Author Topic: Codename: Midnight  (Read 3669 times)

SmartBoy16

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Codename: Midnight
« on: 2010-02-20, 12:43:53 PM »
Guess what? I'm (once again) Starting on another project!!!!

The game is called Codename: Midnight. It is a strategy game. The goal of the game is to guide a water fountain to a cup through an obstacle course.

The YouTube Video. http://www.youtube.com/watch?v=_r8qJVzIOWc

the Box.net Link. http://www.box.net/shared/f0rk694k9z




As for the fate of 2wenty Dungeons....................I've got nothing. Sure, I've got the beginning done, but I having a few troubles with......concept. I decided I should start with something simpler. Afterwards I'll get RANAT ported to SGDK2 since I already know the Story and Concept. 2wenty...........it may be a while.
Looking to the skies.....

bluemonkmn

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Re: Codename: Midnight
« Reply #1 on: 2010-02-21, 09:21:09 AM »
Looks much better than the other "Codename Midnight" video on You Tube ;)
http://www.youtube.com/watch?v=W0bTUpZpcBY&feature=related

SmartBoy16

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Re: Codename: Midnight
« Reply #2 on: 2010-02-21, 03:11:57 PM »
^ haha! that's funny! Total Coincidence
« Last Edit: 2010-02-21, 03:19:00 PM by SmartBoy16 »
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SmartBoy16

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Re: Codename: Midnight
« Reply #3 on: 2010-02-28, 10:32:32 PM »
Just a quick update.

*Blocks are now placed using the Left mouse button, Once for a solid block, Twice for a downhill block, Three times for an uphill block, and Once more to delete the block. Right mouse button deletes it anyways. Blue blocks cannot be changed.
*You can change the position of the water stream by using the middle button. (Although I did create a smaller blue block so I can figure out where the stream is coming from.)
*Changing directions is more "limited" to four levels each direction.

I've started to design the level designer....kinda. In the map editor, you can use blue blocks to prevent them from being changed later on.

Can anyone figure out the built in puzzle? (Post the solution when you get it)


Here's some questions I demand to be answered:  :P

1. How can I check for a certain tile at the beginning of the game and have the stream start automatically from there?
2. Is there a way to have a tile behave like some kind of container, like only entering from the top and not being able to exit from any direction but from the top again?
3. Is there a way to embed a text file into the .sgdk2 file?
4. Do have any suggestions that I should add to this? I've already got a "rotating-wheel-with-water-buckets" idea.


I'm also thinking of entering this into the 2011 Independent Games Festival later this year.


box.net link: http://www.box.net/shared/ye5d4pj925
YouTube Channel: http://youtube.com/MidnightMascott

Thanks for trying it out.

SmartBoy16 :)
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bluemonkmn

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Re: Codename: Midnight
« Reply #4 on: 2010-03-01, 08:42:19 AM »
1. How can I check for a certain tile at the beginning of the game and have the stream start automatically from there?
Option 1, obviously you could use a sprite instead of a tile.
Option 2, create a plan on the map that has a rule that loops through all of the tiles in the layer and adds a sprite where it finds your special tile.
Option 3, It may be possible to implement a single plan in your overlay map that looks at the other map that's active and searches through its tiles to replace the special tile with a sprite.  Make sure you somehow only do this once per map otherwise you'll be doing a *lot* of extra processing every frame.

2. Is there a way to have a tile behave like some kind of container, like only entering from the top and not being able to exit from any direction but from the top again?

If you create a tile shape that's solid from above (and optionally, below) on the bottom row of pixels, solid from the right on the left row of pixels, and solid from the left on the right row of pixels, you might be close.  But it will be odd because you will be able to enter the tile from the left through the left side.  Generally, tile shapes have to be convex to make sense.  But this might be good enough.

3. Is there a way to embed a text file into the .sgdk2 file?

Option 1: Add a new Source Code object (it can be empty or mostly empty), the use the "Embedded Data" menu, load whatever text/data you want to embed into the SGDK2 file.
Option 2: Edit the Project properties, and enter text into the "Credits" property.

4. Do have any suggestions that I should add to this? I've already got a "rotating-wheel-with-water-buckets" idea.
I haven't looked at the project yet, so maybe you already did something like this.  How about a converter blocks that change the properties of the water hitting them -- for example, change it into anti-water that falls up.  You can get pretty sophisticated pretty easily too.  Like make one that changes anti-water into Oriental water that always falls east, but leaves regular water alone :).  You could also make a sponge tile that turns into an absorbent sponge sprite as soon as any water hits it.  It absorbs a certain amount of water until it can't hold any more, then falls to the ground and turns into a solid tile, maybe spewing out a little water from both sides when it does.  And how about a tile that breaks a neighboring blue tile when it gets hit (by creating a special blue tile breaker sprite next to itself).