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Work in Progress / | iNverted eNgine |

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Inverted
17
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Joined: 19th Nov 2006
Location: Oregon
Posted: 7th Mar 2007 04:47 Edited at: 11th Mar 2007 20:52
Hello everyone,
you may recall an old game i worked in the past (my name was Snowfall Studios) but that is a different account.
This is my newer account and im reviving my game as a new 2D engine (for personal use only)

Anyways, I just started this today. I havent coded in about a year so basically im learning all over again. This is my first program for a year and im quite happy with the results so far.
I'v spent 4 hours on it so far, i know its not much but im still trying to learn my coding style and tried to make the code as clean as possible (with subroutines and such)

Checklist:
= Done
= Working on
= planned

|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||

Done:
: Player Movement
: Enviornment Collision
: Jumping
: Realistic Jumping (this took a while to get all the math right)
: Health and mana
: Enemies
Working on:
: Simple level implantation system
: Interactive environment
: Spells (damage and healing)
: Potions

Planned:
: Saving and loading
: Side scrolling
: Easy enemy system
: player stats
: in game store to buy new spells and items

More to come....

-Inverted


I know its in its early stages but it will be updated frequintly.
If any of the gurus could give me some coding tips or any of the people with a great visual eye could give my design tips that'd be great.

Heres some screenshots:

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1137355
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1137356
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1137357

-inverted


Come take a look!

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Aaron Miller
18
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Playing: osu!
Posted: 7th Mar 2007 04:54
Im afraid I dont see any screenshots.



Perhaps if you upload one to one of your posts, or something.



Sounds cool.


Cheers,

-db


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Inverted
17
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Location: Oregon
Posted: 7th Mar 2007 05:06 Edited at: 7th Mar 2007 05:09
see above post for screenies.

-inverted

PS: I know it looks like nothin but please dont flame, its in its VERY early stages

Edit: How would I go about creating a blur or yellow line behind the character when they jump?
Anyone have a theory or code that would follow the sprite and fade away after a sec

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Aaron Miller
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Posted: 7th Mar 2007 05:26
Earlier, I did not see any screenies. The screenies are rather big to miss now.



Cheers,

-db


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Benjamin
21
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Location: France
Posted: 7th Mar 2007 05:52
Looks like.. uh.. early stages.

I've coded an example of how you could do that blur:


Note that certain values will need adjusting as it's very exaggerated.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
Inverted
17
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Location: Oregon
Posted: 7th Mar 2007 06:05 Edited at: 11th Mar 2007 04:53
new pic of health and mana, bars and percents agjust with changing of health and mana variable:

pic: http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1135630

PS: Thanks for the snippent ben! Ill mess around with see if i can get it into the game

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Aaron Miller
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Posted: 7th Mar 2007 06:11
I like how the bars look.


Cheers,

-db


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Inverted
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Posted: 7th Mar 2007 07:01 Edited at: 7th Mar 2007 07:06
Thanks DB user.
Hey guys, im working on attacking now but i have a few questions about animation.

I have 4 images.
1) is the idle animation
2) is the start of the attack
3) is the middle of the attack
4) is the end of the attack

How would I go about chaining the start attack through end attack to make it viewable, i'v tried alot of stuff: timers, hiding and showing the sprites. Im just not sure how to do it. They are 4 different images, not the same.

Here is my current code:
(only use the code for purposes requested by me, if you intend to abuse my code then dont open the snippet)



Media is attached.

Currently i made it so when you click the character faces that way. That is were i want the attack animation to take place. It should probably be in the blank space on line 137, thats where i would put it.

Any assistance would be helpful..

Thank you,
-inverted

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Inverted
17
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Posted: 7th Mar 2007 07:07
And for anyone else who wants to try it out so far.
I know its crap but if you wanna give me some ideas for future, heres the EXE, get the media from previous post.

Please do not re-edit media or change anything. This is for viewing purposes only.

