Strife Posted September 1, 2011 Report Share Posted September 1, 2011 If you were really persistent and clever, maybe you could store all of the tile data in a text document? Like so: 1,56,12,3 2,56,13,3 1,56,14,3 2,56,15,3 Say, for example, at the first number is the tile type (1 could be a flat surface tile in a light color and 2 for dark color). The last three number would be the X, Y, and Z coordinates respectively, which you'd multiply by the size of the tile in pixels during the game. So, with this document in hand, you could load it into MMF2 and have some set of conditions that check whether the tile's coordinates are on-screen. If they are, create the tile object. If they aren't, destroy it. If typing in each tile's data manually is too much of a hassle, then I would recommend building a basic level editor to handle it for you. It would take extra time, but I think it would help so much when dealing with this kind of stuff, and you have the added benefit of players being able to create their own stages if you want. Link to comment Share on other sites More sharing options...
DimensionWarped Posted September 1, 2011 Report Share Posted September 1, 2011 MMF doesn't use tiles, and if you make some system to import tiles into a level, it'll still be a pain in the ass due to losing MMF's frame editor for most purposes. I personally think it would be better to just iterate through your various objects in the beginning and build an array. Or a series of arrays. I've talked about this subject before, and Dami made a small demo to demonstrate some of the concepts I was talking about at the time. I might do one myself in a little while in the optimization thread. Link to comment Share on other sites More sharing options...
BlazefireLP Posted September 1, 2011 Report Share Posted September 1, 2011 Hey guys, this is not a MMF2 debate/discussion thread, we have a forum for that. You should go their before this thread gets derailed "AGAIN". Link to comment Share on other sites More sharing options...
Serephim Posted September 1, 2011 Report Share Posted September 1, 2011 This is something that always needs discussion when dealing with MMF2 because it's something most real projects are going to get kicked by. But yeah i guess we can stop, or continue elsewhere. Link to comment Share on other sites More sharing options...
luksamuk Posted September 1, 2011 Report Share Posted September 1, 2011 May I solve the problem with one screenshot? It always worked with me. EDIT: Setting it to "Yes" may be a good option. Link to comment Share on other sites More sharing options...
Cleberson Posted September 1, 2011 Report Share Posted September 1, 2011 [qimg] http://dl.dropbox.com/u/5505419/Screenies%20Inferno%2001-09-11.png[/qimg] Let me join in. This is so incredibly amazing! Link to comment Share on other sites More sharing options...
luksamuk Posted September 2, 2011 Report Share Posted September 2, 2011 Didn't show this in a while. Yes, Sonic Phoenix is back, with a 2.0 Engine, built off of Sonic Worlds. Just fixed the Homing Attack and the Slide; now you'l only be able to pass very low gaps using it. Yet you'll be able to Spindash and Roll. Expect a new level in the next screenshot. PS. I'm still working hard on the Collab. Link to comment Share on other sites More sharing options...
TRD Posted September 2, 2011 Report Share Posted September 2, 2011 Thanks for the tips everyone, though I'm gonna stick with what I got going because it's simple and it works. I rather not try and fix something that's not broken. If I run into problems though, I'll be sure to mess around with the ideas y'all brewed up. On topic though: I went through this whole thread and wow, fangaming has really evolved since the last time I've seen it. Link to comment Share on other sites More sharing options...
OverbounD Posted September 2, 2011 Report Share Posted September 2, 2011 I made another background. I'm sort of done with this but the colors probably could be tweaked further. 1 Link to comment Share on other sites More sharing options...
Delta Hedgehog Posted September 2, 2011 Report Share Posted September 2, 2011 That looks amazing (Of course I wasn't expecting anything less). But to me, the mountains are kinda flat looking. I'm not being mean or anything, that's just my opinion. Link to comment Share on other sites More sharing options...
luksamuk Posted September 2, 2011 Report Share Posted September 2, 2011 Yes, Delta is right. Perharps drawing the mountains' reflexes in the water should be enough. And, for the mountains on the bottom (those which are nearest), you should vary their X position a bit so they don't look like hey were just copypasta one of another. Link to comment Share on other sites More sharing options...
snow toilet Posted September 2, 2011 Report Share Posted September 2, 2011 Cool background. I like the colors that I can see. And the clouds. Excellent work. Link to comment Share on other sites More sharing options...
