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Messages - cbass

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Projects / Re: Samantha's Game
« on: 2005-12-06, 09:17:43 PM »
I like it a lot as well.   8)

I agree with almost everything durnurd wrote.  Although no sound I don't mind since I have no room to talk as I haven't entered the world of putting sound in my games either.  But i plan on composing some midis soon, and recording some sound effects.  ( I like to try to use my own work when possible)

Also, reading durnurd's post about spacebar beforehand helped me past that small frustration quickly. ;)

I enjoyed it a lot, and I was even on the phone through many of the levels, (easy to play one handed:))   I thought I was going to get though it all without diieing, but I died in the late teens somewhere, then edited the project to restart at that level, and played through to the last level.  I had to restart the last level a few times because I got stuck, then a few times because some of the crates would fall through platforms instead of riding on them, but I finnally figured it out and got to the end.

All in all, I would say its a great project, a few minor tweaks here and there and it could be one of the most simple yet complete and entertaining projects on the list.   :D
I'd be interested in any other projects you would care to share.

A little side note on design with SGDK in general.  I think you could avoid a lot of the busy work with sprites, collisions, and special functions if you did one of several things.  You could have made all the levels on 1 or 2 maps (one for scrolling and one for non-scrolling) and reused all the sprite templates, collision definitions, and special functions.  OR, You could also have made 1 fully functioning map with all necessary templates, collisions, and special functions and then copied and renamed the .map file 25 times and added them all to the projected by editing the .gdp file. (this is very easy to do)  Then edited the content of the maps as normal.

Off-Topic / new forum and theme
« on: 2005-11-30, 06:28:02 PM »
just thought id let everyone kniw that I really like the new forums and theme.   8)

BIGsmall  >:(

SGDK    ;D  :(  ;D

General Discussion / grappling hook
« on: 2005-11-22, 07:58:05 PM »
It probably depends on how realistic you want it.

I'm assuming you want a super metroid or super castlevainia like grapling hook, and not just a simple ladder creator.

Going for a realistic look, where the player swings a semi circle around a fixed point (where the hook is attached)  you are talking some pretty complicated scripting.

Once the grapling hook sprite contacts the attach tile or sprite, I would switch the player sprite template to inert and start controling everything through script, including gravity.  You would have to store variables for rotational velocity that is effected only by the left right keys and gravity.  Just to display the rope you would need a 36 state rope sprite who's state and location are both controled by player location in script.  When the player lets go of the button that holds the player to the hook, the sprite could switch back to SGDK control after the appropriate velocity is set (which is determined by rotational velocity and relative position or angle to the center point of the semi circle)

The things that can complicate it are numberous.  keeping collisions with sprites and solidity with tiles.  A varying sized rope controled by player (up and down keys)  Even the interaction between the grapling hook and the hook-to tile could be tricky.  Another issue I noticed is the inability to us some keys when holding down 2 arrow keys at the same time, so the good ol computer keyboards as in input device might stop us here.

I might try to tackle it someday when i start my side scroller, but i could see it taking me weeks to implement.

Going the simple route:
If you are going for no player control or eye candy, it would be pretty staight forward to just have a tile interaction between the hook sprite and the hook-to tile that starts a series of special functions that have the player swing through the air in 2 or more graphic frames and land safely on the other side every time, but that wouldnt be too much fun:)

Off-Topic / network with old win98 computers
« on: 2005-11-16, 06:19:55 PM »
find your network card or network connection in either network nieghborhood or divice manager  and go into properties.  There is a listbox which should have TCP/IP, if it isn't there, install it from the properties window

Off-Topic / network with old win98 computers
« on: 2005-11-15, 07:35:12 PM »
Without a hub switch or router, you will need a cross over cable

a crossover cable is the same as a network or eithernet cable except that 2 wires are crossed.  You can pick one up at your local computer store.  If you don't have one, you can try the regular network cable but it probably won't work.

Assuming both computers have a network card or onboard network, just plug each computr in each end of the crossover cable.

In 98 i think you have to load tcp/ip and make both computers the same workgroup.  Share something out on both of them to make sure you can access each computer.  If you have a firewall, be sure to disable or allow open access from each other's IP.

Hope I didnt make it sound too hard 8)

Script / Hurt Demo script, pasted into COM, error
« on: 2005-11-08, 07:27:52 PM »
Another thing.  When my playersprite bounces off the enemies due to sprite collision def that "Repels" the player sprite past his normal max velocity, there seems to be a problem with the red drawn over tile lining up with the playersprite tile.  The red tile seems to lead the playersprite.  I tried it in the OnAfterMoveSprites and OnBeforeMoveSprites Events, and it seems to line up better in the Before, but still seems to be a bit off.  I also haven't tried the OnFrameStart event yet.

