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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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FYI, you can have views with a port on screen 2x the size of the view size to get a 2x zoom effect. I'm looking for the egg now.
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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I laid out the visuals so small only because this will be a text adventure with visuals
as opposed to the other way around. It could be enlarged and I dont see
a problem with that. I play games in window mode when given a choice
cuz I too multitask so the 400x300 canvas size seemes good to me, again
this could be reworked. Guess more discussion is needed on this before
proceeding?
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miau
Commander ![]() ![]() Joined: 11 December 2005 Online Status: Offline Posts: 122 |
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Highwaydog:
I think there are more exotic screen resolutions such as 512x184 and even 400x300. Despite being uncommon couldn't you try to support them as well? At least use software stretching routines so the image won't get all blurry (dunno if hardware always blurs, but I have never seen crisp hardware stretching in my whole life). Edited by miau |
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Highwaydog
Seaman ![]() Joined: 03 December 2005 Location: Germany Online Status: Offline Posts: 17 |
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First, thanks again for your comments. It appears that the majority wants to play in windowed mode anyway, so screen resolution should not be changed, I guess. @MoD: hmm I don't know this method yet, I need to figure out that now. Or maybe I'll find any other way to achieve the wanted effect. In this case, it would mean that windowed => original size (no scaling), and full screen would just be double size (actually, 4x size). I'll try just to make the program draw a square of 2x2 pixels where every pixel was before, thus scaling it without interpolating. Actually, with a screen resolution of 1280x1024 (like I have) I could even try 3x3 squares, but as there are enoguh people that use 1024x768, I'll stay with the double-size thing. MoD, was your egg search successful? ^^ I won't spoil it here, though.. =D EDIT: Ok, thanks for your hint, Monkey o' Doom, it didn't take long to figure out how it works. Now I've made it like this: the game checks how often the 400 would fit into the monitor width (so think in a screen res of 1024x768... 400 can not be put in 1024 more than 2 times), and according to this, the window's width will be set (to 800 in the 1024x768 case). Its height will always be 0.75 times its width to keep the aspect ratio. Now full screen and windowed mode will not differ from each other, except from the black outline full screen mode always has. Edited by Highwaydog |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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Nope. I'll send you a gm6 example of what I'm talking about if you want it. |
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Spriggan
Midshipman ![]() Joined: 22 April 2006 Location: United States Online Status: Offline Posts: 40 |
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When it comes to screen resolution you should only worry about supporting two, 800x600 and 1280x1024, those two combined make up for about 90% computers. I don't think should should have to redraw everything larger, I just think that having a window mode will make the smaller size less..I dono..wastefull. This is another suggestion, and it's not something you should have to add unless you want to, but I really hate text games because I never know what commands that are available. Maybe having an option to display somewhere all the available commands so we don't have to always type /help only to have those commands disappear whenever we do anything else. |
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Highwaydog
Seaman ![]() Joined: 03 December 2005 Location: Germany Online Status: Offline Posts: 17 |
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MoD: nah, everything works alright =) Spriggan: First, to your suggestion about the screen res... well, I solved it, like a said, in this way that it always tries to create the biggest integer factor to fit on screen... I mean if you have 1024x768, you'll get a 800x600 pic, with a res of 1280x1024 you will end up having a 1200x900 pic. And even if you dare to have a resolution of 1600x1200, you will have a 1600x1200 pic. But anyway, that's not a problem anymore. Then, I hope its not only me who thinks that you can remember those few commands very well. Maybe it's because I also played enough other text adventures in my past that used similar commands.. anyway when I played one for the first time on a C64 (I don't know who made it..) I had a separate list of commands written on paper... of course that sucks - at least it doesn't look like living in the 21st century. Still, I'm trying to minimize the effort of remembering stuff. For example, you can use "GO TO" exactly like "WALK TO" (and you can even write "GO DOOR" or "WALK DOOR" which is apparently incorrect English, but it works), as well as you can write "LOOK AT SKELETON" and "LOOK SKELETON". Hmmm... Now we don't have place left that could be used to display all those commands. I suppose if text adventures aren't your type of game then you'll have a hard time "learning" this "vocabulary" - or you really write the list on a sheet of paper - or reject playing our game. Thanks for your input, though. I'll also try to make the commands easier, for example I also enabled substitutes, for example you can write "look at skeleton" as well as "look at skull" as well as "look at bones".. even if it's not the same, it is in this case easier to input if you don't really know that you have to address this object as "skeleton". But I think you understand that this is not possible everywhere in the game. |
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Spriggan
Midshipman ![]() Joined: 22 April 2006 Location: United States Online Status: Offline Posts: 40 |
