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ChrisButton
Commander ![]() ![]() Joined: 10 September 2010 Online Status: Offline Posts: 371 |
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Makes me want to make a little game.
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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@ChrisButton, ask to help with this game ;)
Times font remake in default colors ![]() |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Thanksss!
I completed my resolution changer. At the moment I'm rewriting completely the scroll system, so It will allow a continuous scroll, without transitions, like Ultima VII style. This involves splitting the map in chunks (you cannot put it completely in memory, it's too large) and loading in screen only the chunks which the player can see, and creating and destroying the chunks depending on the direction which takes the player. In other words, to explain it easy, It's like if in the real life, it only exists the room in which you are now. Outside there's nothing. But when you open the door, I put the next room immediately, so you will notice anything. When you close the door I destroy the first room and you notice anything, but a smooth scroll and a continuous world. Now imagine there's no door. I create only what you can see, and when you sight range increases, i put new things and destroy the things that are not in your sight now... : )) COOL!, isn'it? Edited by JaumeAlcazo - 04 November 2010 at 11:10am |
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Numberplay
Commander ![]() ![]() Joined: 28 October 2010 Online Status: Offline Posts: 130 |
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so You can't see what's behind you?
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Number, it's like in real life you are in a corridor, you are facing one direction and you feel you are in a corridor, BUT, behind you there's nothing, BUT WHEN YOU TURN to see what's behind you, then you see the other side of the corridor BUT THE FIRST things you where looking at (that now are on your back) have ceased their existance.
If you turn back again to see the "void" you can't because i create again what you can see and erase what's on your back. You'll never see the void. It's like "only exists what you can see". This allows big maps without lagging the game. |
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ChrisButton
Commander ![]() ![]() Joined: 10 September 2010 Online Status: Offline Posts: 371 |
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@Jalonso, I can have a look, but I feel his methods might be foreign to me. If I can't work with his method of programming, maybe I'll make a little version of my own to show you how I would program it!
@JaumeAlcazo, if you would be so kind to post a link to the .fla file, I could have a look at how you're programming it perhaps? Maybe then I can give you some feedback and make some alterations.
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Well, I will try to explain it, with no offense to anyone, especially ChrisButton.
I spend so many hours with this, and work so hard in this, and put all my illusions, effort, soul, mind, tears and blood in this, that I feel a little shocked and sad to see how my programming skills are questioned, like if its "ok, kid, it's enough, give us your code and let the real programmers do the job".. Do you really need to program the same game I'm doing?Of course you can do what you want, but If you are really so good programmer, do you have to ask for the source code???, should i give to someone else what I have programmed, to see how other people take credit for my programming work? : ( this is very frustrating. There are not out there so many projects and ideas to do? Can't you do the Dali game version of the Jalonso mockup? ![]() Can't you do the Plagued game version of the Jalonso mockup? ![]() Do you need to redo all what i've done, only to show that you are the good programmer and I'm the bad???? : ( I'm sorry if i've been rough, I feel very stressed now, I just felt judged incompetent, as a programmer, and I don't believe that. I do the best I can, I almost finished the continous scroll thing, yesterday night, after work I was awake until 00:30 programming, and this morning from 8 o'clock until 10:00 i was programming, and then went to work.. In fact, now i feel compelled and stressed to release the next update before you redo all what i've done, to show the world "how you would do the job" instead of me (meaning for me, that i'm doing bad..) *sigh* Please people, give me a chance. I'm working hard, i'm serious. If you feel I can't or shouldn't do this game, say it clearly. Pd: Sorry for my little upset answer, I couldn't resist anymore the stress. I felt very attacked. I felt burned. I felt burned because I worked so hard and had this in return. Please don't be angry with me Chris. May be is just a misunderstanding that we had here. I hope so. Edited by JaumeAlcazo - 05 November 2010 at 6:44am |
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ChrisButton
Commander ![]() ![]() Joined: 10 September 2010 Online Status: Offline Posts: 371 |
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@JaumeAlcazo, Oh Jaume, this is definately a big misunderstanding! You have me all wrong. I never meant it to sound offensive, I was merely interested to see how you worked as I've never looked at anyone else's programming other than my own. I am fascinated by your works, and to be honest, you are just as good of a programmer than I. I wouldn't dream of taking your spotlight away from you or claim any credit on this project. When I said I'll show you how I'd do it, I never meant that you've done something wrong, I just meant that by having a look at your source code, I could provide feedback towards your work and any different approaches you could take to programming parts of the game. My most sincere apologies, and I can assure you it was not my intention to upset you at all. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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@JaumeAlcazo, to make you happy here's the basic forest layout (almost complete) for you to work on the scrolling programming.
