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DarkBASIC Discussion / DarkNOOBS Project 3: Adventure Game

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BN2 Productions
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Posted: 27th Mar 2009 08:05
In the tileset, there is the grass block that includes the edges and such, as well as the main piece. Then have a single grass tile that will work seamlessly with the first, but is separate, so that it is ignored by the edge detection.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Ashingda 27
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Posted: 27th Mar 2009 08:47
OMG was I mistaken or what, DBC Sprites does not have Priority setting?

Anyways I would never do Priority or Collision with Sprites, it's SLOW!

Here's a testing of 266 Sprites on the screen, that's 19*14=266, it's the max amout of Object Tiles that can be displayed on the map. I couldn't get the Priority settings to work with the Sprites , if someone can help me with this it'd be great.


Now the same thing with my sort routine with Paste Image at 6000 and it's showing about the same speed as the 266 Sprites. Note: I've posted this code earlier with 1000 objects.


There's a very large difference in performance it's why I never use sprites for these two purpose. There are just much better choices.
BN2 Productions
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Posted: 27th Mar 2009 09:08
Wait...DBC has sprite priority??? Is it just based off of when they are updated?

I agree with sprites though. Never use em unless you absolutely have to. If you can paste your way to success, your users will thank you for it (even if they don't know it)

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Libervurto
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Posted: 27th Mar 2009 15:18
@Ashingda
sorry when I said sprites I meant the characters and objects in the game not actual sprites using the sprite command, the way you are doing it by pasting is fine.

Back to the auto edge discussion: image B is my idea of what the auto-edge would do, where the grass meets the sand its not squared off, the grass has a jagged edge with some sand on the side. That would be a grass tile with a sand edge. Image A shows some tiles that are diagonally split between sand and grass, you couldn't do that with auto-egde.

I've just had a good idea that seems to benefit both sides of the argument. How about we have a single layer for tile images but inside the editor we can paste images onto the selected tile image which will be saved as one image. That way the auto-edge will do it's thing but you could always chuck whatever you want on top to create those effects. I'm thinking of an off screen bitmap that we use to paste images onto the selected tile image and then grab the new image.

The Universe has been erased by a mod because it was larger
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Libervurto
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Posted: 27th Mar 2009 15:29
[Sorry have to dp]
As for the collision detection I don't think it's worthwhile changing to my idea mid-project, and I didn't realise you were using memblocks so speed shouldn't be a great issue. How will it work for things like moving objects?

Do we have anyone else working on this apart from you two? I feel like we need to work on other aspects of the game while the world is being sorted out. Do we have a storyline?
Smartguy was doing something with stat bars.
I'll code some things if you tell me what needs to be done. and I'll try and find BN2s resizing bug in the mean time.

The Universe has been erased by a mod because it was larger
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That1Smart Guy
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Posted: 27th Mar 2009 16:34
pretty much ya its just these 2, my HUD's been done for over a week, wat else needs doing besides the engine and storyline?
Ashingda 27
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Posted: 27th Mar 2009 18:38 Edited at: 27th Mar 2009 19:08
Moving Objects will have a Hit-Box it's the same thing as the Red Collision Tile but it moves around with them. The NPC Collision is a separate routine from the Terrain Collision. The Hit-Box will also be used with Collision when Attacking.

@Auto Edges
I dont care what we use anymore, who's up for coding the Auto Edge routine?

@That1Smart Guy
Alot still needs to be done, as soon as the Map Editor is done there's going to be alot of Map Making!


[edit]
Here's a Testing on the Speed of the Memblock Collision routine. It's testing 266 Collisions, that means that one Character/Enemy who requires Collision Detection with the Terrain is standing at each tiles the map can display at one time. We will most likely just have a max of about 7-10 Characters/Enemy on the screen.

Hold Space to run the Collision routine.
That1Smart Guy
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Posted: 27th Mar 2009 23:35
anything in the way of programming, completely unrelated to the map stuff?
BN2 Productions
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Posted: 28th Mar 2009 08:13
You can start on the engine. We don't have a collision decision, yet, so ignore collision but make sure you include moving code and key presses.