This can be an acceptable bug for now, and ill try to fix it when I go back and start polishing the project.

edit - when player sprite is still or moving slow, it seems to draw perfectly.

Script / Hurt Demo script, pasted into COM, error
« on: 2005-11-08, 07:03:18 PM »
Thanks for the code, It works perfectly.

After trying it out a few times, I see that using the make command is just as easy as using the run command, except the lack of keyboard shortcut.

There is also a "make project" command which does the exe and dll at the same time, so the binary compatability thing shouldn't be something to worry about as far as design is concerned.  I think I know how to do it though, edit the .dll properties for binary compatiability to the last version.

Another interesting thing I noticed is how much faster the code executes.  I had a debug mode that collected a lot of data and drew it on the screen every frame.  When entering this mode, I would get about a 1/2 drop in framerates in the IDE.  With the compiled dll there is not even a noticable slowdown :o not even a studder, ever.

I knew a compiled dll would be faster, and i've seen it increase performance in another project, but I never noticed this much before.

I have even been designing this project from the begining to run at 30 fps since there was going to be so much per frame code and action, I didn't want any slowdowns.  It looks like a might be able to go back to 60 if I desire  :)  

Thanks for the help.

Script / Hurt Demo script, pasted into COM, error
« on: 2005-11-07, 10:59:24 PM »
Did what you did.  And I got it to work too.

Since I compile it in the IDE about every 5 minutes when im working on the game, I guess Ill just have to comment this sub out while im working on it.  Unless of course there is some way for the dll to know whether its running in the IDE or standalone, and i can make the appropriate separate code paths:)

Thanks a lot.  I knew it was something simple that I was missing.  Too bad noone took the bet ;D

Script / Hurt Demo script, pasted into COM, error
« on: 2005-11-07, 05:26:38 PM »
I grabbed it from your msn link. :?   I figured the return message was becuase I tried to send it with an attachment the first time.

anyways, hopefully you get it now, I PMed you.

Thanks for the help ahead of time.

Script / Hurt Demo script, pasted into COM, error
« on: 2005-11-06, 10:21:04 PM »
your email address.

Script / Hurt Demo script, pasted into COM, error
« on: 2005-11-05, 01:41:46 PM »
I just sent you a link.  Thanks for the help.

Script / Hurt Demo script, pasted into COM, error
« on: 2005-11-04, 05:46:37 PM »
I am actually using a dll already, my .exe just creates a GameDevPlayer.Engine, Loads my .gdp into that engine and passes it on to my dll so it can start capturing events.  (you taught me how to do this a year and a half ago)
I'll wait to see if you can find a solution, since I tried everything that makes sense to me.  I could send you the project if need be.  It should zip up pretty small.

I do have another method of creating this effect I could implement.  Just generate a new sprite/template identical to the hurt sprite except the tileset name would change for all states/frames, and make it "simple/scripted" so it draws over the top of the orignal sprite, and just adjust the new sprite's velocity, position, and state as often as needed.

Anyways, thanks for the reply, Ill check back.:)

Script / Hurt Demo script, pasted into COM, error
« on: 2005-11-03, 09:57:24 PM »
One of those errors that I don't understand.  I want enemies and the player to flash for a few frames whenever they get hurt.  I used the hurt demo as a reference and pasted it into my vb6.0 project and changed all the variable names and made it universal to work on any sprite:
Code: [Select]
Public Sub DrawHurtTilesOverSprite(ByVal Spr As Sprite)
  Dim TS As TileSetDef
  With Spr
    Set TS = ProjectObj.TileSetDef(.CurTSDef.GetIndex + 11) '11 being separation between corresponding tilesets
    If Not TS.IsLoaded Then
    End If
    If TS.LoadedInstance Is Nothing Then
      Set TS.LoadedInstance = DllDisp.CreateTileSet(TS.Image, TS.TileWidth, TS.TileHeight)
    End If
    DllDisp.DrawTile TS.LoadedInstance, .CurTile, .X - GdPlayer.MapScrollX, .Y - GdPlayer.MapScrollY, 0, 0, 640, 480, True
  End With
End Sub
Code: [Select]
Sub Player_OnSpritesCollide(Name, ClsAIdx, ClsBIdx, CollDefIdx)
   Hurt = 100
End Sub

