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Work in Progress / __~* Vaelore *~__ 2D Platform action ! ! __

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Game King
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Posted: 5th Aug 2007 19:43
Quote: "Nice man...."


Thanx. So I guess the Hud looks fine? the new HUD I'm working on looks way better. Is the color theme fine?

Game King
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Posted: 8th Aug 2007 21:08 Edited at: 8th Aug 2007 21:10
~~Update~~
********************************************


Only a minor update because I was away, but still an update. Here's the new HUD.


I've finished the things I wanted and now I'm working on the camera and more gameplay things for I can post a vid .

Inverted
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Posted: 8th Aug 2007 23:40
WOW game king im amazed i love the style and the new hud is friggen awesome. Anyways i was wonderin if you used a level editor or somethin or if its all hard coded. Love the inventory too . Itd be great if you could get back to me on the model editor thing. anyways great work!

-inverted


Lawl
Tecnuro Entertainment LTD
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Posted: 9th Aug 2007 01:25
Long live the platformer! If you ever wanna hand I'll help you out.

Kez: Legacy of the Flame
Game King
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Posted: 9th Aug 2007 02:24
Quote: "WOW game king im amazed i love the style and the new hud is friggen awesome. Anyways i was wonderin if you used a level editor or somethin or if its all hard coded. Love the inventory too . Itd be great if you could get back to me on the model editor thing. anyways great work!

-inverted"


Thank you, I'm building my own level editor. And what model editor?

Quote: "Long live the platformer! If you ever wanna hand I'll help you out."


Lol Ok thanks, I'll keep that in mind.

Inverted
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Posted: 9th Aug 2007 06:04
Ah nice, iv always wanted to build a level editor, just can never get collision correctly exported, ill give it a shot later, anyways heres how i would build it, it would probably make it a hell and i meen a hell of alot easier when you put it into your game. Make a level a editor were u start with the grid size (ex: 32x32 48x48 per unit etc) and put in the X and Y coordinates. Then you have a panel on the side (maybe bluegui or w/e) with different tiles you put in the level editor, then u paint on the grid; this seems very difficult but let me finish. Once u export the map the engine checks the grid for the tiles, each tile has a number. For example nothing = 0 stone = 1 and grass = 2 and spikes = 3. It checks the whole grid and lays out the numbers, for example it might turn out:

0000000000000000000000000
0000000000000000000000000
0000000000000000000000000
1111000000000000000001111
3333011110000000000003333
2222222222222222222222222

this would have a map of empty space with stone walls and spikes below them and a grass ground, then u export this in a text file. Then in game u have a function to load this, place commas (,) inbetween each number and put in a data function using arrays and stuff. Then u have a level laid out in numbers, this can easily be changed and saved etc.

-Inverted

I plan on making a level editor i will release to the public using this strategy


Lawl
Game King
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Posted: 9th Aug 2007 08:27 Edited at: 9th Aug 2007 08:28
Quote: "Ah nice, iv always wanted to build a level editor, just can never get collision correctly exported, ill give it a shot later, anyways heres how i would build it, it would probably make it a hell and i meen a hell of alot easier when you put it into your game. Make a level a editor were u start with the grid size (ex: 32x32 48x48 per unit etc) and put in the X and Y coordinates. Then you have a panel on the side (maybe bluegui or w/e) with different tiles you put in the level editor, then u paint on the grid; this seems very difficult but let me finish. Once u export the map the engine checks the grid for the tiles, each tile has a number. For example nothing = 0 stone = 1 and grass = 2 and spikes = 3. It checks the whole grid and lays out the numbers, for example it might turn out:

0000000000000000000000000
0000000000000000000000000
0000000000000000000000000
1111000000000000000001111
3333011110000000000003333
2222222222222222222222222

this would have a map of empty space with stone walls and spikes below them and a grass ground, then u export this in a text file. Then in game u have a function to load this, place commas (,) inbetween each number and put in a data function using arrays and stuff. Then u have a level laid out in numbers, this can easily be changed and saved etc.

-Inverted

I plan on making a level editor i will release to the public using this strategy"


Thnx for the info, I will see what happens. If something doesn't work out I'll try making the maps with numbers. Good Luck on ur editor

Mr Kohlenstoff
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Posted: 9th Aug 2007 17:24
But that would be an editor for tile-based maps... I don't really think that this kind of editor would be usefull in the game? Maybe he should save different Sprites and their positions, a collision-flag etc., and in the map-file-header general things like gravity, background-image etc. That at least is what I would do.. and also did it this way in doyle.

