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Blue Frenzy

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Everything posted by Blue Frenzy

  1. The true meaning of life is, to live it, and to bring new lifes to replace the gone ones.
  2. Didn't they say that each episode will be as large as classics?
  3. Did anyone post this? http://www.destructoid.com/why-sonic-the-hedgehog-4-will-suck-166221.phtml
  4. The logic is easy but still it's hard to do it :s And anotheer thing, how did you do those changes and why? What were my errors and how did you fix it that way? It's very important to me if I want to continue spriting. Specially talking about the clothes, since I made shit compared with what you did. But I noticed you touched everything.
  5. How did you do that? It is really great! Can you give me some tips for noticing how the light sources should be done? And again animate is the worst part :S I still don't know if i am going to do it right. I will try my best but If i have no reference, I cannot do it righr.
  6. I has been working on some sprites. It's kind of hard, specially with the animations, but I am getting some results. The problem is that since I made them (or at least most of their parts) i see it bad. So I have to ask people what do you think about those sprites I am working in. Please, if anyone can help me with tips for animating an object or even giving me some templates or applications for taking references, you'll make me happy
  7. Maybe you can do it using maths. Using the sin function, where 0 is the water coordinate and 90 is the 0 coordinate. Once you have calculated the angle value with those, just multiply the angle with the position of the bg at top of screen. I mean, Imagine you have the water level at y=1000 and a window width of 240, so halfway it's 120; When the screen top is at 1000-120(880), it means the water is in middle of the screen, so the angle is 0. At screen=0, it means the parralax is completely wide spread, son angle is 90. So, let's calculate: angle= 90- (screen_top*90 /880) Now: parralax.y = sin(angle)*coeficient - parralax.height. Where coeficient is the y coordinate of the bottom of the parralax where do'd see it at the very top of the level.;
  8. That is so lame. Then that movie doesn't deserve to be seen even if you only want to watch some special effects.
  9. The question is, the apocalypse is the world's end or the whole universe's end? Because it'd be so sad for the people abroad the ISS.
  10. It's not weird. It's hard. Very very very hard. It is so hard that programmers didn't even make a "good ending" because they didn't believe anyone could defeat the final boss. Chakan was such an insteresting game and a great concept but it failed in level design and difficulty.
  11. As long as it coexist along the other models I don't see where is the problem. The more models, the more variety. You don't have to have the latest model of the console, neither your old model will disintegrate when the new model comes out. The best of having different models is that you can choose the one that best fits your preferences. Since when the variety has become a problem? And even if some people dislike it, old people and people with vision issues has also the right of playing games. I think it is a good motivation for those people to get a DS. And sereph, I can understand that you are angry at nintendo because of his politics but, saying that things doesn't make them true. I am along Pheonix Gamma. DS is filled of shit, true, but it has it's own exclusive jewels. Probably DS is the console with the best exclusive titles. Filled with rpgs (if you love rpgs, there is no possible way you can't aggree with this) of an average and above quality and with innovative titles that in other consoles would be a buig risk, so you will never see. Also it's the console with a strong retro taste. Probably among wii the only one with 2D sidescrollers, shoot'em ups, beat'em ups, arcade, graphic adventures, dungeon crawlers and other forgotten genres. I'm sorry, but I am tired of watching people throwing bullshit to ds when it's probably the only console that has variety, quantity, quality, innovation and it's for everybody: it has great games of every genre, has enough quantity to never stop playing, it has great quality games for the specs of the console: just watch suikoden as an example, not talking about gameplay quality, games are innovative, much more since developmente costs are lower, so risks are lower too. Just look at scribblenauts, and it's for everybody, you can find games for 3 y/o kids and for 70 y/o grandpas. But also for every people of 16-36 y/o. I think DS should be respected since it did what other consoles didn't: revive old genres and reach to everybody. Even yourself, that hates it, said that there are some titles you might like. This console is impressionant, even if you dislike the behaviour of nintendo.