It tiles with Florence :D ![]() |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Chris,
I feel much more released now, thanks for your kind answer : ) and I do too apologize if i've been too rough or out of tone. I'm sorry for the misunderstanding. VIDEO UPDATE 5 Here I post a fast update to all of you to see that i've finished my continuous scroll thing. And the resolution changer. It only loads what is seen. The 6 squares in the middle is what the player will see. I show the others for you to see how this works. It can load huge maps (*arbitrary* size) without lagging, because it only loads what is seen. The black is the "void", that the player can't see. Now I show you how it works: http://www.youtube.com/watch?v=pIgdcOYKt6Q Jal Thanks master! : ) I will attach the forest to the right side of florence! (and keep working on the rest of things) Edited by JaumeAlcazo - 06 November 2010 at 5:26am |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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I wish to say that I am happily making items/map and stuff because unlike most who talk you have been making things. I am however busy with work and commissions and stuff so I make stuff for you when I have free time. For this reason its important for me to know what to make and have almost no revisions or remaking stuff. I will give you what I have as I get to areas and stuff like NPCs, effects, water animations and stuff like that I'm leaving for later. I'm just concentrating on the 'world' for now.
This is the basic world map mockup idea I have. Should something be wrong with it, please say so. To be safe I added the items and what they mean to me on the bottom. ![]() |
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ChrisButton
Commander ![]() ![]() Joined: 10 September 2010 Online Status: Offline Posts: 371 |
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@JaumeAlacazo, The scrolling demonstration video looks great, and the resolution changer is genious! It's great for people with different screen sizes. @Jalonso, Your art is nothing less of impressive. I'm enjoying watching the creation. I'm probably one of those 'all talk' people at the moment haha. Maybe I'll woo you with something after my upcoming interview on the 17th.
Keep up the good work you two, you make a good team. ![]() Edited by ChrisButton - 06 November 2010 at 8:23pm |
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Itimation
Seaman ![]() ![]() Joined: 01 November 2010 Online Status: Offline Posts: 8 |
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Awesome work man!
I΄m in the process of making a game myself, so I΄m really eager to see the progress on your project! What you have right now is impresive! Of course the graphics are superb aswell, keep up the good work you 2, I wanna play the game! :) |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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@jalonso
I sent you a mail : ) I attach here too the .gifs of some WIP screens of the garden maze that I did months ago, just in case could be of some utility. As i said to you, i'm extremely happy to see how an artist that i respect so much is pleased with my work and values my efforts : ) No problems about the working pace and your responsiblities of comissions and other things. I'm totally comfortable working this way we do. Concentrating on the world is also a good idea. The world and the structure you posted is nice for me. Now i will work on attaching the forest to florence, making the collision detection work with the new scrolling engine (didn't notice that in the vid i did not touch any wall? ; ) and making the "floor 1" of the city and the forest (the things that are drawed above Leo, instead below). I'll keep all of you informed. ![]() ![]() ![]() ![]() to all It's very nice to see that positive feedback, I'm encouraged by your comments : ) Thanks for letting know that you like this. I'm glad that you liked the resolution changer and the new scroll!! : )) I will keep working hard! the word "illusion" Errr.. Sometimes I use this word, or say that "i'm illusioned".. I just found that this doesn't mean the same in our respective tongues.. : P When I say "i'm illusioned" i mean "i'm thrilled" or "i'm excited".. I'll try to use the correct word from now on. Edited by JaumeAlcazo - 08 November 2010 at 10:01am |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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New Catacombs entrance and some cave in secret area.
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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That looks great! : )
I send you a mail. I hope to post something new soon ; ) |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Florence interior teaser previews
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vlad61
Midshipman ![]() ![]() Joined: 22 April 2015 Online Status: Offline Posts: 96 |
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Lol - i look forward to seeing the "Link style Jalonso interpretation of jesus" you are remarkably good artist man... do you even draw this stuff out first or just kinda plop it out?
