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Topics - v6v

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46
Help, Errors, FAQ / MultiMaps
« on: 2011-12-05, 05:11:28 PM »
Wow, I seem to be asking a lot of things lately! :-[

Ok, I have a new problem, is it possible to load every map in the game at the same time, and call Plans and Sprite Rules all at the same time?

I don't need to render the maps, I just need to call the rules and plans for each map and each sprite on the map.

But for clarity here's what I'm trying to do.
Each map has a sprite called SaveGame Handler.
I have a network game, and my game uses the SaveGame slots to save each map. There's a host and a client.
The host and client code works, fine.
The host needs to run every map at the same time (It don't want to render each map at the same time, I understand that would make the computer unresponsive I just need to run all sprite rules and plans), and call the rules of SaveGame Handler, and the map plans.
When a new player tries to go to a new map, I need
the client to send a request to a server, which tells the host to call a rule on SaveGame Handler to save the specified map to the specified savegame file (Example.. 1.sav is the savegame of the 1st map, 2.sav is the savegame of the second map).
Now, I have everything else done, the server and client, but the only thing I'm asking for help is

What code would I need, to run all (or specified) map's plans, and all sprite rules on the certain map at the same time, without rendering the maps?
I tried exporting the plans code and sprite's code to my clipboard, and tried to create a custom code object that would handle it, but I couldn't get that to work.

47
Help, Errors, FAQ / SkySphere
« on: 2011-11-21, 01:24:44 PM »
Well, it seems I do the majority of my posting during the holiday breaks, before and after the occasions. :)

My issue today is this, I want to draw a 3D skydome (rotating sphere with a sky texture on it), but still render the rest of my game in 2D.
http://www.youtube.com/watch?v=R5SFu_Y2SsU&feature=related
Pay close attention to the background.^^

The lovely information at opentk.com helped me greatly.
I wanted to draw the sphere, which I did, and render it before drawing the game's textures.

My issue is, I don't fully understand most of this, and although I know the sphere is being drawn, I can't see it.

So this led me to thinking that my issue is that I haven't set a texture to the sphere, and honestly, I can't find any instuctions on how to do that, I figured the texture would either be a texture from a graphic sheet, or just a bitmap or png loaded from a directory

So with all of that said, this is my Display.cs, it draws the sphere with my "modifications" from the web resources I asked for information.

I know that it's fairly long, but if anyone could teach me how I would set a texture to the sphere I created, It would greatly, greatly help. :)

48
Help, Errors, FAQ / Bone Animation or Single Sprit Animation
« on: 2011-11-13, 12:32:29 PM »
Ok, I have an issue here. One of my sprites is a bone animated sprite.
This presently means that it has seperate sprites for each limb. The Sprites move simultaneously.
This is giving me an FPS of around 20, which is bad, seeing as how my game will have up to 4 players, and most enemies will be bone animated.

But however, when I use single sprite animation, the FPS is DRAMATICALLY boosted.  ???

This game has a lot of customization. ;)
However, using bone animation, I don't have to create thousands of sprites and states, and each limb and body part is interchangable, AKA clothes, shoes, gloves, hair, armor, that kind of stuff.
It also allows me to make attacks specific. If the player wears a helmet and gets hit in the head, no damage is taken, but if the player lacks a helmet and wears full armor, any attack to the head does twice damage.

Using single sprite animation, I have to create dozens upon dozens of sprites. This dramatically delays the time and makes it harder to complete the game creation process.
Plus, I can't do any of the functions above.
But the FPS is faster... :(
I'm not sure yet, I might post a video here comparing both animations and showing the FPS associated with both.

Which method for animation should I use for a customization game AKA change Boots, Armor, Helmet


49
Off-Topic / Concentrating on an old game
« on: 2011-08-09, 10:25:59 AM »
Since I was 12, Ive been making games with SGDK and SGDK2. I made 100+ games, but the real issue was, was only able to complete 6 of the 100.

The real issue is- Is it hard for anyone else to finish a game? Its like everytime I work on one as an indie garage developer, I get quarterway or halfway, lose intrest and begin another one..

Even up to now, I keep jumping projects... anyone suffering from this disorder have any advice or solutions? I cant seem to keep my intrest sparked long enough to finish most of my games...