Visit the DBPro - Speed up your game-Thread. http://forum.thegamecreators.com/?m=forum_view&t=88661&b=1
Game King
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Posted: 9th Aug 2007 22:28
Quote: "But that would be an editor for tile-based maps... I don't really think that this kind of editor would be usefull in the game? Maybe he should save different Sprites and their positions, a collision-flag etc., and in the map-file-header general things like gravity, background-image etc. That at least is what I would do.. and also did it this way in doyle. "


Yeah, that sounds better.

@All~ Expect a Gameplay Vid soon! ( finally )
I'm fixing bugs here and there, adding more features, and adding more graphics. Expect the Vid either this weekend, or the following week!

Code Dragon
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Posted: 9th Aug 2007 22:31
Yes! Platformers, my favorite genre! I thought platformers were dead, good to see some again.

The screenshots look like the engine is pretty functional, how many lines of code is it?

If you ever need advice with coding the engine I'll try to help, I'm making a platformer too and it's been lots of fun. (except for the collision and File IO)

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Game King
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Posted: 9th Aug 2007 22:34 Edited at: 9th Aug 2007 23:13
Quote: "Yes! Platformers, my favorite genre! I thought platformers were dead, good to see some again.

The screenshots look like the engine is pretty functional, how many lines of code is it?

If you ever need advice with coding the engine I'll try to help, I'm making a platformer too and it's been lots of fun. (except for the collision and File IO)"


Lol right now I have around 1,000 lines.

Ok thanks for the help offer

EDIT~ Good luck on ur game !

EDIT~ Do you have I.M. Code Dragon?

Code Dragon
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Posted: 9th Aug 2007 23:37 Edited at: 9th Aug 2007 23:57
You can find me on AIM at Super Mario 2048, but I'm not on that often.

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Game King
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Posted: 9th Aug 2007 23:44
@Code Dragon~ Do you have an E-Mail than? I have a couple questions

Inverted
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Posted: 10th Aug 2007 02:49
Yeah 4got he wasnt doing tilebased, goodluck GK


Lawl
Code Dragon
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Posted: 10th Aug 2007 13:55
I don't put my email address on the net but I sent you an email, you can reply to that with your questions.

Game King
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Posted: 10th Aug 2007 20:13
Quote: "I don't put my email address on the net but I sent you an email, you can reply to that with your questions."


Ok, I've sent u an E-Mail

Inverted
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Posted: 12th Aug 2007 03:44
@ Mr Kohlenstoff, to do your map idea that would require alot of X, Y coordinates if hes making a big game. Coords for each sprite? O.o, gameking what u could do is just make an editor were u place sprites and it saves the coords in a text file and u just import that into ur game, would save you alot of typing.


Lawl
Game King
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Posted: 12th Aug 2007 05:03 Edited at: 12th Aug 2007 07:45
EDIT~ Nevermind..

Game King
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Posted: 13th Aug 2007 08:34 Edited at: 15th Aug 2007 01:36
~~Update~~
********************************************

Sorry I haven't been posting any updates these couple of days. I have been mega Bug fixing, code organizing, and researching

Updated ProgressRead my first post to see the updated Progress)
*2D Camera 100%!

Overall Progress of Lvl 1 50%
Progress Till I Post a Vid Of Game 60%

Once I finished the first level expect a Demo!!

Game King
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Posted: 14th Aug 2007 19:00 Edited at: 16th Aug 2007 10:50
~~Update~~
********************************************


Progress Until I Post a Vid Of Game 100%!

That's right! I'm ready to post a vid of the game. And here it is:
http://youtube.com/watch?v=uTbQAn0wxek

http://img463.imageshack.us/img463/2033/august142007sl8.png
New screeny, this one explains the HUD a bit more:

In the vid you will see basically the interfaces. And the preview of the inventory

EDIT~ Engine Progress section in my first post has been updated.

Jimpo
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Posted: 14th Aug 2007 20:14
Watched the video and I have to say I really like the menu. It has a cool style to it. Hopefully next video will show some gameplay.
Game King
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Posted: 14th Aug 2007 20:56
Quote: "Watched the video and I have to say I really like the menu. It has a cool style to it. Hopefully next video will show some gameplay. "


Thank you yes the next video with definitely have way more gameplay than this vid. This first vid was ment to show the interfaces (that are available so far). Like I said in the vid's description, the level editor is being worked on.

Code Dragon
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Posted: 14th Aug 2007 23:16 Edited at: 19th Jan 2009 22:09
Nice. I like the interface and HUD. Can the inventory also be closed by clicking the backpack sprite again? (I think that would be better than using E)

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Game King
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Posted: 14th Aug 2007 23:25
Quote: "Nice. I like the interface and HUD. Can the inventory also be closed by clicking the backpack sprite again? (I think that would be better than using E)"


Thank you. I'll add that then (clicking the backpack to close). The reason I added "E" to close backpack as a shortcut key. So lets say ur in the middle of fighting 5 enemies, and u have no health orbs in ur belt, so you go in you inventory and drag it to ur belt, and u can exit the inventory fast by simply pressing "E" which is right next to the movement controls "W,A,S,D".