Important:
-Include activation code. So if a player is colliding with an npc, and they press the action button, it will trigger the npc action. You don't need it to be necessarily working, since we don't have collision working yet. But get a framework going that we can work out later with collision.

The rest I leave upt o you as to how to do, ask if you have any questions (I know it is a big undertaking).

BTW TEAM! This goes for EVERYONE! Irojo, haven't seen you in a while, but if you are reading this, any work on the story? If not, or so, switch to this.

Other jobs:
Map design can be worked out before the editor is done, just free-hand it temporarily. It doesn't have to be good, just something that we can build off of when the editor is done.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
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Posted: 28th Mar 2009 18:14
ok ill get started *gulp* but i have no idea how to do this memblock collision stuff u guys talk about so im not guna b able to do the collision system
That1Smart Guy
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Posted: 28th Mar 2009 19:49 Edited at: 28th Mar 2009 19:58
heres the HUD screenshot some1 asked for, i 4get who

for u blondes out there, the white text and lines dont show up in the HUD, just wanted to make that clear
BN2 Productions
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Posted: 28th Mar 2009 20:06
Thats fine, we will get a more advanced member to do it or use ashingda's code

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
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Posted: 28th Mar 2009 20:08
kk, also can whoever made the animation tester repost it cuz i was guna download it to get an idea of how to make the characters animate but i cant find that post
BN2 Productions
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Posted: 28th Mar 2009 20:41
The characters are 64x64 for each frame and they are a 12 frame system. Just switch frames every free loop iterations (play with it until it looks natural).

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
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Posted: 28th Mar 2009 20:44
kk, could u edit the animation images into that post?
BN2 Productions
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Posted: 28th Mar 2009 21:04
I don't have any, ashingda has them.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Ashingda 27
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Posted: 28th Mar 2009 22:29
This is the Character Animation Tileset. You have to cut them up into individual images yourself, I'm sure you can handle that.
That1Smart Guy
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Posted: 29th Mar 2009 00:17
do u still have the source code for ur animaition tester, id like to see if im going about the animation right cuz its not working for me
Quirkyjim
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Posted: 29th Mar 2009 16:03
I can work out a map of some sorts. This week is my spring break. (YAYS!!!!)

Any requests to what it looks like?

~QJ
That's what they WANT you to think...
Libervurto
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Posted: 30th Mar 2009 01:33
I think we should work on the story before making any maps, we can't really design anything until we all have a unified idea of what we're designing.
I feel almost like starting a separate thread for storyline stuff, shall I?

What do we have storywise?
do we have a name for the character?
A loose plot?

Where did you get those images from (assuming you didnt make them yourselves) are there any sprites we could use as enemy bosses and such?
I'm going to have a look back through the thread (seeing as i havent been around) and see if I can get any ideas for a story.
Is this game going to have an in-game cursor?

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BN2 Productions
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Posted: 30th Mar 2009 01:44
For the cursor probably not.

Loose plot:

Main character must save day. To save day, must get something special (sword,armor, item, whatever). Main Character goes through boss dungeon. Main character saves day.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
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Posted: 30th Mar 2009 03:07
nice summary bn2, also i thought i heard ashingda or some1 say they used like AC3D or some modelling software to make the characters, then took pics of them in various poses to get the animation png
BN2 Productions
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Posted: 30th Mar 2009 03:38
Yeah, thats how the characters were done. Tilesets I seem to recall being found then edited.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Libervurto
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Posted: 30th Mar 2009 05:08
@Bn2
thanks, I gave up looking through the thread, there are 373 posts! (i worked that out before realising it says right next to the page number #-()

Finding some magical object is always good, how about the object is broken in several parts or there are a number of objects he has to collect and use their combined powers.
Yeah scrap the first part; having to explain why the object was broken and scattered around the world reminds me of lame games
but the collecting idea will give the player a sense of achievement throughout the game.