50
Projects / Neuro Project Ballio
« on: 2011-06-06, 12:49:38 PM »
Hey, what do you know... I'm planning on making a game that Ill actually finish and release sometime.

I actually prototyped this game 4 years ago in SGDK1, its original name was Ballio. I decided to recreate it from scratch in SGDK2. Total time worked on... Id say 2-3 weeks exactly.

 Its still developing, but I finally have enough to at least show. Its called Neuro, its an OpenWorld Game about 2 Robots with the Power of Alchemy, crash landed on an unknown planet, seeking information to help them uncover their purpose of existance. Its a fairly complex engine, with every item in game being fused with or having the ability to be used with other Items. A Block based System, Similar to Minecraft.

http://www.youtube.com/watch?v=a8kpm_DRp2U&feature=related
That video demonstrates how the quick fusion engine works, You can ping(retrieve with a beacon) any item with a hardness of less than 4.5 and hold it in the first robot's gravosphere. Any Item held can be replaced anywhere else or can be combined with another item. Hence the name fusion. Sand + Topsoil = Peat (Flammable Grass) - Sand + Soil = Fresh Soil (FarmLand) I plan on adding 300 items.
Sprites/Lifeforms can also be created, and some fused items are Terminal- They cannot be fused with anything else.

http://www.youtube.com/watch?v=3NPPQcPWJfU&feature=related
That video demonstrates the physics of Liquids- In this case water. If Water is placed, it acts like a single glob, and disappears when hitting the ground. If water is placed in a porous block, (Sponge, Perlite, etc) It flows out of the block until the water runs out. This can be used to stop fires, and make makeshift ladders.

http://www.youtube.com/watch?v=ZyQhVmm5ZkM
That video demonstrates the daytime/nightime engine, at 100x speed. Daytime lasts about 7 minutes, Sunset about 2, Night about 7:20, Sunrise about 2:10. Different Sprites spawn at different times of day, with helpful (Health Giving Sprites) spawning at sunrise and sunset. Music Plays at Random Times, (Really Random) as to not get annoying. The only 2 Special Time States Implemented are Plenilunium, Night of the Blue Moon, (Increased Enemy Spawn Rates IN and OUT of Houses and Caves, and Solis ardoribus, The Day of The Burning Sun. Damage is caused if the player is outside, from the Heat of the Burning Sun.

Multiplayer WILL be implemented, I guarantee that. I would just like some suggestions that would make this game more fun, attractive, unique. Any ideas, or even criticisms. Anything that might actually help me develop this game more. :) Currently, Im working on the Inventory Fusion. (Just random)

Edit: Life giving sprites now spawn at night, giving motivation to go out during nightime

51
Help, Errors, FAQ / Ingame Zooming
« on: 2011-05-27, 10:57:47 PM »
Hey, on developing a game and experimenting with resolutions, i wondered, is there and way to zoom in and out ingame? maybe some sort of screen manipulation?

Has anyone else tried to do this?

52
This may be odd, but can anyone tell me what the code for using WinSock in SGDK2 would look like? I would like to implement some netgame feature into my game. Even just the sourcecode for a message chat or the code for passing any kind of value from one computer to another via the Internet would work. I would like to build off on there. If anyone could make the SGDK2 Code to send data from Computers and recieve it Via the Internet (Whether it's just text or numbers or something full end like the Netgame Sample from SGDK1) That would help. Thank you. (I couldnt get the netgame thing from SGDK1 to help so Im hoping sgdk2 hes something up my alley

53
Off-Topic / Javascript MMO sample
« on: 2009-08-24, 04:14:36 PM »
ok, for months i havent been here, painfully working on my project... collaborating with the neighborhood kids... ive taken it upon myself to form a 'side' project seeing as my game is near completion... ok, i need some one who knows about javascript code... any of the brilliant ladies or gents here know about flexible javascript code in an mmorpg? embedded in a webpage? ive noticed that the SGDK2 is such a fine tool that i should use the brilliant graphics editor to work on a mmo rpg for the nintendo dsi browser. if you want an example of what i mean please visit dsipaint.com. all i really need is help with mmo code for i am creating a website, and yes i will note SGDK2 as my major development tool for the game.  ANY EXPIRIENCED JAVASCRIPT PROGRAMMERS PLEASE HELP [again i apoligize to anyone who was trying to locate me the past 3 months, i was really caught into my project]

