Author Topic: Placeholder for 2wenty Dungeons (formerly Codename: Words)  (Read 31642 times)

Rubix Cube

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #15 on: 2009-08-05, 04:42:46 PM »
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!
I've made more new graphics for the Remository. Check 'em out, you may like them.

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tprime

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #16 on: 2009-08-06, 10:44:04 AM »
That sounds cool. I have a friend who likes earthbound. He'd probally like playing that too! :)

SmartBoy16

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #17 on: 2009-08-11, 09:26:43 AM »
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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Rubix Cube

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #18 on: 2009-08-12, 11:41:25 AM »
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.
I've made more new graphics for the Remository. Check 'em out, you may like them.

Need a new life?
http://www.harvest.org/crusades/events/archives.htm

SmartBoy16

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #19 on: 2009-08-12, 12:17:26 PM »
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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bluemonkmn

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #20 on: 2009-08-13, 05:49:03 AM »
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?

durnurd

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #21 on: 2009-08-18, 07:51:30 AM »
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.
Edward Dassmesser

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #22 on: 2009-08-18, 08:53:19 AM »
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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durnurd

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #23 on: 2009-08-18, 10:06:46 PM »
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.
Edward Dassmesser

SmartBoy16

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #24 on: 2009-08-18, 10:56:20 PM »
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
« Last Edit: 2009-08-18, 11:22:41 PM by SmartBoy16 »
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durnurd

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #25 on: 2009-08-22, 08:27:29 AM »
actrually, what i meant was keep the white dots

Then what exactly did you mean by "is there a way to bring them back?"
Edward Dassmesser

SmartBoy16

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #26 on: 2009-08-25, 11:06:05 PM »

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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SmartBoy16

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0.0.3, Battle Screen
« Reply #27 on: 2009-09-07, 06:36:50 PM »
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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SmartBoy16

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Switch Player Sprite
« Reply #28 on: 2009-09-29, 03:49:49 PM »
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)  
« Last Edit: 2009-09-29, 03:53:49 PM by SmartBoy16 »
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bluemonkmn

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Re: Placeholder for 2wenty Dungeons (formerly Codename: Words)
« Reply #29 on: 2009-09-30, 04:50:18 AM »
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.
« Last Edit: 2009-09-30, 06:14:42 AM by bluemonkmn »