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Work in Progress / Fruit Wars - Strategy/RPG

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Ashingda 27
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Posted: 25th Apr 2011 01:03
@Cliff Mellangard 3DEGS
Yeah I normally use a # symbol on floats but the few case that I don't and also forget about it, I get really thrown off.


@Amo Deus Man

Quote: "I like the earth spell, looks really nice. Do you plan on making any water type spells? Those are fun, but usually pretty hard to make."

Thanks and about water spells I'm not sure how to get it to work yet haha but would be nice to figure some way to do it.

Thank you for testing it for me . Which skill drops the fps or did all of them do it? Recently there were some changes to the graphical codes so it may or may not have already fixed the slowdown. I'll have to update a more recent speed test.

Non Sequitur M
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Posted: 25th Apr 2011 02:43 Edited at: 25th Apr 2011 02:46
Quote: "Thanks and about water spells I'm not sure how to get it to work yet haha but would be nice to figure some way to do it."

Hmm. That's tricky. An obvious one, maybe the most powerful version, would be easy. You could call it 'Cleansing Wake' and it just be an end to end flood. But, as for smaller ones, you could calculate radial waves. There should be equations to calculate circular areas. I'll look for them later. [EDIT]BTW, does your game calculate by grid coordinates, or exact coordinates? It's needed for me to help with the math.[/EDIT]

Quote: "Thank you for testing it for me . Which skill drops the fps or did all of them do it? Recently there were some changes to the graphical codes so it may or may not have already fixed the slowdown. I'll have to update a more recent speed test."

No problem. I know how much info you need for debugging and testing purposes. I only usually have about 2-3 comps to test on! Haha. If you go to the Steam website, specifically this part http://store.steampowered.com/hwsurvey, they have tons of info from polls of player's comps. Detailed stuff, like common screen resses, popular graphics cards, etc.

But, on the subject of the skills, it seemed all of the dropped FPS between 35-55 frames.

If life were like a box of chocolates, I'd know what I would get... The one that got dropped on the floor and put back in the box.

Iye nehvur yoose spehl chehk, ahn mie tippyng izz fiyne.
Ashingda 27
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Posted: 25th Apr 2011 05:38
I'm thinking water based spells would be better as a support type skill rather than a damage type skill. Math isn't really the issue it's the idea of how it's going to work and it's purpose.


Quote: "it seemed all of the dropped FPS between 35-55 frames."

Is it only the skills or do you notice fps drop while scrolling the screen with the arrow keys too? My netbook don't show much difference in fps rate at all.

Non Sequitur M
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Posted: 25th Apr 2011 07:46
First, water as support does sound pretty cool. What would it do, push the enemies back to their side or something?

Second, umm... I don't know why I was getting such crazy fluctuations earlier. I got an even 397-418 FPS just now. My processor must have been choking something down earlier... BTW, I'm getting 400s with my average comp stats cause I always kill my Windows Explorer process for games/design!

If life were like a box of chocolates, I'd know what I would get... The one that got dropped on the floor and put back in the box.

Iye nehvur yoose spehl chehk, ahn mie tippyng izz fiyne.
Ashingda 27
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Posted: 25th Apr 2011 16:48 Edited at: 25th Apr 2011 16:55
Was thinking of making it rain as the water spell, it should last for about 2 or 3 different battles. Rain could slow down all troop movements which would help range troops, reduce fire element effects, boost lightning element effects and every now and then a random lighting bolt would shoot down an enemy troop. This could be called Thunder Storm.

This discussion is bringing in more weather effect ideas, have to thank you for that.

Sand Storm. Blows towards enemy, anything moving towards the player will have reduced speed and lower attack rates, Fire elements and Lightning element are decreased. A random Earthspike would hit an enemy troops. This is a more defensive support,it creates an obstacle for enemy and helps your troops survive longer.