54
Projects / Castlevania: Death's Premonition, Help Me!
« on: 2009-06-17, 10:43:18 PM »
So, I my hands on my cousin's computer, copied the the Sgdk2.0setup via flash drive,
and I started on a new project with my nerdy dweeb friends.
If you don't know abot Castlevania, it's about a family trying to kill Dracula every 100 years.
My main Characters are Raytus Belmont, Grandson of Juste Belmont,
and Jennifer Kishine, granddaughter of Maxim Kishine. I have the sprites both made and here's how they operate:
Raytus wields and slings his whip with the CTRL button... Holding the button allows you to sling the whip in a continous motion. His weapons are- holy water, The Bible (idk) a dagger, axes, crucifixes, a silver bullet pistol.
Jennifer wields a pan-dimensional sword with ctrl (Valmanway), and holding control lets her release a blade vortex, severly damaging all enemies in contact. She uses all of the weapons as Raytus, but her Bible attack is different.
Unlockable Characters are Renon the shopkeeper, and Wraith, a being Raytus's manfested evil.
You start out in the forest with no abilities, but you gain them as you reach game progression.

Ideas? I remember someone on this site being a CastleV Fan...

Artwork for enemies? Mates?
Level design and ideas?

This'll be a mix of harmony of dissonance and aria of sorrow.

Oh, right, most importantly, I need music and people committed to this project to throw in ideas! and get credit (girls roger game progs and artists!) Just reply, mates.

Sorry for the unappealling paragraph, mate, the DSi doesn't do smileys.

55
General Discussion / Sgdk on Dsi
« on: 2009-06-08, 06:28:17 PM »
Hey I just got a Dsi and, well, I'm posting on it now.

I don't have a computer anymore so my one project I still have on a CD I can't complete/submit.

I use this as internet now.

So is there any way of a version compatible with the Dsi as a playabe application on a SD card?(sgdk2)

bluemonkmn?

durund?

Help me you incredibly smart people!

56
Help, Errors, FAQ / Sonic Battle
« on: 2008-09-21, 03:51:29 PM »
I was trying out a friend's GBA emulator the other day that he made called the VisualBoy Advance and played a game called Sonic Battle.
We're pen pals- but he said that using Direct 3D or OpenGL you can actually make games that perform the tasks of "boxular 3D"
Search up Sonic Battle and check out the stages. It's not Mode 7 is it?I looked at it through the emulator's map viewer, but saw that it was just a single map for each level with flat 2 layers, both in Mode 2 (it said) with different priorities. They were drawn inlayers BG3 and BG4  but rotated like a 3D level. (It was pretty much flat tiles with a mode hack?)

Any explination? Could I do this if I were a "wiz kid" at computers?
 :canadian: <- I find this "Canadian" smiley highly offensive. Whoever made this," ha, ha. jerk."

57
Help, Errors, FAQ / Inverted Colors?
« on: 2008-09-14, 07:29:04 PM »
Em, if this is a dumb question, call me a nincompoop, but... How could you do Inverted Colors as a Sprite base or Plan base rule???

For all of you going "HUH?" Inverted colors mean opposite colors
Stare at something for 10+ seconds, close your eyes and you'll see... ;)

58
Help, Errors, FAQ / error: This is an unexpected token
« on: 2008-09-03, 06:48:28 PM »
Quote
This is an unexpected token. The expected token is 'EndElement' Line 662,position 12

THIS JUST HAPPENED WHEN I TRIED TO WORK ON MY GAME TODAY...

I try to load my project, but this keeps happening...

How do I fix this???

59
Help, Errors, FAQ / Sprite State...
« on: 2008-07-27, 08:32:20 AM »
How do I fix this problem?

I've made a sprite that easily switches states when rules are called- but when I add new states and I call a rule to switch to one of them - the sprite stays in that state irregardless to the rules acting on it.
    what I want:<Spin Dash right -> Stand right> what happened:<Spin Dash right X Stand right>
I found that all of the sprite states must be the same length and height, for this not to happen and that worked for my "Sonic" sprite...

But for my boss sprite I tried the same thing- but when it runs right-It stays running right (State) irregardless to its "IF moving left" "DO Switch to state 'run left' " rule

any advice?...

60
Help, Errors, FAQ / Motion Blur
« on: 2008-07-18, 08:22:27 PM »
Can I have some advice or code for motion blurs in Sonic games?

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