EDIT: Maybe your shop table could show some kind of separation so that there is an exit and entree possibility plausible to the market owners? Edited by vlad61 - 13 November 2010 at 6:38pm |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Hi jal! I have no words to describe how cool this is looking O_O!! You are doing great! : ))))))
As for me, I'm very sorry with the delay posting things! : /// I will tell you what happened. Yesterday I realized that I wasted a whole programming week trying to do this with the walls of the city: (I will call this from now on "autohiding") ![]() Only to find that the path i was following was a dead end : / I was very upset with myself for tracking a false way. For instance, yesterday I spent 5 hours on this, and before yesterday 4h. Well, it was a hard time, realizing that the lines and lines of code can be thrown to the garbage (and that with that time i could have implementing other things) but at least now finally I know how to carry on from now on. I will left out autohiding for the moment, and concentrate on "floor 1", and I need your help for this. This past week i did 3 things: 1 - Rewrited the collision detection to work with the new scrolling engine. THIS IS WORKING FINE! : ) 2 - Drawed the collisions for entire Florence. THIS IS WORKING FINE! : ) 3 - Wasted many hours trying to implement autohiding, realize that is better not to do this for the moment and realize that i will must concentrate on floor 1 of Florence for now. Explanation of why autohiding is not so easy to do: (I explain, so I can release myself, and undestand better what happened). - For programmers.. NO, IT CAN'T BE DONE WITH swapDepths()! Why? Because the chunks of the city are below Leo, and Leo is above them. And the blocking walls are INSIDE the chunks. Thus, you can't swapdepths with a movieclip that is INSIDE other movieclip (well, you can, but flash will ignore you : P) - First two obvious solutions: Put the blocking outside the chunks, or put Leo inside the chunks. The first one could be done, but it brings many problems of repositioning the blocking walls when entering/exiting buildings (and the blocking walls must be taking in account for the scroll), so it must be avoided at all prices. Second: it doesn't make sense to put Leo inside the chunks, because the chunks are destroyed constantly, so Leo would be destroyed when his chunk goes out from the screen. - Third "solution": Trying to cut the sprite of Leo when touching a wall from upside and restoring it when not touching. I tried this in 2 or 3 ways and did not work, I also tried to add a mask into the sprite and activating and unactivating it, but It didn't work as it should (mm.. i could retry this in the future, it should work with all that I know now). - Fourth "solution": Create a movieclip on the fly, when Leo touches a wall from upside. The mc (movieclip) should have the same width and height as the blocking wall, and only appear when touching from upside, and released (destroyed) when going out. It should follow the scroll. I did all of this. - Then I tried to mask the map chunks with this movieclips, to use the blending modes, etc.. The solution i found was to create a copy of the current chunk and mask it with the new mc created and destroyed on the fly, so it can crop Leo to the right size. This worked, but... - More problems, you must have in account the different forms of the blocking walls, the "L" walls, the inverted "L" walls, etc... when creating the mc.. It was a pain, but I did it, only to realize the final problem: - The final problem: sometimes when touching something from UPSIDE the hiding of the Leo feet should not be done! For example when aprouching a cliff from upside. - The solution to the final problem is to implement the "floor 1" and forgetting of autohiding for the moment. How to implement floor 1? - I'll draw another grid of map chunks, above the existing one, but with a greater z-depth, and it will be inside _root, but outside the first grid of chunks. I'll insert it in to the scroll and that's it!!! The solution was MUCH more easier than I was trying to do. jal, so I ask you now to... ...Help me with the "floor 1" (the things that should be drawed above Leo, for example, the roof of the cathedral and other things). I need it to be a layer with transparent background in the psd (as you did it) but instead of black pixels for the mask, it should have the real pixels that should be drawed above Leo. So i mean, instead a black cathedral roof in the mask layer, it should have a colorful cathedral roof. I need other things to be in the "floor 1" i marked them in the psd i send to you now. Please note that the doors should be half, half (as I show you), because when approaching from top the door should be above, and when approaching from bottom should be drawn below!! It's too much asking that the tree sprites are added to the mask? It should be added only the top half.. (colourful) Thank you very much and I'm very sorry for the delay !!!!!! I'll try to post something by the end of this current week as much late. Sorry!! Talk to you soon : ) Edited by JaumeAlcazo - 15 November 2010 at 5:02am |
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ChrisButton
Commander ![]() ![]() Joined: 10 September 2010 Online Status: Offline Posts: 371 |
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Oh Jaume, is that picture from a link I posted you? I don't know much about swapdepths, but I'll look into it soon and see if I can help you.