Wind Storm. Blows towards enemy and greatly slowing any troop moving towards player and increase troops moving towards enemy. Ranged troops gets a range decrease towards player and range increased toward enemy. Wind elements and Fire elements gets a boost. A random cyclone would pop up to hit enemy troops. This is a more offensive support allowing your troops to get across to the enemy or shoot them down from a greater range.

Non Sequitur M
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Posted: 25th Apr 2011 18:13
Glad I could help. I just really want to see what this can become. I don't know how you are calculating all the AI so efficiently. Even with my Explorer.exe running, I get 180-200FPS! In my RPG engine, after I process graphics and player coordinates alone, I only get roughly 70-80FPS!

If life were like a box of chocolates, I'd know what I would get... The one that got dropped on the floor and put back in the box.

Iye nehvur yoose spehl chehk, ahn mie tippyng izz fiyne.
Ashingda 27
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Posted: 25th Apr 2011 18:44
The AI calculations shouldn't take much processing power, I'm sure your fps drop is because of the graphic output. If you're using 2D then the Advanced Sprites plugin really helps. It may take a while to learn and get used to it but it pays off.

Non Sequitur M
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Posted: 25th Apr 2011 20:55 Edited at: 25th Apr 2011 21:44
Well... I went to the thread for Advanced Sprites, but absolutely zero of the links worked. Do you have it, or know where I can get it? Because, if you are using it, then that plugin is amazing!

[EDIT] Never mind, there was another thread that had a direct download for it.

[EDIT2] Holy... Crap! It took my FPS from 70-80, and jumped it to 230-240! That's amazing!

If life were like a box of chocolates, I'd know what I would get... The one that got dropped on the floor and put back in the box.

Iye nehvur yoose spehl chehk, ahn mie tippyng izz fiyne.
Non Sequitur M
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Posted: 3rd May 2011 03:56
No news from the Fruit Wars front? Pun intended!

Anyway, just stopping in to give my support! Keep it up man. Hope to see something new soon. Cya.

If life were like a box of chocolates, I'd know what I would get... The one that got dropped on the floor and put back in the box.

Iye nehvur yoose spehl chehk, ahn mie tippyng izz fiyne.
Ashingda 27
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Posted: 4th May 2011 01:52 Edited at: 24th Jul 2011 21:24
@Amo Deus Man
Ahh thank you very much. I've been working on a 3D fighting game based off Fruitwars characters, I bounce around different projects to learn different stuff and to keep myself motivated.

I plan to finish this project before the end of this year so I can move on to the 3D stuff.

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Non Sequitur M
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Posted: 4th May 2011 18:56
Oh. Okay. I do the same thing! I'm using a Zelda clone to perfect my current engine for my actual game! Ok. Well, I guess I'll just drop in from time to time to see then. Cya.

If life were like a box of chocolates, I'd know what I would get... The one that got dropped on the floor and put back in the box.

Iye nehvur yoose spehl chehk, ahn mie tippyng izz fiyne.
Dark Dragon
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Posted: 10th Jun 2011 23:32 Edited at: 10th Jun 2011 23:38
Dude this is turning out GREAT......Love the Animated screenies. Dude, This is up there with Dego, Man!

The commanders faces being in the corners of the screen Is just epic the way that they are, reminds me of my old advance wars(The Gba ones, number 2 to be exact...) games! NICE Touch!

Darkzombies
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Posted: 23rd Jul 2011 09:06 Edited at: 23rd Jul 2011 09:08
Can you add some sort of zombie race, either for campaign use or something, ill attach some sprites, either just use for reference, or edit them.

And also, will this be multiplayer as well, it would make it a million times better. Thanks.

P.S. also change the name to Relic Wars or something, names are an important part in getting people to play, plus when i saw this i thought it was a weird indie type game, but it turned out awesome.


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Ashingda 27
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Posted: 23rd Jul 2011 16:59 Edited at: 24th Jul 2011 21:17
I might be able to add some zombie race. I'll also upload the character template if anyone want to try messing with it.

As for multiplayer I am not sure how that would work as the game revolve around the input of a single player. It is a strategy game but it's not turn based.