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I understand why it's possible, it may not be prudent, it was only a suggestion. After all your target audience is the type of people that enjoy text adventures, which doesn't include me, and I understand that when it comes to features you have manage what needs to be there and what is just extra fluff. I think it's a good idea to allow the alternate spellings for the reasons you've stated, and while I don't like these games much that doesn't mean I won't play it. I like to make games myself so I enjoy playing other's games as they're building them, seeing what they change/add and why, it's a learning experience much like seeing all the steps people go through on these forums with their art. |
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Highwaydog
Seaman ![]() Joined: 03 December 2005 Location: Germany Online Status: Offline Posts: 17 |
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Yeah, I understand. Problem is that it could really disturb the clean appearance of the game if there's something next to it that looks like waste of space for experienced text adventure gamers. Here is an idea what you can do, though: Play the game in windowed mode and have a text editor open with a text file listing all the commands down. I know it is not the best choice, but playing around a bit in the game will make you know the commands better, so after a while you just don't need it anymore. For example, platformer games also need some time of practice until you can control them well. On this note, I suppose we'll leave this list away from the game itself, but the next version features possible windowed gaming. =) |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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I personally would include a commands list .txt file in the Zip, but that's just my 2 cents. I love the look and feel of this game, and I would love to see more of it completed.
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Highwaydog
Seaman ![]() Joined: 03 December 2005 Location: Germany Online Status: Offline Posts: 17 |
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Those 2 cents are good ones, I'll list the commands in the help file. Well yeah, I guess you'll have to wait a little bit till the next update, but jal wanted to come up with some new blueprints soon. Anyway, we will surely not hurry programming it, because of obvious reasons... if we did so, it would certainly looks like that. ^^ And by the way, the game features a short track of music now I wrote yesterday. I think there will be about 5-7 tracks for the game, just to be played on various places to underline the atmosphere. |
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Spriggan
Midshipman ![]() Joined: 22 April 2006 Location: United States Online Status: Offline Posts: 40 |
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Being able to write music for your games, that's one skill I'm quite jealous of. |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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Originally posted by Spriggan
Being able to write music for your games, that's one skill I'm quite jealous of. Indeed |
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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anymore graphics yet?
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Snark, we love yuu.
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Spriggan
Midshipman ![]() Joined: 22 April 2006 Location: United States Online Status: Offline Posts: 40 |
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Originally posted by Pixel_Outlaw
Originally posted by Spriggan
Being able to write music for your games, that's one skill I'm quite jealous of. Indeed We should kidnap Highwaydog and force him to write music for us. |
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Highwaydog
Seaman ![]() Joined: 03 December 2005 Location: Germany Online Status: Offline Posts: 17 |
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Hey, I've heard that! *hides* Bút.. err... *cough* What is this musik anyway? I don't know what you're talking about =P @Shark (and topic): I haven't seen jal yesterday because I wasn't on irc, but I think I'll catch him later on.. and then we'll see. But anyway - at least I'm not in a hurry ^^ |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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*waves IRC style*
Good news and bad news. @HD and pO, I have completed the walkthrough map and it looks great but find I must change the layout in order to accomodate the new "viewer". Sorry guys ![]() The new canvas needs 410x340 which is whats shown here. I suppose the next standard size is best? I would now like to see 600x340 and have that movie "envelope" size window. ![]() This is a new map and legend for the newly completed map and other things ![]() One last topic for now is the possible inclusion of 8 frame rooms in certain locations such as shown in this "main hall" 360 view compared to the 4 frame we had agreed on. ![]() ![]() lets get together by IRC to discuss how I woke up and changed everything ![]() @ pO, Please take your Ridalin early enough so that its kicked in when we meet. The good news is for Shark, New graphics ![]() |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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Ok let me wipe the drool off my compy... ( I don't need riddilin) Edited by Pixel_Outlaw |
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Saboteur
Commander ![]() ![]() Joined: 29 January 2018 Online Status: Offline Posts: 888 |
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S'funny, I always thought it was spelled rhitalin. ANYHOW, are you concerned about the nonstraightness of some of the lines in your fancypants animation? 'cauuuse if you ARE, then there are some that aren't straight. In any case, it's awesome. Now get back to work Mhh, I'm feeling particularly peculiar todaaay. |
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"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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good stuff! i thought it was ritalin. hmmm
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Snark, we love yuu.