Mr Kohlenstoff
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Posted: 15th Aug 2007 00:16
I had a small discussion with Game King and we came to the conclusion that I will help with this project by creating the editor, and maybe also help with the gameplay later.
There's very much work to do but I am looking forward to working on the game.. the concept includes some really good ideas.
Just wanted to mention that.

Visit the DBPro - Speed up your game-Thread. http://forum.thegamecreators.com/?m=forum_view&t=88661&b=1
Game King
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Posted: 15th Aug 2007 03:27
@all~ Yes it's true. Mr Kohlenstoff will be assisting Demolition Games with this project. And it's a pleasure to have him part of this development .

Game King
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Posted: 16th Aug 2007 10:48
~~Update~~
********************************************


While the Level Editor is being finished by Mr Kohlenstoff I will be working more on the in-game features. Such as the Help Menu, Pause Menu, More advanced inventory options, and more maybe. Here's a screeny of the NEW inventory



As you can see I added a "Close" button to the Inventory (Which works ).

@Code Dragon and anybody else who wanted to be able to click on the "Backpack" image to cancel the Inventory~ I hope that is close to what you wanted (The Close button)

Deathead
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Posted: 16th Aug 2007 21:07
Awesome Gotta break it to you that is way past awesome. But one question will the character have its own animation.


Want a Storyline for your game? Email me at Deathead@fsmail.net
Game King
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Posted: 16th Aug 2007 21:54
Quote: "Awesome Gotta break it to you that is way past awesome. But one question will the character have its own animation."


Y thank you! and yes, the character will have his own animations. And actually quite alot of them

Mr Kohlenstoff
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Posted: 16th Aug 2007 23:33 Edited at: 17th Aug 2007 00:06
~~Update~~
********************************************



I've been working on the editor for some hours now, it's possible to create own, individual platforms with image, collisionbox etc. and place them onto a map.
The trees on this screenshot are just there because I wanted to test sprite-scaling, depending on the camera-zoom-value.




I'm just not sure why it's so extremely slow.. I'm just pasting this hand full of sprites. Normally it should run with at least 600 FPS on my computer. Must have a bug somewhere...

Edit: OK, found the bug, now it runs with 500+ FPS, maybe because I use some line-commands, prints, text etc. So.. no speed-problems for the editor atm.

Visit the DBPro - Speed up your game-Thread. http://forum.thegamecreators.com/?m=forum_view&t=88661&b=1
Deathead
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Posted: 17th Aug 2007 02:34
It's nice to see 2 forum members helping eachother out. Game King is helping Mr. Kohlenstoff and Mr. Kohlenstoff is helping Game King. And their both making 2d gams


Want a Storyline for your game? Email me at Deathead@fsmail.net
Game King
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Posted: 17th Aug 2007 03:04
Quote: "It's nice to see 2 forum members helping eachother out. Game King is helping Mr. Kohlenstoff and Mr. Kohlenstoff is helping Game King. And their both making 2d gams"


Thankx

Mr Kohlenstoff
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Posted: 18th Aug 2007 03:25
I worked on including the platforms to the game-engine and on the gameplay over the last hours and everything works well.
I think we'll be able to upload a new video within the next days, demonstrating the basic gameplay.

Visit the DBPro - Speed up your game-Thread. http://forum.thegamecreators.com/?m=forum_view&t=88661&b=1
Mr Kohlenstoff
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Posted: 18th Aug 2007 13:51 Edited at: 18th Aug 2007 19:53
Time for a new screenshot. A collision-bug is fixed, some variables changed and all in all it's how I wanted it to be.
Also I added a new cloud-platform.. but I'm not as talented in painting.




Edit: I made the system timerbased now, the game runs with an average of ~600 FPS on my computer so far.

Edit2:
Inspired of Commander Keen I added iceblocks.



Game King
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Posted: 18th Aug 2007 19:43
@All~ Mr Kohlenstoff will be posting a new Gameplay Video!

Hope you guys enjoy it.

Mr Kohlenstoff
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Posted: 18th Aug 2007 20:41
Finally the video is ready. There are some bugs, e.g. the platforms are pasted last, so they are in front of the interface, and (what can't be seen in the video) the timerbased movement also makes some problems.. however, here's the video:

http://www.youtube.com/watch?v=D3DrDTNlMfQ

Game King
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Posted: 19th Aug 2007 01:02
^^ Nice vid btw.