I'll keep the name part in mind, this really is just a practice project of learning. I'm updating my sprite setup routine from being slow to blazing fast in comparison. Been taking a lot of tests to get it to work and should get it straighten out soon.

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Darkzombies
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Posted: 23rd Jul 2011 23:17 Edited at: 24th Jul 2011 20:01
Im not the best artist. But i find it best to do it pixle by pixle then use GIMP to resize and add alpha.

And for multiplayer, it could go from simple skirmish, to castle seiges, theres plenty of things you can be creative with, you ever played battalion wars 2, i think that was what it was called, it was just like this, except it was modern with guns and copters. Their multiplayer was fun, and it definetly makes the game last longer, as you have something to do when single player is done.

And as for the name, im fine with it, im just saying, the name is what gets the user to press the button and get it.

And another idea, how about random bandit attacks while traversing to areas. (In the field map)

(P.S. Networking would be some good practice )
(P.S.S. if advanced sprite is helpful, include it in files, and make an installer with http://www.bytessence.com/bim.html I've used it, very helpful)
(P.S.S.S can i have the tile and tree sprites, ima make corrupted ground etc. for zombie race, or whatever you want to do with it.)

Ashingda 27
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Posted: 24th Jul 2011 21:16 Edited at: 24th Jul 2011 21:25
This is the body template used for both male and female.

The sprites are color coded:

Skin = Red (like you see here)
Hair = Gree
Cloth = Blue
Armor = Magenta
Helmet = Yellow




Here is an example of the color keys:



This is the sword sprite sheet that can be combined with the body.



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Darkzombies
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Posted: 24th Jul 2011 22:20 Edited at: 24th Jul 2011 22:21
Ok thank you, ill see if i can edit them without screwing it up lol.
Also, can you upload a newer demo, the old one has invincible heroes.

Darkzombies
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Posted: 24th Jul 2011 22:38 Edited at: 25th Jul 2011 21:54
----------------------Zombie-Race-Progress----------------------------

First: Im back and i've done some more, tell me if you need any help, ill attach what i got so far.

Second: FINISHED! I will now finish swords, and zombie units.

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Darkzombies
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Posted: 25th Jul 2011 02:46 Edited at: 25th Jul 2011 21:54
----------------------Sword-Progress----------------------------

First: I've started on swords as well, ill upload the one i have done. Tell me if you like it.

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Darkzombies
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Posted: 25th Jul 2011 06:29 Edited at: 25th Jul 2011 06:35
--------------Bandit-Progress--------------------

First: I have started on the bandits, i think im doing good, ill attach what i have.

EDIT: Yeah nevermind, im horrible at exact copies, but you can do it if you want lol.
If anything i can help with code, but you're probally better.

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Ashingda 27
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Posted: 25th Jul 2011 15:30
I can make this an open source project again, but first I'll have to straighten up all of the resources and put up remarks, everything is all over the place and is messy.

Non Sequitur M
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Posted: 25th Jul 2011 17:21
Ah! Ashingda! Sorry for the off-topic interruption, but I'm having some issues with Advanced Sprites, and you don't have any contact info in your profile. I'm loving the speed boost from AS, but it's giving me a few problems. Nothing that makes me not want to use it though. Anyway, this is the topic I started for it: [Problem] Advanced Sprites You don't have to help if you don't have the time, but it would be greatly appreciated!

Okay, now on topic, because I actually do enjoy this project! I would love to help with this game if it was open source! I see some really fun potential in this. It's got a quirky basis, fun gameplay, and some sweet mid 90's JRPG-esque gfx. All in all, a neat project. I would also love to see that "WIP" tag dropped from that banner of yours!

Anyway, thanks in advance for the help, and hope you get the resources cleaned up, so I can see that source file. *drool* Haha.