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Benjamin
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Posted: 7th Mar 2007 09:29
I've just noticed that you are using JPG graphics for the sprites, which is a really bad thing to do because transparency won't work properly and you'll see black blotches behind the sprite when it's not on a black background. You'll need to make a new copy of the sprites from the sprite sheet and save them as BMPs.

Anyway, with settings adjusted a bit, this is what that blur effect looks like (incase you haven't tried it yet).

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)

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Lazlazlaz 1
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Location: England
Posted: 7th Mar 2007 12:33
Well I was just coding this myself, but to do an animated sprite you should combine your four images into one. With 1 on the top left, 2 top right, 3 bottom left and 4 bottom right. Then use this code:



Inverted
17
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Posted: 7th Mar 2007 15:46
Thanks to both of you! Your're helping me out aton. I'll work on getting attacking and healing implemented today and the blur when he jumps.

To create multiple levels/enemies is the easiest way to go about it creating an array? just wondering

-inverted

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Inverted
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Posted: 7th Mar 2007 16:46
Okay everyone, I got magic attacking animation up.
But i have one problem. This is Lazlazlaz's code with some changes to it,
how would i make all three frames play under one mouse click.
As of now you need to click three times to play the whole thing:



Thanks in advanced,
-inverted

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Silvester
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Location: Netherlands
Posted: 7th Mar 2007 16:53
Try putting in a background.it will look better instantly.

Inverted
17
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Posted: 8th Mar 2007 00:52
Thanks POD, I'll do it

Can anyone answer my above question?

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hexGEAR
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Posted: 8th Mar 2007 01:32


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Inverted
17
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Posted: 8th Mar 2007 02:01
Awesome HEX, thanks so much.
I'm having an issue.
I'm telling the program to hide sprite 2 (the animation) but it is always showing as the animation strip, not the single frame guy before the animation! Run my code, i know that it looks messy in the game, how everything is flipped the wrong way, just ignore that and try to help me figure our why it is always showing up as the three frame image when you move him around, iv looked everywhere in the code and cant figure it out.



Thanks in advanced,
-inverted

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Inverted
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Posted: 8th Mar 2007 02:20
Everyone, I am going to take a break for a while and make a level editor (woot) then come back and finish this because i need a good level editor

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hexGEAR
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Posted: 8th Mar 2007 02:39
First off i don't think your subroutine PlayerAnimations has a return command to take it back to the loop, secondly i think your problem lies on the line:

create animated sprite 2,"media/sprites/characters/magic_attacks.bmp",3,1,1

the command asks for sprite number, filename, across, down, image number and you used image number 1 (the idle image) instead of image number 2 (attack images).

Inverted
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Posted: 8th Mar 2007 03:19
By GODS thats it! thanks so much hexGEAR!
Your my savior

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Inverted
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Posted: 8th Mar 2007 07:15
Well i decided that i'd make a stable engine before going onto a level editor.

I'v been working on some more functions:

Currently i have:
Working running left/right animation
no glitches when switching from left/right movement
jumping working right
health/mana bars
SPELL BOOK!

Talk to you guys later

Heres a screeny to tide you over:
PS: Id love critisim and comments, if you view please say something, i'd really appriciate it.


-inverted

PSS: Does anyone know how I could raise my frame rate a bit? im in the mid fourties I put sync cap on 60 but its not up there. whats jacking it up?

thanks


-inverted

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Aaron Miller
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Playing: osu!
Posted: 8th Mar 2007 07:19
I have a sync rate of 90 on some apps, and it only gives me 60. I change 90 to 0, and it raised up to 500.

Try turning sync rate to 0.



Cheers,

-db


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indi
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Location: Earth, Brisbane, Australia
Posted: 8th Mar 2007 07:43
hold alt when taking a snapshot from the print screen key and it will give you a perfect grab of the window in focus. now lets see a monster 4/5ths the size of the screen for some serious fun !

looks like a good start mate.

tha_rami
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Posted: 8th Mar 2007 07:54
Looks fun. Agree with indi, looks fun! Where's the 95% of the screen boss?

tha_rami - the best way to predict the future is to invent it
Aaron Miller
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Posted: 8th Mar 2007 09:09 Edited at: 8th Mar 2007 09:09
Didnt know you could do that with Alt

You have taught me again indi.