Felik Posted September 2, 2011 Report Share Posted September 2, 2011 I don't really like it. It looks too simple and basic. Especially comparing to what you showed before. Link to comment Share on other sites More sharing options...
BlazefireLP Posted September 2, 2011 Report Share Posted September 2, 2011 Define "Basic". Link to comment Share on other sites More sharing options...
OverbounD Posted September 2, 2011 Report Share Posted September 2, 2011 Thanks for the feedback. The image has been updated above to reflect that. Link to comment Share on other sites More sharing options...
luksamuk Posted September 2, 2011 Report Share Posted September 2, 2011 You should've definitely made the reflex in the water. It still ahs some strange looking over there... and those mountains where the cranes are just look like resampling, besides the color difference. You should change it, unless you'll apply parallax on that, which I'm almost sure you will... Link to comment Share on other sites More sharing options...
Strife Posted September 2, 2011 Report Share Posted September 2, 2011 For each layer of hills, I'd say you should add more bumps the further back you go.. I think right now that even with paralax scrolling, it'll still kinda look like they're on top of each other, or that they're all the same hills but getting progressively larger. Other than that, looks nice. ^^ Reminds me of Quartz Quadrant Past. Link to comment Share on other sites More sharing options...
JetHawk95 Posted September 2, 2011 Report Share Posted September 2, 2011 I cant help but think the ones closer to the screen should be lighter and the ones further away be darker... But anyway I really like it.. The cranes remind me of Sonic Rush for some reason xD, They look like there secretly 3D models what play a part in stage somehow, like grabbing onto the hook and swinging across a gap with it Link to comment Share on other sites More sharing options...
BlazefireLP Posted September 2, 2011 Report Share Posted September 2, 2011 Loving those clouds Overbound. Link to comment Share on other sites More sharing options...
Steven M Posted September 2, 2011 Report Share Posted September 2, 2011 Engine test for a monochromatic shooter. Basic theme of the 'game' so far is flipping between black and white - black ships travel on white space and treat black space as background, vice-versa white ships. The engine itself works well and even comes in two flavours - One Ship (right-click flips between colours) and Two Ship (right-click switches between them), though there's no penalty for same-colour collision yet. I'd like some feedback as to which [One or Two] would be the better option for the final game. Also you can use the mouse wheel to change the size of the bullets so you can shoot all over the level. It's not instant (ship to cursor) so drawing is rather stunted, but instant 'drawing' drives a wedge between the gameplay and the ships. http://dl.dropbox.com/u/27392295/ghostpolicec.exe Link to comment Share on other sites More sharing options...
OverbounD Posted September 2, 2011 Report Share Posted September 2, 2011 Thanks BlazefireLP. Anyway thank you Strife critique. I think I'm going to have to go back and redo make some better custom rocks, edit the sticks in the water, and possibly add the shadow like LH said. Link to comment Share on other sites More sharing options...
luksamuk Posted September 3, 2011 Report Share Posted September 3, 2011 Thanks BlazefireLP. Anyway thank you Strife critique. I think I'm going to have to go back and redo make some better custom rocks, edit the sticks in the water, and possibly add the shadow like LH said. Hooray Uhm... you know what would be good? If someone happened to get BlazeHedgehog's City Escape Lib and make a stage. But I doubt someone will... ONE SEC. WHAT? PS. This is a direct copypasta of the lib. I only made a few changes to fit the Worlds-based Phoenix Engine 2.0. I may be releasing it for some tests, also. Link to comment Share on other sites More sharing options...
TailsSena Posted September 3, 2011 Report Share Posted September 3, 2011 The sprites are a little too mixed... Perhaps retexture the tree so it looks "advance/battle", like Sonic. Also, sharpen the life icon, looks like a horribly resized JPEG... Just sayin'... Otherwise, looks nice so far! Keep going! Link to comment Share on other sites More sharing options...
BlazefireLP Posted September 3, 2011 Report Share Posted September 3, 2011 Not bad, but I think it needs a lot more polish now. Like the HUD, the text is VERY blury. Might want to fix that. 1 Link to comment Share on other sites More sharing options...
luksamuk Posted September 3, 2011 Report Share Posted September 3, 2011 I will. I will just not polish the stage because, you know, that's just an engine test featuring some graphics here. I just wanted to use the Classic City Escape song from Generations, lol. Link to comment Share on other sites More sharing options...
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