Amo.
Darkzombies
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Posted: 25th Jul 2011 21:13 Edited at: 26th Jul 2011 21:00
when you are done with this and move on, can me, amo, and anyone else who wants to work on a sequel? Based on you're code. We have the person template so I can do that. If not, can you at least release a newer demo

Ill keep working on the undead-hero-succubus thing and infantry swords.

EDIT: Done with hero and swords, do you want me to work on bandits/undead troops? Get the images on the progress page for it.

TheComet
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Posted: 26th Jul 2011 12:11
Just dropped in here to see what this is, looking really good, keep it up!

TheComet

Dimis
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Posted: 26th Jul 2011 19:55
Very good looking game! I like the work you did with the graphics. You really know how to draw with pixels!
Dark Dragon
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Posted: 1st Aug 2011 02:53
Dude, coming along nicely. Love the Zombies, DarkZombies! awsome race. perhaps an endless mode where you fight nothing but Zombies is in order? lol, jk....

Ashingda 27
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Posted: 1st Aug 2011 03:29 Edited at: 1st Aug 2011 03:41
@Darkzombies
The game has a coloring system so you can swap colors around based on the colorkeys.

Quote: "when you are done with this and move on, can me, amo, and anyone else who wants to work on a sequel? Based on you're code."
Yes. The source is below containing most the graphics.



-------------------------------------------------------------

Fruitwars is now opensoure all are welcome at it. I am still in the process of trying to complete it and will except any help or advice if given.

Updates:
Things have changed that led me to recoding the project, not a big deal as this has been done dozen of times already. But good thing is, now is a good time for anyone who'd like to catch up with the source while it's still simple without much of the complicated mess yet to be imported soon.

- Most important update is the function that creates the character sprites. Made lots of improvements taking it's speed test down to 1/10th of it's old speed. Blazing fast in comparison!

- Screen resolution is now widen to fit wide screens.

- Game will now be played using the mouse instead of the keyboard.

- MapEditor, BattleViewer and CharEditor got a interface upgrade.

Download v.004 attached here.


[Edit]
-Editor controls-

MapEditor:
-Mostly mouse-based.
-Hold spacekey + click and drag to scroll!
-Not all features are working yet lol.

BattleViewer:
-Not much but viewing, same controls as MapEditor.

CharEditor:
-Use the mouse scroll wheel to inc/dec values or to scroll.
-While the cursor is over an input box you may type in a value or string.
-Place mouse over the character sprite and scroll up/down with wheel to change the frame.

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Darkzombies
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Posted: 1st Aug 2011 22:34
umm i have a problem, the DXS INITIALIZE is getting syntax errors, i got the advanced sprite dll and config but still isnt working.

-------------------SIG---------------------------------

Ashingda 27
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Posted: 2nd Aug 2011 01:30
hmm if the dll is installed correctly then it should work. Have you tried just making a blank program and test if the DXS INITIALIZE works there? Otherwise you can try and rem out sections of codes to see which subroutine/function is causing the error.

Darkzombies
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Posted: 2nd Aug 2011 04:49 Edited at: 2nd Aug 2011 04:58
well is there a place where i put the dll? just in the base folder?

EDIT: Never mind, I did what you said and it didnt work with new one either, can you post another one with advanced sprites in it? I might have had a corrupted version.

-------------------SIG---------------------------------

Ashingda 27
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Posted: 2nd Aug 2011 05:33
Place the dll in "Dark Basic Professional Online/compiler/plugins-user/" and place the other advanced sprite folder which contains the help pages in "Dark Basic Professional Online\Help".

For future reference that is pretty much how you install plugins.

You can also download this attach, it's just the dll and help but are already placed in the correct folder names, all you do is extract it and overwrite the existing folders.

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Darkzombies
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Posted: 2nd Aug 2011 06:18 Edited at: 2nd Aug 2011 07:01
kk, but does everyone have to do that? cause that seems complicated :/

P.S. this is definetly a game to submit to steam or a contest when it's finished, even for $5 or something on steam you can make alot, even though i dont know how to submit, they accept alot of games.