Anyways, I agree with indi.


Cheers,

-db


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Inverted
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Posted: 8th Mar 2007 15:51 Edited at: 8th Mar 2007 15:55
Haha! Dont worry everyone, monsters will come soon enough, just working on basic player functions atm
Ill try the sync rate thing and get back to you

Nope changing sync to 0 did nothin, there must be something that is really slowin it down, ill take a look into that later this afternoon.

I have a few questions about what battlesystem i should use.
What do you guys think:
You click on the monsters and they become selected, then you click on a spell or right click for melle attack. An invisible line will be drawn, if the line is obstructed by anything then it will say "Target not in line of sight" But if you can shoot it the spell will hit it, and if the target is to far away it will say "Target out of spell range" and you ahve to move closer.

Please leave feedback,
-inverted

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Inverted
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Posted: 8th Mar 2007 16:36 Edited at: 8th Mar 2007 16:41
Everyone, how would i go about making all monster collision use the same little block of code.
Id have having to increase my code 100x just to make monster collision. I can't think of a way.

Thanks in advanced,
-Inverted

PS. i want the monsters to turn back around if they colide with anything, what would i use to do this. Because sprite hit and sprite collision require a target sprite, but what if i want it just so if it hits ANYTHING

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tha_rami
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Posted: 8th Mar 2007 23:20
From the manual:

SPRITE COLLISION()
This command will return a one if the specified sprite is overlapping the target sprite specified. If a target sprite has not been specified and a value of zero have been used, this command will return the sprite number of any sprite overlapping it. The parameters should be specified using integer values.

SYNTAX
Return Value=SPRITE COLLISION(Sprite Number, Target Sprite Number)

I guess if you used:

if sprite collision(x,0)>0 then [put code to turn around here]
(where x is the number of the player sprite)

then it should work.

tha_rami - the best way to predict the future is to invent it
Inverted
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Posted: 9th Mar 2007 03:23 Edited at: 9th Mar 2007 03:25
Thanks tha_rami,
I have a question for the coders out though.

I dont want to have to hard code in every single monsters waypoints,
is there a way that i could make it so when the monster colides with anything he flips around, i tried tha-ramis code in different ways but I cant get it work. I guess what im getting it, is that i dont want to have to hard code each monsters waypoints, is there a quick and easy way to do this?

Thanks,
-inverted]

This is my code:


Media download below

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Inverted
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Posted: 9th Mar 2007 16:12 Edited at: 11th Mar 2007 04:53
Heres a few more screenshots.
I got attack animations working, and damage for enemies

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1137355

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Inverted
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Posted: 9th Mar 2007 16:13 Edited at: 11th Mar 2007 04:54
another one:
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1137356

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Inverted
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Posted: 9th Mar 2007 16:13 Edited at: 11th Mar 2007 04:54
and last one:
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1137357

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Roxas
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Posted: 9th Mar 2007 17:42
Very nice



Vampiric
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Posted: 9th Mar 2007 18:22
Looks very nice, i love the way the gui is set out with the skill and health on top and the monsters health just above it.

Computer says n00bed
Silvester
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Posted: 9th Mar 2007 18:47
Looks good,Lets see what this becomes

Kieran
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Posted: 9th Mar 2007 23:45
looking very nice so far, except for the fact that most of the screen is black and empty

im sure you will get to fixing that though

it also reminds me of the engine me and db user 2006+ are making but in 2D lol but that doesn't matter. good luck with this inverted looking good.

Inverted
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Posted: 11th Mar 2007 00:32
Wow guys! didnt expect so many great comments!
I was questioning continuing it because it looked like no one had intrest, but ill get working again right now!