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Yeah, Chris. It's from Tonypa's. That links were really cool (thanks : D), but It can't be done in the same way as Tonypa, mainly because you can't swapdepths() with a mc which is inside another mc.
The solution I've found is what I've written above, ("how to implement floor1"), that will work, but of course I would like to hear whatever you find out about this particular question : ) Thanks! |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Jal I forget that this parts should be also in the mask layer, because this should be drawed *above* Leo, when entering a house:
![]() Remember, it would be better for me if the part I circle in yellow is in a separate layer (in his own layer too, of course),but *colourful*, not in black as in the previous version. Edited by JaumeAlcazo - 15 November 2010 at 5:58am |
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a3um
Commander ![]() ![]() Joined: 25 June 2022 Location: Russian Federation Online Status: Offline Posts: 244 |
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How could I overlook this thread :( I wanna join in the developers team if you don't mind:) I'd program it on J2ME.
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Elk
Commander ![]() ![]() Joined: 12 May 2024 Online Status: Offline Posts: 483 |
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im so impressed
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Originally posted by vlad61 L... do you even draw this stuff out first or just kinda plop it out? Mostly 'plop' here :) @a3um, just making tiles, not up to me. @Elk, :D Things were not Renaissance looking enough. Regular Item Shop + Special Chemistry-Biology-Ore Shop Mona Lisa's Crib, and the Library. In second room 2 chandeliers float and 2 stand on the floor :p ![]() ![]() ![]() Edited by jalonso - 18 November 2010 at 1:27pm |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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just one thing, i love the squirly stuff where there is no building, but i think there needs to be a bit more "edging" on the shops rather than just going into the colour. also the library, but i dont know if that will be double height or something.looks awesome tho :)
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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@Bannana, I dunno about technicalities like that.
Last Supper House, its a winery and restaurant. Basement is push puzzles. This interior is weird because almost all details come from the Last Supper painting and its surprisingly modern looking :/ - Especially those ceiling beams. ![]() Edited by jalonso - 18 November 2010 at 7:18pm |
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Stratto
Midshipman ![]() ![]() Joined: 07 December 2006 Online Status: Offline Posts: 56 |
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Hey Jal, do you have animated water tiles yet?
I haven't seen any, and it felt kind of important. Looking good tho, and excellent work Jaume! |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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UPDATE 6
Hi all! ** EDITED: See the last update at the end of the thread ** Here comes update 6. I've been programming as fast as hell (so some bugs could have slipped in) and i'm not finished, it's very WIP, but is all what I've got right now. - You can wander around the whole Florence and whole forest. - I left the collisions detection visibles because I want all of you to see and to test, and tell me if you feel comfortable with this collisions. I'm worried about if they are too strong or too weak (I mean: too many freedom to the player or too less? or okay?). The collisions for Florence are the ones of jal (well, in fact I took his walkable zones and inverted to get the blocking zones). The collisions of the forest are drawed by me in a different color from jal and are half done, because they're much more specific and time consuming (from a discarded previous idea in which I planned to put every single f**king bush and tree top half into floor1, to have the low half drawed below Leo, and the top half drawed above Leo). I suggest jal to draw the walking areas for the forest in your style (and throw mines to garbage), that is much easier to implement (bigger blocks, less freedom to the player, but faster programming without loosing any gameplay experience). ![]() - The Floor 1 is done (the things that are drawed above Leo) for instance, the clock tower, the roof of the cathedral, the roof of the houses, the doors, etc.. jal, please take a look at the psd i send to you to see mainly the layers "floor1" and "block" and you