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Messages - Eastfist

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1
Actually, now that I think about it, Jam0864 might be right.  As long as the paths are relative to the .gdp file, you shouldn't have to worry.  Create your project on the hard drive and when it's ready to go, then burn all the files onto a CD.  Just remember to test the CD on another computer before you distribute it because it might still reference files on the hard drive you developed the project on.

2
Hey SmartBoy16,

I'm not really qualified to answer that kind of request.  But as far as I know, DirectX doesn't support MP3s anymore because quartz.dll is replaced with every new incarnation of Windows Media Player/Direct X/DirectShow and that's what SGDK uses to play media.  According to what I've read somewhere, Microsoft disabled support for MP3s in DirectX/DirectShow because they don't want developers messing with MP3 proprietary technology (I could be wrong). You could try to rollback that dll, but I doubt it'll do any good.  I've tried to find a workaround too, but no luck.  As for referencing hq audio from a cd, you can probably alter the .gdp file that is output by the app.  Open it with Notepad, find the media section and put something like this:  "E:\audiofile.wav"  Of course, you won't be able to determine which drive the user has a cd-rom installed in.

To create hq audio, use MediaCoder and convert the MP3 to a hq WMA file.  Should be compatible, I tested it.

3
I did a search through the class, and realized I had to add the new offset variable to the PaintMenu method too and it's working now.  Thanks, Ben.

4
Help/FAQ / How to scroll map editor horizontally for large tiles
« on: 2008-12-20, 01:57:11 PM »
Hey gang,

Long time, but still kicking it.  Working on my modified version of 1.4.6 (I'll release it if I ever finish Runsetter, I want it perfect).  Ben, was wondering how you've implemented the map editor.  I've noticed that it will scroll vertically for tiles larger than the screen resolution, but not horizontally.  For example, if my screen resolution is 1024x768 and I have a bitmap that is 2048x2048 with tiles set at 1024x1024 each, then I can scroll vertically to select the tiles in view, but not the tiles not currently in view.  Here's the lines of code I've altered, but don't seem to be taking effect:

This is inside the MapEdit class...

               
               ...
               ElseIf EditMode = 1 Then
               ...

               If MouseX > HorizontalResolution - 16 Then
                    TSOffsetX = TSOffsetX + 8
                    If TSOffsetX > Disp.HimetricToPixelX(theMap.MapLayer(EditLayer).TSDef.Image.Width) - HorizontalResolution Then
                        TSOffsetX = Disp.HimetricToPixelX(theMap.MapLayer(EditLayer).TSDef.Image.Width) - HorizontalResolution
                    End If
                End If
                If MouseX < 16 Then
                    TSOffsetX = TSOffsetX - 8
                End If
                If TSOffsetX < 0 Then TSOffsetX = 0
               
                Disp.DrawTile MouseTS, 2, MouseX, MouseY, 0, 0, HorizontalResolution, VerticalResolution, True

Theoretically, it should work the same way it's drawn during runtime, so why isn't it scrolling?

5
Off-Topic / Re: I need help: Fundraising/donations
« on: 2008-05-30, 01:17:32 PM »
I hope I really can manage to get the funds I need.  We're tied together in this universe whether we like it or not. So, please, if any kind strangers are willing to help a guy out, don't hesitate.

6
Off-Topic / I need help: Fundraising/donations
« on: 2008-05-29, 05:38:03 PM »
Hey gang,

It's been a LONG, LONG time, but I've been hit with the toughest dose of reality and been dealing with it best I can.  Explains why I haven't been able to continue working on my games and letting you guys know the progress.  But I check this forum all the time.  Anyway, I've been diagnosed with a wrist bone tumor and am going into surgery for a bone graft.  I don't have medical insurance, so I can't afford the medical bills.  I figure, hey, I got nothing to lose by asking everyone I "know" for help.  So pretty much, if anyone is willing to donate some moolah, please do.  I put up my sob story at my website: www.geocities.com/eastfist which has my P.O. Box address and other information.  Hope you guys can spare some green.

Chongchen (aka the Eastfist)

7
Script / Re: Improving my 'Jump on Enemy's Head' Script
« on: 2006-10-06, 01:55:59 PM »
Here's my own convoluted "Mario" test demo (my main goal was to get the stomp looking right), so my other Mario-type implementations will be buggy. My VB script is heavily commented for anyone interested (I apologize in advance if it's not exactly optimized).

Here's the link:

http://www.geocities.com/eastfist/Kadario64.zip



8
General Discussion / Re: Call for SGDK2 Artwork and Templates
« on: 2006-10-06, 01:12:25 PM »
I'm open for some "light" graphics work (I got time restraints)... depends on what you need.