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Aaron Miller
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Playing: osu!
Posted: 11th Mar 2007 01:06
Dont quit a game just because no one has interest! (Though, people do in this engine)

All you have to do is make it better, more powerfull, look cooler, etc. Dont ever quit.... or else........ Your consioucness will no longer like you.... And you will no longer get good tables at restaraunts.... And, dinner will no longer taste good..... You will never be able to make anything again........ Ok, those are all lies, but still.



Anyways, keep up the good work, looking forward to an update soon.



Cheers,

-db


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Kieran
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Posted: 11th Mar 2007 01:51
im behind DB user 2006+ here. If you don't get replies its most likely because the people who like it haven't stumbled onto your thread yet, or they read it, like it and don't reply.

Also, maybe even if you were in early stages and no-one was interested, then you would wait untill you had more going on with your engine and then try again

Inverted
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Posted: 11th Mar 2007 02:26 Edited at: 11th Mar 2007 04:54
Okay i know its not much of an update but iv changed quite a bit in the code, just you cant really see the changes.

I'm working on a more collidable enviornment, and working on making it so you cant attack if your out of range:

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1138739

-inverted

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Kieran
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Posted: 11th Mar 2007 04:30
sorry but could you make those screenshots into links please? i trying to read and then they knock the screen up.

as for the update, awesome nice to see a platform up there too

Inverted
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Posted: 11th Mar 2007 04:55 Edited at: 11th Mar 2007 06:01
Thanks Kieran,
I changed all of the pics to links for ya

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Inverted
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Posted: 11th Mar 2007 05:16 Edited at: 11th Mar 2007 05:17
Everyone,
I'm trying to make it so when you cast a spell but are farther than 200 pixels away from the monster(or the mousex,mousey when you click the monster)
To make it say "target out of range" above the players head.
I'v tried it alot but for some reason cant get the range to work on BOTH sides.

This is my code and media:


-Inverted

PS: The boundery code would go at line 178.

Thanks in advanced,
-Inverted

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Inverted
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Posted: 11th Mar 2007 06:22 Edited at: 11th Mar 2007 06:23
Okay everyone,
been working on the enviornment a bit.
Heres an update (link to pic below):

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1138863

Cheers,
-Inverted

[center][url=http://forum.thegamecreators.com/?m=forum_view&t=101457&b=8&p=1[/url]
Take a look![center]

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Kieran
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Posted: 11th Mar 2007 07:54
wow this is getting really nice keep it up. also thankyou for changing them to links its appreciated. Nice graphics and environment and good luck with th target out of range and the rest of the engine.

Benjamin
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Posted: 11th Mar 2007 08:43 Edited at: 11th Mar 2007 08:43
For distance, use this equation:

distance = sqrt((x2 - x1)^2 + (y2 - y1)^2)

Although the more efficient way is, rather than returning the distance, compare the equation against a distance raised to the power of two, like for example:

if ((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1)) > 40000
` distance is higher than 200 units
endif

Note that I've replaced the ^2 equations with x*x which is the same equation, only apparently it's a bit faster that way. Oh yes, and 40000 is 200^2.

Tempest (DBP/DBCe)
Multisync V1 (DBP/DBCe)
Inverted
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Posted: 11th Mar 2007 19:48
Thanks Kieran, i really appriciate your comments.

Benjamin: Wow looks like some interesting math there, I'll look it over later today, thanks man; I really appriciate everyone helping pump this engine out.

Cheers,
-inverted


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Inverted
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Posted: 12th Mar 2007 04:14
Hey everyone, I'm going to turn my engine into a level editor/settints changer.
The general concept is that you click to move icons around, and the sprites and such; these generate the sprite positions in game. Then you can set collision modes, and enemy waypoints; select character bitmap; bitmap slice size; player and enemy projectiles; and much more. Basically its going to be a 2d visual engine. Heres a screen of the general layout:

-inverted


Come take a look!

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Inspire
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Posted: 12th Mar 2007 22:02
Haha! That's like FPS Creator, except 2D, and, well, not FPSC. lol

Looking good!

Xenocythe
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Posted: 12th Mar 2007 23:11
Inverted... you have the same windows skin as me

And I really like the engine.

-Mansoor S.

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