  12. How should I change the "hazard" name? It's the list of objects created at the very beginning. Also, I would like to know what else I can do. I will include behaviour values, something like alterable values, where you do define the number of values you want the object to have for coding it. But i will probably need more to fill the form.
  13. News: This helps you to create the list of enemies. Looks confusing? what should I do to do it easier to understand? What kind of variables do you want to save? Number of alterable values? transparency? i'd be better to change it in runtime?
  14. the best device agaist viruses is the one between the chair and the keyboard. But it's kind of hard to configure. Try avast.
  15. Yeah, you are right, but think that this is a template for begginners. int main(int argc,char *argv[]) { init_game_engine(); currentLevel=0; while(1) { play_game(); } return 0; } That is a quite complex code for someone who is starting to understand c code. A new c programmer could be confused about the meaning of (); while(1) or void, but if you skip those you identify: main->init engine->the first level is the number 0->playing game. Instead if you add those much, there is a lot of information you can miss. That's why I simplified the code. Anyway, I am trying to do it with multiplatform compability. Just changing the template should allow you to compile for different applications. I will do it for windows first, and then I will probably try it for gp2x wiz, pandora, psp and nds. I also have in mind linux and mac. The idea is to create a new project for the desired platform, import the graphic library we want to use and then import my lib. Overload the functions in the inputOutput.c to use the lib methods and it's done. If you want to check it, when I have it done I will release a beta testing copy. It will allow you to start creating levels and animations before the final version is released. Nowadays, I have the Animation editor finished: the 1st of the 3 tools: Please, tell me now how can I make this better. -Animation editor It allows you to create the animations. The game uses a directory as default storage for images. It automatically reads the images in the folder and builds an structure based on the file name: <sprite>x<animation>x<frame>.bmp So, for example, "122x2x0.bmp" is the first frame of the animation number 2 for the sprite number 122. The animation editor saves the information for all those frames. It loads everything. You can define the default speed for an animation and the hotspot and the action point of every frame. You don't even need to do this if you want. By default all the images have the hotspot and the actionpoint at the topleft corner of the image. Exactly like in mmf. Also, the default speed is 0. It won't crash if you miss to position an animation. -Object Editor The object editor let's you to create objects for the aplication. It has 3 different list of objects: -Hazard list: Those are the objects that you can add into the level. -Enemy list: Those are just like hazards, but instead the have aditional parameters and they are being grouped. -Particle list: Those objects doesn't apear in the level editor. The only possibility of using this objects is by creating it through behaviour code. Those elements doesn't exist at the level build and dissapear after a new level is created. You can put here bullets, special effects or even small parts of an enemy's body, whathever is created during runtime, not during level load. The object editor let's you to create a list of objects that is loaded in the level editor and in the game. You can create his class(particle, hazard, enemy), assign a default sprite and various default values, like transparency, alpha blending, default angle, number of behaviour values (like the alterable values in mmf), a name and the AI behaviour identifier. Still working with it. I need to load and save the created objects to finish the editor. -Level editor The level editor let's you to create levels to be read by the game. The level shows a grid with all the levels you have saved. If you click on an empty frame, the new level screen will shown up and you can fill the information of the level: tileset, background, size in number of tiles. In the level you have 3 different layers and you can place any object created with the object editor, place sensors and everything you need to build a level. The tiles are automátically read from the tiles folder. In a folder you find the 32x32 tiles. Thery are inside of another folder named like this: ti<tile id>_<variation> for example "ti0_0" is the folder for the tileset 0 in the variation number 0. Variation is done through code. By default is always 0. If you change the variation, the level will load with the variation assigned. For example, if we create a level with the tileset 0, but we want to make that level you have different situations for the level, like in angel island after the forest is burnt. We have the ti0_0 as the tileset for the green forest and the ti0_1 as the tileset for the burnt forest. So, with this you don't have to create a new level with a new tileset, neither block your path backwards. or duplicate the level with a new tileset. just change the variable and it will load the same level, but with the variation of the tileset. I use this feeature in eversong for daytime where ti0_0 is daytime, ti0_1 is sunset, ti0_2 is evening and ti0_3 is sunrise. Inside the folder, the tiles are named: <tile number>.bmp so the tile can be "0.bmp" or "1.bmp" The tile 0 is always transparent and it's skipped when drawing the level, so there is no matter what tile you put there. The system lets you to add up to 256 tiles. More than enough. You can also build your 128x128 tiles. The level editor still needs to be adapted to the new tools. Once you save the level, in the game just change "currentLevel" value and it will load whatever you saved into that level.