9
Script / How to make LEFT-RIGHT player face Right at runtime
« on: 2006-08-29, 03:48:17 PM »
Tricks with counters in the individual map's inventory didn't cut the mustard for me, not efficiently.  Well, I suppose I had to succumb to scripting and been trying to pick it up lately.  So here's the script to make the Left-Right player sprite face the Right direction at runtime:



'Declare variables for direction last facing
'Could use one boolean variable, but makes easier for non-scripter to understand
Dim facingLeft
Dim facingRight

'Before play loop starts, initialize the custom variables
Sub Player_OnPlayInit
   facingLeft = 0
   facingRight = 1
End Sub

'Depending on last button pressed, set last direction facing
Sub Player_OnControllerMove(OldActions, NewActions)
With ProjectObj.GamePlayer.PlayerSprite
   'If user presses Left arrow
   If (Not OldActions) And NewActions And ACTION_LEFT Then
      facingLeft = 1
      facingRight = 0
   End If
   'If user presses Right arrow
   If (Not OldActions) And NewActions And ACTION_RIGHT Then
      facingLeft = 0
      facingRight = 1
   End If
End With
End Sub

'Before the player's movements are processed, set the player state according
Sub Player_OnBeforeMoveSprites
With ProjectObj.GamePlayer.PlayerSprite
   'If not moving in either direction, and was last facing right, then face right
   If (.CurState Mod 2) = 0 And facingRight = 1 Then
       .CurState = 1
       'CurState = 0  facing left with no velocity
       'CurState = 1  facing right with no velocity
       'CurState = 2  facing left with velocity
       'CurState = 3  facing right with velocity
       'Didn't use these for boolean setup because CurState changes all the time
       'and as the designer, I want control over variables
   End If
End With
End Sub



That should be good globally and puts a smile on MY face. Whew!  If you want to use it, generate a VBS script using the scripting wizard and place the code from above into the proper Sub procedure.  Sub procedures are the blocks of code starting with Sub and ending with End Sub.

10
News and Announcements / Re: SGDK 2.0 Pre-Alpha Demo Available
« on: 2006-08-29, 03:16:07 PM »
I've only recently downloaded SGDK2 preA5, looks "powerful" so far, Ben.  I noticed the player sprite doesn't face left or right properly, or are those suppose to be 2 separate sprites?  Neat new implementation with the solid top-only tiles and the different slope solidity (not just 45 degrees).  Wonder if you can implement solidity using paths???  I think it could make the stage designs more organic.

I can already tell it's heading in a good direction, knowing how powerful the Visual Studio.Net apps are, but honestly, SGDK2 is kinda hard to use.  Waiting for the "Quick Tutorial" for this one... ;)

11
General Discussion / Re: mario item pick-up
« on: 2006-04-09, 10:59:18 PM »
This is an interesting inquiry.  If there's one game I've always wanted to emulate in SGDK, it'd be Mario.

A way I can think of is this:

- Define certain map tiles as the pickable object (like a sprout, or block) with spec. functions
- When the player presses the "pull" button on it, it alters the map tile, switches the player sprite to a "filler" animation sprite of the player pulling out the sprout or picking up the object, and at the end-of-path for that sprite's animation, switches to a sprite with that particular object drawn as if the player was holding it overhead.  Then the player can run around with it before throwing it avoiding having it bounce around from the weird collision interactivity.

Of course, the problem I can foresee doing it this way is the tedious drawing of "filler" animation sprites.  I'm just wondering how "seamless" it can actually look... the trick is in the illusion.

12
I think there is always room for organization.  But since SGDK is still a new program, most users don't know how to utilize it to its maximum potential without scripting (I'm still advocating the "out-of-the-package" stubborness).  I'm not going to lie and say my Runsetter incarnations are totally original.  This project is probably going to be the most elaborate tech demo I've done, out there, under this engine.  I'd rather figure out how I "did this" and "did that" before I get into my "hardcore" projects.  Obviously, I've stuck around for years because I'm learning it as I go.  Trust me, I'm documenting my tricks...  ;)

Maybe part of having a neat plan has to do with conformity.  I believe it keeps developers from truly coming up with unique and innovate gameplay.  So you gotta leave some of that up to chance.  But for me, it's still a hobby, and I'm not under the gun, so I'm going to try to pack in as many "gimmicks" as I can.  Part of that has to do with creating a template for my future projects.  It provides me with a recipe book, gives me more flexibility in the future.  I mean, wouldn't it be hard to make a plan unless you had all the parts ready?  ::)

13
Projects / Re: Cut-scenes
« on: 2006-04-06, 06:06:29 PM »
I wouldn't mind being able to run movies as backgrounds.  I've seen it done in Final Fantasy VIII.  Ah well.

I think cutscenes can only be used when it's crucial to the gameplay.  I remember this one game, called "The Bouncer," which was pretty much an entire cutscene.  You only play like 17 minutes of actual gameplay.  Now, luckily, we only rented it, because if we had paid $49.99 for a MOVIE, that'd be crazy!

I think it's practical to recycle sprites through in-game cinemas.  Saves memory.

14
Holy heck, I'm noticing it's been MONTHs since I've worked on my project.  Anyway, I've over-estimated my map size and it seems I can't shrink it now because I've placed the tiles on the bottom, expecting to have a stair-climbing type of level.  The fighting is still working swell.  I've used up all the collision interactions for elaborate animations for this particular map, so now I have to improvise.  I have captured a 20 MB video of the "fight" level with sound, but I couldn't match the sound properly with the video.  I'm also working on transitions between the levels, maybe cutscenes or a graphic still... because honestly, even though I'm ripping on my own game, map-to-map don't make sense right now.

15
Game Development Artistry / Re: Are these graphics any good.
« on: 2006-04-06, 05:44:51 PM »
I like the textures.

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