EDIT: umm when i compile it's just the editor, is their something i can do to play the actual game? Mainly to get an idea of how far you've gotten.

-------------------SIG---------------------------------

Dark Dragon
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Posted: 2nd Aug 2011 19:21
Quote: "EDIT: umm when i compile it's just the editor, is their something i can do to play the actual game? Mainly to get an idea of how far you've gotten."



Right, just ran it and i was thinking the same. I cant get the editor to paste a tile! AHHHH! lol

Darkzombies
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Posted: 2nd Aug 2011 19:56 Edited at: 2nd Aug 2011 19:57
Quote: "Right, just ran it and i was thinking the same. I cant get the editor to paste a tile! AHHHH! lol "


Well I think he said something about recoding it, so he's probally not done with that or something.

I think everyone should try to help as much as possible, get this game done so others can enjoy it .

Then I think, if we do contact steam or any other place to sell it, and it gets popular, a sequel is in order. Which unless ashingda is helping, will most likely just redoing the code and maps to make a new campaign and some extra/changed features.

-------------------SIG---------------------------------

Darkzombies
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Posted: 2nd Aug 2011 19:56 Edited at: 2nd Aug 2011 19:57
Oops double post lol.

-------------------SIG---------------------------------

Ashingda 27
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Posted: 3rd Aug 2011 02:34
Quote: "Right, just ran it and i was thinking the same. I cant get the editor to paste a tile! AHHHH! lol "

The actual game is not imported over yet but the MapEditor functions are in the process of doing so at the moment.

You can jump around the 2 different editor and the battle viewer right now. If you come up with any ideas or codes feel free to discuss it.

Darkzombies
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Posted: 3rd Aug 2011 03:42
ok, are you still recoding the actual game?

i actually had some more ideas.

#1: Sea battles? Just simply a ship with soldiers on board, archers shooting and infantry boarding the other ship.

-------------------SIG---------------------------------

Ashingda 27
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Posted: 3rd Aug 2011 03:54
Hmm I've thought of sea battles before but would require more terrain sprites to be drawn out first. Maybe save that idea for later.

Not really recoding the actual game, just going to transfer the codes over and make it work with the new sprite system.

Darkzombies
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Posted: 3rd Aug 2011 04:35 Edited at: 3rd Aug 2011 04:39
ah, ok i see, well still, good job with this, it's turned out really good . And im still with the steam idea, mainly for popularity, but the money bonus helps too. With finances you can hire people, or better yet, advertise.

Im really good with money, i could do advertisements and stuff.
but of course, still all up too you.

-------------------SIG---------------------------------

Darkzombies
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Posted: 3rd Aug 2011 07:08 Edited at: 3rd Aug 2011 07:50
Ok, just gonna flesh this out for people helping/following.

Does it have a nice storyline/campaign?

Does it have multiple features? Campaign, Skirmish(AI), Multiplayer (This could be a simple 'host game' 'Join game' skirmish, or advanced features like castle seiges, or not at all, but i think simple multi-player would be fun, and a good learning experience)

Is it long and a good title to get out there? Or do you plan on keeping it simple? This is something i would pay to get for sure, and it has great potential.

What else would be important to add? Think outside the box. Make this a unique and fun game, get people to help, if we can get a big crew it will be much easier to create an illaberate and interesting game.

Oh yeah, and if you haven't already, go back one page and look at my sword and demon-thing sprites .

-------------------SIG---------------------------------

Ashingda 27
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Posted: 3rd Aug 2011 15:04
@Darkzombies
Storyline are going to be simple and dull. The game revolves around the battle.

I really see no potential for multiplayer, if one person is engaged in battle what will the rest of the players be doing? Battles may take a long time to complete and while in this mode, the gamemap phase is on hold.

Trying to keep it simple, it's just a learning project based off one of my favorite games. Focusing more on the coding than anything else. Notice how the project is so small in size.

Not sure what to add that wouldn't delay this thing from finishing.

