound familiar...better ask Mother). You can actually change whether to start as a boy or a girl and doing this will change the enitre story, as both have different abilities.
For those who havent caught on, I'm somewhat basing this game off of Majora's Mask and Earthbound.
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In order to make the island more realistic, perhaps you could use weather effects. having it rain occasionally could also effect the game, like in Pokemon Mystery Dungeon. Isn't there Source Code available for this?
Keep up the good work!
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That sounds cool. I have a friend who likes earthbound. He'd probally like playing that too! :)
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Heres a Quick look at the main characters (assuming you start as a boy)
IUU (ee-oo/You) - Main Character, he is found washed up on the beach. He is able to jump the highest and able to switch to "underworld" (more on that later)
BEKI (bay-kee/Becky) - Hyper. She is found stranded on an island and needs help. It turns out that shortly after you rescue her, she has the ability to run across water; she could have saved herself the enitre time!
MATA (mah-tah/Mahta) - He is the strongest and the heaviest. He is able to move large boulders out of the way. He also sinks instantly into water, giving him the ability to explore underwater worlds for a short while...as long he has air.
TELA (tey-laa/Taylor) - She has a slight crush on IUU. She is found inside a cave full of SENEKAQU (se-nay-KAH-coo/Snakes) where IUU rescues her. She is the fastest swimmer, but cannot survive underwater as long as MATA.
If you start as a girl, the names IUU and TELA are switched and they keep the same stats other than the beginning and where the characters are found.
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So are you going to use the pencil sketches as the game's actual graphics, or are they going to be replaced later? I like the pencil sketch look, actually.
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yes i am keeping the pencil sketches. this way, i dont have to focus on graphics more than like what almost happened on my last game.
edit:
In order to make the island more realistic, perhaps you could use weather effects. having it rain occasionally could also effect the game, like in Pokemon Mystery Dungeon. Isn't there Source Code available for this?
Keep up the good work!
there is a code out there for weather effects, but it is still in SGDK2.0 code. I am going to wait a little bit before i start on that.
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I thought durnurd did or was going to update the weather effects project. Did I forget to re-label it as 2.1, it did that not happen. Durnurd?
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I totally did! I just... never uploaded it. I don't think I ever quite finished it; The snow, for example, does not generate interesting and unique snowflakes anymore, it just uses white dots. I've also had to separate the images from the source files, since I found a (relatively) very easy way to draw the images if they were already in graphic sets, as opposed to trying to draw with a generic bitmap at runtime, which I couldn't even figure out. This is why the snowflakes are all gone.
But I uploaded the new weather template anyway.
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The snow, for example, does not generate interesting and unique snowflakes anymore, it just uses white dots.
well, for my game, that's all i really needed. is there a way to bring them back?
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Well, you could modify the template to draw images instead of circles, and supply a set of snowflakes in a graphic sheet.
Generally, you should take a look at the draw function in the Flake class within Snow.cs.
Also, you may want to take a look at the snow effect as it is now, before dismissing it out of hand. It doesn't seem necessary to me to have snow be individual flakes. The way it looks to me seems perfectly OK.
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Well, you could modify the template to draw images instead of circles, and supply a set of snowflakes in a graphic sheet.
Generally, you should take a look at the draw function in the Flake class within Snow.cs.
Also, you may want to take a look at the snow effect as it is now, before dismissing it out of hand. It doesn't seem necessary to me to have snow be individual flakes. The way it looks to me seems perfectly OK.
actrually, what i meant was keep the white dots
edit: I put an update up. this will be the last update until I can get some "pototyping" done on paper. (i learned this in gamedev class)
the main change is that IUU now has a cap. this helps distinguish him more from the other stick figures and he is able to throw it to reach items and switches (paper mario!)
an interesting fact, Level 2 is opened up by a switch across a gap (only the boy can reach it) while the switch for Level 5 is hidden underwater(only the girl can get it) depending on which pe the game early. rson you start with changes the game early. by Level 6, they all converse.
Edit2: i also made the updates easier to get, the website is now http://www.box.net/2wentyupdates
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actrually, what i meant was keep the white dots
Then what exactly did you mean by "is there a way to bring them back?"
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actrually, what i meant was keep the white dots
Then what exactly did you mean by "is there a way to bring them back?"
never mind that
heres a pic of the figures i'm using.
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I've added the following to the 0.0.3 release
* another map, showing an example of a battle
- The sprites will be larger
- The text will be a different font
- actual bars will be used for damage and exp, rather than = and -, the same for the frames
- Enemies will be sprites rather than tiles
* added BEKI sprite (only for battle screen)
what i plan to do with this:
+ Hit = a Punch, Kick, or that player's unique move (You's hat throw, Mahta's Uppercut)
+ Special = Whatever that player's holding (You + Bat = Linedrive)
+ Strategy = Switch Equipped Item, use Recovery Item, use special item
+ Run = I haven't decided what to do with this option yet :)
Use the link in my Sig to get the latest update!
I'll try to update it once a month ;)
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Hey! I'm finally trying to start the switching part of my game. there are two problems
1. I get the below message when i have the add sprite
2. there seems to be a no delete sprite.
what is supposed to happen is when the spacebar is pressed, you rotate characters. the order is Bob -> Beki -> Mata -> Tela -> Back to Bob. they each have different solids and "ASD" functions (which Ill figure out later)
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1. What exact actions do you do to get the message? It looks like it's not even an error from the IDE, but from the running game when it tried to run the MapPlayerToInputs rule. You must have provided a bad parameter to MapPlayerToInputs. It doesn't look like it has anything to to do with adding a sprite.
2. You can delete sprites in the map editor by selecting the sprite(s) and pressing the delete key or selecting "Delete Selected Sprites" from the Edit menu.