Sub Player_OnBeforeMoveSprites()
   Dim TS

   If Hurt > 0 Then
      Hurt = Hurt - 1
      If Hurt Mod 2 = 1 Then
         With ProjectObj.GamePlayer
            Set TS = ProjectObj.TileSetDef("tsHurt")
            If Not TS.IsLoaded Then
            End If
            If TS.LoadedInstance Is Nothing Then
               Set TS.LoadedInstance = CurrentDisplay.CreateTileSet( _
                  TS.Image, TS.TileWidth, TS.TileHeight)
            End If
            CurrentDisplay.DrawTile _
               TS.LoadedInstance, _
               .PlayerSprite.CurTile, _
               .PlayerSprite.X - .MapScrollX, _
               .PlayerSprite.Y - .MapScrollY, _
               0, 0, 640, 480, True
         End With
      End If
   End If
End Sub

I have the hurt demo script on the bottom for reference.  (I run my code every other frame if the sprite is hurt using the same event as the hurt demo)

my error message is :
Run-time error '-2147418113 (8000ffffy)'
Method 'Image' of object 'TileSetDef' failed

Everything seems to work good except any time I call TS.image, i get that error (i even put it in a line by itself)  I've confirmed that TS.IsLoaded is True and TS.TileWidth has a value (32)

I even set the TS to a tileset I KNOW is loaded (the TS of the playersprite) and I still get the same error.
I've also tried breaking the lines into multipul lines and dimming the varibles different, but nothing seems to work.  I see that .Image is actually a Property and not a Method like VB seems to think, maybe this is the problem, but I don't know how to fix it.

Anyone know what to do or try? ($50 says bluemonk posts with a brillant easy solution :P )

News and Announcements / SGDK 2.0 Pre-Alpha Demo Available
« on: 2005-11-03, 12:02:06 AM »
I ran the batch file that i suppose compiles program, and it didn't work.  (XP, .net framework 1.1 installed)  Tried running it in windows and using cmd

here is what I got:
Code: [Select]

C:\Documents and Settings\ty\Desktop\unzipped\sgdk2>makesgdk2
[ Scrolling Game Development Kit 2.0                            ]
[                                                               ]
[ Copyright (c) 2000-2004 Benjamin Marty ( ]
[                                                               ]
[ Distributed under the GNU General Public License (GPL)        ]
[  - see included file COPYING.txt for details, or visit:       ]
[                       ]
Microsoft (R) Visual C# .NET Compiler version 7.10.3052.4
for Microsoft (R) .NET Framework version 1.1.4322
Copyright (C) Microsoft Corporation 2001-2002. All rights reserved.

Microsoft (R) Visual C# .NET Compiler version 7.10.3052.4
for Microsoft (R) .NET Framework version 1.1.4322
Copyright (C) Microsoft Corporation 2001-2002. All rights reserved.

error CS0006: Metadata file 'Microsoft.DirectX.dll' could not be found
error CS0006: Metadata file 'Microsoft.DirectX.Direct3D.dll' could not be found
error CS0006: Metadata file 'Microsoft.DirectX.Direct3DX.dll' could not be found
Errors occurred while compiling SGDK2IDE.exe.

C:\Documents and Settings\ty\Desktop\unzipped\sgdk2>

luckily you included a precompiled version, so i reunzipped it and tried it out, but I didnt do much but scribble in the graphics editor and check around

Saw that you could export graphics, but couldnt find an obvious way to import any yet.

The graphics editor looks very powerful but will take a lot of getting used to.  This will probably be the first thing I have to learn.

Navigating around, I felt like a complete noob again because I didn't know how anything worked, and it kept giving me those foolproof msgboxes whatever I tried.

I will probably wait for a few more sections to be added before Trying to do anything with it (lay groundwork for a game :) )

Looks good, good job.

General Discussion / character height
« on: 2005-10-31, 11:43:19 PM »
You have to create another tileset that has the tilesize equal to the size you want your player sprite.  

(If your tiles are 32x32, make the new tileset 32x64 to make the player twice as tall.  do this in "tilesets")  Then draw you playersprite and change the tiles in his sprite template.  do this in "sprites and paths"

I would only recommend having the player at most two times as big as the tilesize in any dimension (wide or tall), although having him the same size as the tiles is ideal for reason i'll explain below.

There can be some problems that show up from having different sized tiles as player sprite, this is mainly due to how tile solidity is processed.  The entire player sprite (or any sprite) does not see solid tiles as solid, only the 4 corners of the sprite react to solidity.  So, if a large playersprie jumped at a thin platform, he could hit the platform head on, but still go through it because none of the corners of him touched the platform.  This problem is corrected if all platforms are 2 tiles high.  If your sprite is 3 tiles high, you platforms need to be that tall as well.

hope that helps

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