will get an idea of what I'm doing and what I meant with the doors of the buildings. ![]() - You can change the "resolution" at the beginning. ![]() - You can enter only into the Cathedral (but can't exit, at the moment ![]() ![]() ![]() ![]() - You can wander around the whole Cathedral. - The collision detection and floor1 of the Cathedral is not done yet. - The pope blinks and moves his head at random. - You can talk with the pope, following the conversation pattern I did for the another update. ![]() - I tried to do the font for the dialog as a .ttf from your graphics, but had problems (i explain you in the mail), so I left out the "times 12 outlined" look for the moment. - I left out the music for the moment. - Leo now carries no wand. - Added our emails to the credits. - Added a "slower" in the stairs of the Cathedral, notice that Leo takes twice the time to go through stairs (he's and old man.. : P ) - Changed the fonts of the credits. - Made all the text (that i could find) *unselectable* by the player (with the mouse). If you can find any, please report. - Rewrited the automoving, blocking, and floor1 subsystems to work with the new scrolling system. - I wanted to show you a screenshot from the forest in-game: ![]() Suggestions to jal - Please jal, draw for me the walkable zones of the Cathedral or the blocking zones, following the reference of the psd I attach you for Florence. And please give me the "floor1" of Cathedral as a separate layer. - Please draw the walkable zones (or blocking ones) of the forest, following the psd I send you. - Weight plates in the ground for the dungeon, to make puzzles (you have to drop some weight in the plate to open something, etc..) - Traps for the dungeon, for instance.. a room that begins to push the walls with spikes against you to crush you, or the ceiling falls to crush you, like indiana jones or the last trap of the movie Saw V. Bug reporting - Please attach screenshot if you can, or explain well the situation and mention the "resolution" you are using (big, normal,...) Important gameplay decision (thoughs needed) - Well, I'll try to explain this with my poor english.. The resolution changer initially was to do the screen smaller. Initially, if you choosed smallest resolution I putted black things on the borders, so you could only see the same proportion of the map as you can see in "big" resolution. Then I removed the "black things" to do testings and then I realized that I did not want to put back the black things, because I liked seeing more map. The decision we must take is... 1 - I put back the black things.. and the player can see in "smallest" the same amount of map as "big". or.. 2- I do not put back the black things, i left it as is, but i fill the black holes that you can see now in smallest with the actual map (i "extend" the map to fill the whole screen in "smallest"). (also i would put the hud elements to the border of the screen, not in the middle, as are now in "smallest". Actually, the hud elements mark the limits of what you would normally see in "smallest" if i hadn't removed the black things) I think i like more the 2!!!! Seeing more map is cool if the player wants! isn'it? I need thoughs around this please! : ) One more idea Okay, we can't make him meet Bach, because Bach wasn't born, but... He could meet an ancestor of Bach!! (that we could completely invent.. maybe he has began the well tempered clavier and passes it unfinished to his sons.. hmmm... too fantastic and unhistorical? : PPP ) Edited by JaumeAlcazo - 04 December 2010 at 1:12pm |
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stats
Seaman ![]() ![]() Joined: 04 November 2010 Online Status: Offline Posts: 34 |
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When talking to the priest, and you say, I don't like you it should say Ha ha, I don't like you either!
Also, after wandering though walls in the catherdral I pressed 'A' randomly. 1. It brought up the dialog with the pope. 2. Tile background changed to the outside 3. The game locked up. Edited by stats - 19 November 2010 at 2:10pm |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Thanks stats! : )
I'll fix that things! Is the game running smooth on your computer? It lags? Edited by JaumeAlcazo - 22 November 2010 at 2:59am |
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stats
Seaman ![]() ![]() Joined: 04 November 2010 Online Status: Offline Posts: 34 |
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I did not have any lag while playing.
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Edit: Thanks stats!! great! Can you please tell me what type of computer do you have? ram memory and cpu speed mainly, please?