  16. C is a good start. After all, c++ is an evolution of c. Learning the basics in c should let you learn c++. Everything in c++ uses c. You can even code c in c++ applications and change any aplication into c++ just by changing the file extension form .c to .cpp. To say it simply, c++ adds things to c. That is not a true statement, but unless you are an expert who wants to get in the inners of the coding it should be true. I recommend you to start with c since it's a structured programming language and you can learn a lot about functions, pointers, variable declarations, data structures and everything basic for programming. Once you know how to program in any language you can switch to object-oriented languages and play with the new posibilities. Just a sugestion, just do what you want to do.
  17. Oh, I could help you. I won't teach you, you should find a book or an online tutorial, but I will explain to you what you don't understand. Start with this. I use code_blocks as default template. Here you can start writing your own code. http://www.cprogramming.com/code_blocks/ Try a hello world application. Create a console application in c (not c++). and try this: http://www.cprogramming.com/tutorial/c/lesson1.html If you have any question, ask me. It'll be a bit confusing at the beginning, but when you understand basic concepts like functions, strings and pointers, you will understand it all. Make every example show. You learn through practice, not by studying.
  18. Just basics to code AI. Do you know any programming language? It's symilar to game maker scripts, but much more powerful. If you wish, you can also betatest it when done so you can practice. If you code engines in mmf it should take like 1 week to fully understand how to code in c. That's what it took for me. If you are planning moving from tools to code, this is a middle step. It uses templates so, you don't have to know about compiling or advanced options. It's designed for new people to enter in the programming world and to experts to don't have to code the most heavy part. The template has this code: void main() { init_game_engine(); currentLevel=0; while(1) { play_game(); } } Kind of easy. With this, the game plays automatically. Any level created with level editor works. But obviously, objects in screen won't do anything. You have to code thebehaviour. Very much like the mmf events, but instead of selecting the options from a menu, writing it down. if( test_collision (obj1, obj2) ) { obj1->speed =obj1->speed +1; } for example, it's symilar to: +obj1 collides obj2 -obj1 add 1 to speed
  19. It's kind of easy to do. Just a replace colour method. Since it's you, I could make a realtime pallete swap, but it'd be easy as hell as long as you have the pallete values. The music input depends on the platform you want to use it. Actually it's c and you can do anything, but for depending on what platform you want to play the game, you have to code it or not. I am using wavs for every platform as default, but playing mp3 or ogg is damn easy to code for pc, but still, if you are coding it for pc, you won't have lacks of memory if playing a wav instead. Anyway mp3 and ogg will be done by default. To code wall slide is as easy as in mmf. Playing with the object values : x, y, speed and gravity, and placing sensors arround, you have it done.
  20. Can you tell me what is that? I can easily make a colour swap, even i could make a fast one that swaps colour just when It's about to be changed. But I don't know what is the effect you are talking about. Look that in my game, eversong, the main character's armour and shoes colour changes depending of the equip. Also, the gfx lib let's me make tinted drawings, like drawing a sprite turning green or white. You can aslo have add and substract blendings. But making a megaman game like is damn easy.
  21. Yeah, mmf2 takes up excessive resources and it's very limited. This, instead will be more like a game maker tool but with all the power of c.
  22. I am working on it. It will take a few weeks to complete the editor but if you want, you can be beta tester.
  23. OF course, I will include a document api so you can easily learn how to use. If you know c, you will be able to make your game in one day.
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