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Saboteur
Commander ![]() ![]() Joined: 29 January 2018 Online Status: Offline Posts: 888 |
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PAHAHA. And I get stepped on. I stand corrected, it is indeed ritalin. |
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"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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Ok well i got the rough room text done. But Jalonso and HD are the only ones to see it yet... Damn what merry men we be! Edited by Pixel_Outlaw |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Lookin' great. Btw, with the text commands, im not sure if it's already been said, but would you be making it so typos are accepted? like 'turn rightt'...? Cus when playing i kept typoing and it was quite annoying >.<
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Setzer
Commander ![]() ![]() Joined: 18 December 2016 Location: United States Online Status: Offline Posts: 780 |
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instead of text commands, I would rather prefer to use the numpad,
8 = up 46 = left/right 2 = down 13 = turn left/right just because it sounds better in my eyes. [note I didn't actually play and am just commenting on larwick's post] |
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Highwaydog
Seaman ![]() Joined: 03 December 2005 Location: Germany Online Status: Offline Posts: 17 |
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Larwick: Hmm.. Actually, if you use a machine and input something wrong you should get no response =P It would not be hard to make equivalents like "rightt", but on the other hand, I would then need to think of every "partially acceptable" typo one could make... like "riggt" "rigth" "rgith" "riigth" etc... Just exercise typing it correct and it will be alright =P But at least it is not relevant whether you write "RigHt" or "RIGht" =) Setzer: Considering that it's a text adventure... what should I say... It is not quite usual for text adventures. Also, it is not just a maze to move around, so you still need to enter commands like "take key". On the other hand, it would not be a problem to program that. But there's no way for me to use the "2" key as "down"... NO WAY!! (that's what the "5" key is for and that is what annoys me often with games that have the numpad for controlling) ^^, |
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Monkey 'o Doom
Commander ![]() ![]() Joined: 24 September 2005 Online Status: Offline Posts: 2994 |
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YES! I hate 2 for down in numpad games! As for the rrigght thing, you could just check for a different letter and make sure there isn't one between letters of the command; search for each letter and be sure no incorrect ones slip in between.
Edited by Monkey 'o Doom |
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Setzer
Commander ![]() ![]() Joined: 18 December 2016 Location: United States Online Status: Offline Posts: 780 |
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highwaydog: if you were to use 5 as down, then I would suggest you use 7 and 9 as turn left/right, just so most of the keys would be on the same line. and alot of games use numpad 2 for down because they also use diaganols for 7,9,1,3, so 5 being down and 1/3 being down left/right wouldn't make much sense. it's just what people are used to.
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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wouldnt it just be easier to use the arrow keys?
and i would prefer 8-up, 4-left, 5-down, 6-right. 2 would just be awkward |
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Snark, we love yuu.
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Or you could generally say no to the left/right/up/down keys idea cus its a text game...
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Highwaydog
Seaman ![]() Joined: 03 December 2005 Location: Germany Online Status: Offline Posts: 17 |
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Yeah, I suppose it would be better. I'll still have it in my mind, though, so if it appears like a really good deal, why not include it...
Also, I now know what I do with the "turn" commands. I just make it check the first letter, the rest is irrelevant... so you could also write turn r... for right... or maybe turn riiiiiight turn b... for back... or maybe turn bread (just if you thought that it could make sense...) turn l... for left |
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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turn bamboozle!
Lol, sounds like it should work. ![]() |
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Saboteur
Commander ![]() ![]() Joined: 29 January 2018 Online Status: Offline Posts: 888 |
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Half the fun of testbased games was typing And SO, ad infinitum. |
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"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Sab makes an excellent point there.
EDIT: lmao Edited by jalonso |
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Shark
Commander ![]() ![]() a.k.a. Feron Joined: 02 July 2005 Online Status: Offline Posts: 2136 |
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lmao that is hilarious, post of the year goes to saboteur!
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Snark, we love yuu.
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Highwaydog
Seaman ![]() Joined: 03 December 2005 Location: Germany Online Status: Offline Posts: 17 |
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If I just knew something from my co-workers, it would not be that bad.. especially whether the story has grown yet, that's something that's interesting me..
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Highwaydog, I have not forgotten or abandoned our project. I have been
working on laying out all the rooms and their views.
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Yey for progress!
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Larwick
Commander ![]() ![]() Joined: 18 July 2024 Online Status: Offline Posts: 4015 |
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Boo for no progress...
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