I just realized that a great cpu-consumer is the function onenterframe() The game plays at 40fps, so, all the code in all onenterframes() is evaluated 40 times a second. This is just absurd. For instance, instead of checking 40 times a second if you press LEFT to move Leo, I could check every 100 milliseconds, that is, 10 times a second, or less, probably with the player going unnoticed and doing 4 times less CPU calculations (the game 4 times faster? or 4 times less lag?) In other cases is even more absurd. The squarish invisible thing that is inside the Cathedral and checks if you touch it to move the background to the Cathedral... It checks 40 times a second if you touch it.. even when you are walking through Florence.. (with that chunk visible, of course.. when that chunk is invisible the invisible square is destroyed). Instead of that I could check only 1 time a second if you touch the invisible square that brings you inside the Cathedral. That would be 40 TIMES LESS CPU!! : )) In exchange of that (40 times less cpu), realize that the only "counterpart" (in the *worst* case) would be that the player only would have to wait 1 second between Leo enters the doors of the Cathedral and is teleported magically to the Cathedral interior!!! The player would never notice anything! Also, some filtering of the credit texts, or replacing completelly with images is maybe a good idea! Edited by JaumeAlcazo - 22 November 2010 at 1:47pm |
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shampoop
Commander ![]() ![]() Joined: 12 January 2015 Online Status: Offline Posts: 202 |
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Hey JaumeAlcazo,
As a fellow programmer I would like to advise against using the framerate as your timing mechanism when handling controls. Checking for control input every frame is bad programming practice as you are figuring out. I am not sure what language you are using and how you would go about doing this but usually, when a player supplies control input, you handle an exception fired from the input handler. From there you would update some data(character position for example) and, on the next frame, you would draw what your data tells you to draw. This way you do not have your application dependent on the FPS. BTW, what graphics engine/language are you using? Maybe I could help. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Cathedral
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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O_o!! Amazing!!
![]() ![]() ![]() Shampoop Thank you very much! I use actionscript 2.0 as my programming language for this. Yesterday I did some tests on this.. I used setinterval() instead of onenterframe() for the Cathedral in/out, and it worked pretty well. I check 2 times a second if Leo is trying to enter/exit the Cathedral instead of checking 40 times a second. I tried to do the same on Leo, checking for player keys input every 100 milliseconds, with a custom function "fastonenterframe()" (that uses setinterval() ) but Leo moved in a weird form. Tried to change the intervals, but when it was beginning to move properly I realized that I was checking 50 times a second for player input (worse than before), so I switched back to the old onenterframe() for Leo, and leaved the fastenterframe() for the Cathedral in/out. About the exception fired by the input handler.. It would be very nice to do that!!..but I don't know how :'( At the moment I'm doing something like this with Leo: (i talk from memory, not accurate) Leo.onenterFrame=function(){ if(Key.isDown(KEY.LEFT)){ do_things_left(); }etc... } Do you know how can I get rid of enterframe() and use that exceptions, only when fired, on actionscript? Thank you very much!! EDIT: just realized that I was doing a key listener on the key "A" for the dialog with the priest xDD lol I will use that with keys left, right, up and down, for Leo, instead of checking every frame.. Sometimes I want to do something, i don't know how to do it, I think about it, and realize that I done it right in another part of the program.. lol xDD I guess that key listeners are faster (less cpu) than ontenterframes.. At least, it is the way it is supposed to be.. isn'it? By the way, I find an interesting thread on actionscript optimization: http://board.flashkit.com/board/showthread.php?s=7c98ef576b5ecdb3b1af19c3ddf903f0&t=434875 Edited by JaumeAlcazo - 23 November 2010 at 11:48am |
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shampoop
Commander ![]() ![]() Joined: 12 January 2015 Online Status: Offline Posts: 202 |
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Good, glad I helped you point something out. Check this link out for more info or this.
Okay, now I am wondering about how much of the background image you are drawing at the time. Do you load the whole image at once and simply slide the image around depending on what direction Leo is walking? I think this is why the game is sluggish. You see, A major reason game developers work with tiled backgrounds is so they can calculate what is displayed on the screen easier. This is how I have worked with tiles in the past. define an array string that represents the level being drawn "##########" "# #" "# ### #" "# T #" "##########" You would process these strings and use the chars as a mapping for what tile to display. For example, '#' would be a wall and 'T' would be a treasure. Now you know what to display, you just calculate where your character is in relation to the indexes of the array. Now just draw all the tiles within that array that you would see. I realize it is a lot of work to set this all up ![]() Hope that helps. Edited by shampoop - 23 November 2010 at 12:15pm |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Thankss!!
Thanks god, I only draw what is seen, as I explained somewhere in this thread : ) If not, it would be not playable.. Breaking the game into it's smallest tiles I think would be the greatest solution, but the more time-consuming one (for me and for jal, not for the cpu xD), so instead of that I chunked (in an automatic form) the world that jal gives me in chunks of 80x80pixels that are attached and removed dynamically : DD Edited by JaumeAlcazo - 23 November 2010 at 12:20pm |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Last Supper Interior and an empty house
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Psychotic_Carp
Commander ![]() ![]() Joined: 02 April 2005 Online Status: Offline Posts: 1008 |
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This game looks gorgeous I wish I could help with the level designs but I just cant think of anything :(
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Stratto
Midshipman ![]() ![]() Joined: 07 December 2006 Online Status: Offline Posts: 56 |
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How about adding a hedge maze? There could be a small fountain in the center with a special item or something like that.