Edit: If you want to remove a sprite from the display at runtime, use Deactivate.
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this helps a little. I looked at your clean game sample (it helps a lot :) ) and i noticed you were able to add the explosion sprite before the bomb deactivated. I tried doing the same thing, but i think a few more steps are need if i want to change the player sprite.
this is the code i'm trying to use
// If Press Spacebar
if (this.IsInputPressed(SpriteBase.InputBits.Button4, true)) {
// add beki sprite
this.AddSpriteHere(typeof(Sprites.Player_BEKI), RelativePosition.CenterMiddle, RelativePosition.CenterMiddle);
// deactivate
this.Deactivate();
}
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Like I said, I don't think the problem is with the way you added the sprite. The error message says there's a problem with MapPlayerToInput. So it's maybe trying to map the player to an inactive sprite or map an invalid player number's inputs to the sprite. The message suggests the latter.
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updated logo. this one matches the theme of the game more http://www.box.net/shared/q0hxaxt4pj
as for the game's progress, im still at a loss of time so i won't be doing too much yet, for now, ill just work on Battle strategies (yay for flowcharts!!!)
if all goes well, i want to finish this game by June 2012 (when i graduate).
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Here's a new version.
some major updates:
*added first maze map
*added "jumping between notebooks"
there is a glitch that you are thrown between certain walls when jumping between notebooks.
also, is there a way where you can create a C# project from the .sgdk2 file, edit it on Visual Studio, and then send it back?
expect a few more updates later on.
the link: http://www.box.net/shared/7g060f65vd
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I'll check it out.
also, is there a way where you can create a C# project from the .sgdk2 file, edit it on Visual Studio, and then send it back?
I tried, but I think the only thing you can edit are the files created after the program has ran.
edit: I checked it out. It's okay. But I don't get how to get to the end of the level.
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edit: I checked it out. It's okay. But I don't get how to get to the end of the level.
its not done yet :(
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also, is there a way where you can create a C# project from the .sgdk2 file, edit it on Visual Studio, and then send it back?
When you build the project, a C# project is created automatically. You can edit it in Visual Studio. To send it back, I simply copy and paste manually. Of course you can't edit and send back changes to files that don't appear in the Source Code folder.
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on my next release (soon, but not now), im disabling the "jumping feature" until i experiment with sprites a little more
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im releasing 0.1.2 simply because of many problems i want to work out.
* first, mapped tiles don't seem to appear. and also are considered "empty" when i try to put them in a category; (they appear just fine in the editor)
* the snake enemies wont face in right direction
* messages won't pause the game (am i missing a line?)
* need basic collision detection (hit a snake, lose one health)
* a puzzle thing when you go north and to the right.
what is supposed to happen: you step on where a square is and it turns on, you step off and it turns off
oh yeah, i added an area where you swim. (i can figure things out on my own :) )
so....yeah, the link http://www.box.net/shared/1zh0yx1qjc
thanks for your help
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well, with no thanks to anyone >:(, i figured out some of them.
* i got mapped tiles to appear, but they still won't show in messages
* snakes now face in the right direction
* messages still won't pause the game
* i got collisions figured out, although i am confused about the differences between collision masks and collision rectangles ???
* and i figured out the puzzle thing
things im going to add soon:
* using a boulder to solve puzzle
and when pushing boulder it always moves 64 pix in one direction
* more enemies
* mini map
* and hopefully a boss
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Collision masks collide only when the masked part of the sprite is touching something (i.e. only the visible pixels). A Collision rectangle collides when the bounding rectangle touches something. Collision rectangles allow for much faster collision detection, but are less accurate. They should work for 90% of all cases. If you think you need a collision mask, it is very possible that you are doing something wrong and could be using rectangles instead.
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Hey Smartboy, I'm willing to help a little. I don't have much time to afford, but I can point you some things out.
pausing game:
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When you say: messages won't pause the game, I suppose you are using the usual message function of SGDK2, not something particular that you developed? If that is the case, showing messages this way doesn't pause the game. You have to manage the pause by yourself. In my game, I do a pause when dialog appears. For that, I added a counter called pause and in each sprite and plan I make a check before running the code:
if counter.pause.currentvalue = 0 then
do the actual code of this object
end
When I show a message, I set the value of the counter to 1 and when the message disappears, I put it to 0. Of course don't forget to allow the player to clear the message, otherwise, he will get stuck. Had you another way in mind to pause the game?
collisions mask / rectangles:
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The difference between collision masks and collision rectangle is this. When you have a sprite, whatever the sprite looks like, it is contained in a "rectangular cell". Do not confuse this "rectangular cell" with the one containing the image on the graphic sheet. If you do not specify this "cell", it will be identical to the one in the graphic sheet but you can make it bigger or smaller by moving the sprite it in the frameset.
The frameset allows to set to top-left most part of this cell. This corner is the origin in the frameset (the spot where to two lines cross). Then, in the sprite definition, you can set the width and the height of the sprite, which determines the lower right corner of the "cell" containing the sprite. With these two corners, you have a "cell" to check for collision rectangles.
Do you follow me? If not, I'll take some screenshots to give you better examples.
When you check a collision rectangle with a sprite, anything that touches the "cell" is considered colliding with the sprite.
If you add a collision mask on a sprite, you can set which part of the sprite you want to consider when detecting a collision.
When you check a collision mask with the sprite, the "cell" is not considered a part of the sprite, a collision occurs only when something touches the collision mask.
Since the collision mask is a more precise collision detection, it is slower than a collision rectangle.
I think I'm pretty mush quoting the help file. Do you need more information on any of this? If you asked some questions, it would be easier for me to help you out, since I don't really have to time to look at your project right now.
Good luck! :)
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alright, i think i got the masks/rectangle thing figured out the first time.
but thanks for the pause thing. ;)