@All~ The level design is going to be entirely different from the vid. That design was used for testing only, I had designed the first level already and going to replace the current

Deathead
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Posted: 19th Aug 2007 03:08
Awesome man Loving the gameplay LOL at Mr.Kohlenstoff trying to get up those ice blocks

H4ck1d
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Posted: 19th Aug 2007 04:26
Wow, this looks like a really cool game! Can't wait to try it out . Just so you know, the second video link on your first post is broken

Game King
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Posted: 19th Aug 2007 04:44
Quote: "Awesome man Loving the gameplay LOL at Mr.Kohlenstoff trying to get up those ice blocks"


Thanks, yeah that was pretty funny


Quote: "Wow, this looks like a really cool game! Can't wait to try it out . Just so you know, the second video link on your first post is broken "


Thanks for viewing the thread , and also for letting me know that the link was broken. It's now fixed.

Code Dragon
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Posted: 20th Aug 2007 04:00
Looks good! Ice blocks hehe... are they slippery to walk on?

Quote: "Quote: "he probably thought you meant you thought"
NOO!! MY BRAIN IT EXPL"
Mr Kohlenstoff
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Posted: 20th Aug 2007 17:49 Edited at: 21st Aug 2007 00:26
Quote: " Looks good! Ice blocks hehe... are they slippery to walk on?"


Not yet, but we'll add individual platform-attributes, so that will probably be possible.

Edit: Small new update.. I've written some functions for dynamic media handling, so images are just loaded when they are needed, and it works fine. I think we won't have problems with RAM or performance, and will be able to create really big levels.

Edit 2: Now I've wrote a so-far-working 2D-particle-system.. the test-program with 600 particles calculated and rendered runs with 300 FPS, I hope that'll be fast enough. (But I don't think we'll ever use that much particles in a game-scene.. just at specific positions for better atmosphere etc. )

Does anyone have transparent particle-images (like smoke, fire, snow, fog, whatever) I could use for testing?
I created some with paint, but my eyes always scream for other images. :/



Found a fire- and smoke-texture on the internet, and created this green smoky thing:



So, enough about particles now. I hope we'll be able to show more game-progress during the next days.

Deathead
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Posted: 21st Aug 2007 01:34
The Green Smoky thing can be used in a trap you get stuck in a hole then the green smoke will try to put you to sleep.

Code Dragon
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Posted: 21st Aug 2007 02:34 Edited at: 21st Aug 2007 02:35
Quote: "Does anyone have transparent particle-images (like smoke, fire, snow, fog, whatever) I could use for testing?"


Here is a shadow image I made using memblocks until I figure out how to make realistic shadows. Could easily double as a smoke particle. I didn't save the program, sorry, didn't think I would ever need different color shadows.



Quote: "Quote: "he probably thought you meant you thought"
NOO!! MY BRAIN IT EXPL"

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Game King
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Posted: 21st Aug 2007 02:46 Edited at: 21st Aug 2007 02:47
Nice particles Koh I'm getting the internet router maybe this weekend

EDIT~ @Deathhead- Good idea!

Code Dragon
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Posted: 21st Aug 2007 03:40 Edited at: 21st Aug 2007 03:44
Here is my Particle Maker program, rewritten and polished for customization. Just type in the image resolution and color and it makes a particle.



Quote: "Quote: "he probably thought you meant you thought"
NOO!! MY BRAIN IT EXPL"
Mr Kohlenstoff
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Posted: 21st Aug 2007 15:59 Edited at: 21st Aug 2007 18:56
@Code Dragon:
That wasn' really what I mean, I'd prefer some realistic textures.. but no problem, thanks though, the paticles created with your generator also look nice, even if the particle-image isn't really... realistic.




Edit: Added particles to the game-code. Maybe I'll have to optimize them a bit, but with 3 particle-emitters active the game still runs with nearly 600 FPS.



And finally.. you'll see a feature which won't be in the game probably.. violence.



Game King
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Posted: 22nd Aug 2007 01:43 Edited at: 22nd Aug 2007 06:57
@Mr Kohlenstoff~ Nice work, the particles add more spunk to the game

EDIT~@All~ ASAP I will be posting a concept art I've drawn for you guys. It shows an actually enemy that's going to be in the first level. And I'm also working on a new grass for the game, and more trees. So we will be needing your guys opinions on what you like and don't like see yah!

Deathead
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Posted: 22nd Aug 2007 12:08
Hey Game King, is it alright to show you my idea on a enemy?

Deathead
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Posted: 22nd Aug 2007 12:48 Edited at: 22nd Aug 2007 13:42
Sorry for double post but here is my enemy how'd you like it.

Edit: I want to keep it Is that okay? But you can use it as a idea but not the actual image So just take attributes off him but not the the image itself

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