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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@stratto, itsa comin'
Medici's Castle Originally posted by Ninja Crow ...Interestingly though, one of the most famous and influential composers of the Renaissance, Josquin des Prez (here is a small but better portrait) was alive at the same time as Leonardo. And on top of this, Leonardo invented a special kind of 'piano' instrument, called a "viola organista" (which, if he had ever actually built, might have looked like this modern re-creation) which Josquin might have wanted to compose for. Josquin had been a member of the papal choir in Rome, so it's even conceivable that he could have crossed paths with Leonardo (although some historical dates will separate the possibility of this by about ten years, who's to say they couldn't have made a special trip?)... "viola organista" First floor invention room :) Leo didn't invent an elevator but he will now ![]() Secret room leads to the catacombs. No ceiling shadows yet. ![]() |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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It's gorgeous and amazing work, J. -- I don't know how you do it! (I think an elevator is a terrific idea, but I'm a bit confused as to how all the rooms fit together.)
Heh, just need to critique the viola organista. (sorry!) First, it's beautiful, but it looks too much like a more modern piano. (and it's a bit small to be an obvious focal point) Here is a picture of a v.o. by Leonardo himself that shows off at least one wheel, which is the defining feature of the v.o., as mentioned here: Originally posted by tamtam for peace.org I think the long, tapering body is quite visually striking, and a decent contrast to modern instruments. Perhaps if the wheel was exaggerated to the point where it almost looks 'steampunk', it would make the clearest, most readable image (in the sense of representative icon)?
Leonardo's original idea, as preserved in his notebooks of 14881489 and in the drawings in the Codex Atlanticus, was to use one or more wheels, continuously rotating, each of which pulled a looping bow, rather like a fanbelt in an automobile engine, and perpendicular to the instrument's strings. The strings would be pushed downward into the bow by the action of the keys, causing the moving bow to sound Also, I don't know how significant your label of 'invention room' was meant to be, but at the moment, the 'clutter' around the v.o. doesn't really look like workshop clutter, but more like casual knick-knacks in any large home's music room. I hope that's not too trivial -- this really is inspiring stuff despite those tiny reservations. |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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The castle is 3 floors tall. big image is 1st floor. Medium is 2nd floor
and is a riddle shortcut to the small image which is the 3rd floor,
where Medici is.
Once the 2nd floor is solved (door opens). After a while after elevator invention then Leo can just go to the 3rd floor. The collection room is a lot of knick-nacks because that's what I have so far, more stuff will be added when made. I thought a Josquin des Prez character would be in there with his harpsichord and Leo has to help him by fixing his harpsichord with his v.o. invention or some other musical quest. Leo's drawing looks very vague and doesn't really look like an instrument based on his own drawing. I agree its small and dinky so I'll remake that with a wheel. Update with shadows and harpsicord/v.o. frames, per ninja :p I have lost total control of colors, over 100 now, o.O ![]() |
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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O_o!!! You always amaze me, how can you work so fast and so great!?! It's very cool! Don't worry about the colour count, we have no restriction, is looking good!