Not sure if we can use the demon sprite or the sword because it's just colorized differently. You can already kinda do that with the game's color system. Weapons will not be a different color.

Darkzombies
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Posted: 3rd Aug 2011 20:11 Edited at: 3rd Aug 2011 20:18
okay :/ im fine with it, i just was going all out so we could make money off this, or at least get noticed. I love coding, but it would be cool to have millions of people enjoy the game. They probally would anyway, but we would have a bunch of haters saying its too short. But again, all up to you. I just want to give ideas as this is really cool.

P.S. can i have a job to do? All im doing is giving ideas because i have no idea what i can start doing on the project.

-------------------SIG---------------------------------

Ashingda 27
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Posted: 3rd Aug 2011 22:29
Not really sure about giving jobs. What do you think you can do?

I'd prefer you or anyone else to mess with the codes and see what you can come up with and post the findings instead of assigning jobs.

Everyone has their strong points, some may be better at handling menus and others at dialogs, graphics, algorithms, etc. Dont want to put any pressure on anyone making them do a job, would rather have it up to your own pace and ability.

The MapEditor functions are almost complete, will upload it later after work. Will soon start transferring over the BattleSimulator.

Darkzombies
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Posted: 4th Aug 2011 00:29
kk, i cant really do anything with the editor lol, just tell me when you're done with fixing sprite commands on the main game.

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Ashingda 27
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Posted: 4th Aug 2011 02:00
Update:
MapEditor
- Grass/dirt/sand tiles can be edited now.
- Object and Path tiles can be plotted onto the map now.
- Land tile plots a dirt tile with auto generated shore edges, now working.

CharEditor:
- Fixed some color buggs.
- Added a delete feature.
- Added an insert feature.
- Fixed various variable data.

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Darkzombies
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Posted: 4th Aug 2011 02:03
Are we gonna do multiple maps? Or just the one, cause if we aren't doing anymore, than why do we need the editor?

-------------------SIG---------------------------------

Ashingda 27
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Posted: 4th Aug 2011 02:08
Editor was used to first make the current map. If things needs to be changed or modified then it's done through it. It is practical to know how to make one as every game will need something like to aid creating the game's world.

Reminder: This is a learning project.

Darkzombies
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Posted: 4th Aug 2011 03:52
If it's a learning project, why did you put it on W.I.P. lol.

But it's fine, i need to learn some more as well, i know the majority of the commands, and how to use them, but some i dont, and i also don't know how to keep it clean most of the time. But ill make sure to do rems to make sure of it.

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Ashingda 27
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Posted: 4th Aug 2011 05:07
Quote: "If it's a learning project, why did you put it on W.I.P. lol."
LOL well what do you think W.I.P is for? This is my project, although the goal is mainly to learn and get better is still a work in progress. Posting it up aided me with ideas, motivations and other source of help from other people, something not attainable if I had kept it bottled up.

Anyways there are a lot of things that may need to change, I noticed that the map didn't have enough forest area for that kind of terrain battle so I just went in and add a lot more of it. The character editor is also constantly being used to update data changes. Editors are the key to making a game (if I'm not mistaken).

If you have any questions about the codes feel free to ask, I tried but there are still many chunks of codes without rems.


What I'm trying to get out of this project is:

Create a game that...
- allows customization of the characters.
- is very small in resource size.
- can do a lot even with the small resource size.
- has a fast fps rate.
- has a fast loading speed.
- uses as little memory as possible.
- can run on slower/older machine just fine.
- lastly a game that I myself would want to play.

Darkzombies
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Joined: 25th Dec 2010
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Posted: 4th Aug 2011 06:01
I agree, especially for a learning project. But by putting it on wip, alot of people won't like what you like, everyone is different, i like it, but i still think things like multiplayer would make it even more fun, but some people might not. And im not talking something majorly multiplayer based, i just mean a 100 x 100 troop battle, with another player replacing AI, but it's fine if we don't include that, ill help with whatever.

-------------------SIG---------------------------------

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