It's hard to keep your pace! :) If all goes well I hope to post update 7 by the ends of this week. Now I have in the game the new Cathedral with floor1 and collisions, the new Library with f1+collisions and working on Mona's house and the shops (they need a different type of scroll, a not chunked one). The castle is absolutelly amazing! May be when Leo fixes the harpsi, the musician goes away and let's Leo put his hands on it, to play something for doing some puzzle, as we talked in this thread? The most obvious puzzle is playing a certain combination to open some secret door. Have you played the videogame Coma, from Newgrounds? I mean something like this: ![]() ![]() ![]() Leo goes to prison xD Another idea is to have some prisoners in the underground floor, with some poor demons with long beard and chained, and an empty prison. As in Ultima games, may be when Leo tries to steal something (and there is a npcs around) the guards knock out him, fade to black, and he wakes up in the underground prison ![]() ![]() ![]() ![]() Scrolling improved I forget to tell that I did some optimizations and rewriting of the continous scrolling engine. Instead of attaching and removing the chunks, now they always are in memory, I just move them, and change the bitmap that is inside of them. This way is faster. Is like if in this video, instead of creating that insane amount of bullets, and erasing them when they go offscreen, imagine that i pick the bullet that goes offscreen and move it, and it's a new bullet that fires the boss. In this way we could save some instructions from the cpu, that may be handy later, with npc IA, and stuff like that. http://www.youtube.com/watch?v=sQZuidKexBQ The idea of the elevator and falling through the hole is very very cool! Edited by JaumeAlcazo - 29 November 2010 at 10:19am |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Originally posted by JaumeAlcazo ...Don't worry about the colour count ... I always worry about color count :p Game start/entrance into Florence/tutorial/help screen. Ship comes and goes...WIP ![]() |
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bannanawalrus
Commander ![]() ![]() Joined: 23 April 2010 Online Status: Offline Posts: 230 |
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those rocks remind me of the rocks from Final fantasy 3(i think). awesome figurehead too. but on the left, i dont know what those rock plateau things are? they look gorgeous, but i just dont get what theyre supposed to be?
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JaumeAlcazo
Commander ![]() Joined: 09 May 2018 Online Status: Offline Posts: 216 |
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Hi jal!! The entrance is cool, but I have some thoughts on it (as always, only suggestions, take what you wish)
- It's the first thing the player sees in the game, so I think it should be very outstanding, as the Cathedral or the Library, or the Castle. It's cool now, but not as cool as Cathedral or Library or Castle. I think it should be the most outstanding thing of all the game: What the player sees first. - I imagined the docks with more ships, more busy, with more people, some sailors going up and down, carrying things in/out the ships, maybe people with more pirate look, people doing inventory recount of what the ship brought, etc.. Please review the introduction of when Jack Sparrow arrives at Port Royale: http://www.youtube.com/watch?v=qFG6KAd2ITI I got one oil painting of a cool dock, I will post you when I find it. Meanwhile, I post you some other cool docks: ![]() ![]() ![]() ![]() - I don't think the entrance is needed to be so closed. It adds a feel of whe are in a "restricted" world... playing a game... Would'nt be better if we just don't let the player go down the docks when he reaches the bottom of the screen, without needing a physical barrier? - I feel we need some gulls on the docks, flying around and standing around there, at random intervals, maybe eating something from the floor, etc... In general, the feeling of a busy docks, as we feel in the movies, like Pirates of the Caribbean! : ) What do you think about it? - About the menu item. Is supposed that the player only can bring the menu of the inventary when he touches the item ? What happens when he touches the menu icon? Edited by JaumeAlcazo - 30 November 2010 at 11:15am |
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Ninja Crow
Commander ![]() ![]() Joined: 02 June 2009 Online Status: Offline Posts: 323 |
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@ jalonso: Before-and-after harpsichord is brilliant!
@ JaumeAlcazo: Those are cool docks -- if anyone can do it, jalonso can! |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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@Ninja, you're happy, I'm happy :D
I do not object to the the Port idea proposed but I need to explain myself first as I am almost sure I disagree with it all: First and foremost a defined and stylized scene would make it useless for other cities. This is a generic port suitable for any city, not just Florence. As I envisioned this screen on game start the BG is irrelevant as its really just the intro story being told by the Ship's Captain who sets Leo on his way. The player is reading NOT admiring art. This is supported by cutscenes that sets the storyline and probably where Leo gets his first quest direction. Most of the time here the scene is hardly visible. When one starts a game the first few minutes are getting used to the gameplay and figuring things out. OTT backgrounds is work for nothing. When a player comes here for help and 'how to play' the last thing they need is seagulls flying and merchants pushing cargo. The scene may seem big but a lot of it is not even ever going to be seen at all. I designed the mockup and have made these tiles based on the play 'window' resolution shown in pink below. When Leo moves to the extreme right or left left of the screen (the light blue areas) is the only thing that will be on screen. All the red areas have no reason or need to be seen and are there because in Laying out the Florence tiles they landed there. Story panels, cutscenes and help popups will cover most of the area so there is no time to admire the scenery. Its an adventure and quest game not a sight seeing tour : / ![]() Again, I am not opposed, just explaining what I was thinking when making it. Edited by jalonso - 30 November 2010 at 4:30pm |
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