OK so there are a group of objects our guy needs to find in order to...
A. cure the king or princess or some important person (his mum even ;P) of some plague or evil spell.
B. defeat an evil and powerful wizard/dude.
C. restore life to his homeland; like it has been cursed and everything has died.
D. get laid
can't think of any other reason for collecting magical things.
Radical thought: what if each object has its own unique powers and... [continued in double post]

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Libervurto
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Posted: 30th Mar 2009 05:16
Radical thought: what if each object has its own unique powers that would benefit the player in some way, and the player could choose the order in which they collect the objects, like a free-roaming game.

ok I'll stop there and see what everyone else adds. We also need a name for the main dude.
There was a thread ages ago where we were making up stupid games and I came up with "The Adventures of Dirk Basic", not sure if that fits the tone of this game but it was quite funny

oh on another note, have you checked the program announcements, your tower defence game has gotten a lot of praise, great work guys! I haven't looked at the furious pickaxe but I'm sure that has good reviews too.

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BN2 Productions
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Posted: 30th Mar 2009 05:55
Quote: "I haven't looked at the furious pickaxe but I'm sure that has good reviews too."


Decent at least. It had a couple bugs that never got resolved, it almost died so the thought was to just finish it and let it be done.

For the story, nice reason. We had discussed trying to keep the game initially short, limited to 1 quest dungeon, the evil palace, and the main characters town/starting area. Though, if there is enough support for a larger game, I can go for it.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
t10dimensional
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Posted: 30th Mar 2009 09:07
one thing about this "darknoob" stuff is that its not noobish at all
and you are doing really complicated stuff.(is this thing first to help noobs?)

im new at this
BN2 Productions
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Posted: 30th Mar 2009 09:16
It is to help noobs. When you look at it, most of the stuff we are doing isn't super complicated (except memblock stuff, but we don't do a whole lot). The idea, though is for noobs to learn on the job. Those of us who are a little more experienced lead the projects and teach them and have them do the actual work.

It probably seems really complicated since we are 3 projects and 377 posts in.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Quirkyjim
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Posted: 30th Mar 2009 16:23
Yeah, this stuff is not really complicated at all, compared to commercial, or even indie-level programming. Plus, it's only Dark Basic so...

~QJ
That's what they WANT you to think...
t10dimensional
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Posted: 30th Mar 2009 18:55
how do i join, i would like to help if i can at all

im new at this
t10dimensional
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Posted: 30th Mar 2009 19:42
how do i join?
i thought your tower defence game was AWSOME

im new at this
That1Smart Guy
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Posted: 31st Mar 2009 02:03
good thing i read the newest posts on the noobs wanted thread, or i might have answerred ur question
BN2 Productions
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Posted: 31st Mar 2009 07:55
Alright, what do we have done on the story so far? Lets get that ironed out now rather than later.

Here is how we will do it, if you have an idea (or even a partial idea) throw it out and we can see what we think of it. For now we are just brainstorming.

Basic flow:
Hero somehow recieves quest (town burned, shipwrecked, divine intervention etc) but can't complete the quest because he/she lacks something. So the hero must quest to find it. Hero goes through some trial to get some item. Hero then goes to finish quest (kill boss, restore peace, plant trees whatever) and goes through the boss cave. Hero saves day.

The end.

Now lets fill in the specifics.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Urist McCoder
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Posted: 31st Mar 2009 17:09
That plot seems kinda... overused. Nearly every Zelda game I've heard of involves that in some way, and the only thing that keeps people buying the new games they make is that there's something new and different.

I really like the idea of the objects being able to be collected in any order you want, though.

Finally, I would like to join, if I can. I'm not to good, but I want to learn more, so this seems like a good way to do it. Is there anything I could do?
Quirkyjim
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Posted: 31st Mar 2009 17:51
First you could post a small program here to show us what you can do.

~QJ
That's what they WANT you to think...
BN2 Productions
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Posted: 31st Mar 2009 20:56
We have revised it

It is now make a basic paint program. It can be as basic or as complex as you want. Use it to demonstrate your skill.

Post it on noobs wanted.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Quirkyjim
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Posted: 31st Mar 2009 21:02
Oh, so it now HAS to be the paint program? Whatever...

~QJ
That's what they WANT you to think...
BN2 Productions
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Posted: 31st Mar 2009 21:44
Yeah just to keep it centralized and easy to compare.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Libervurto
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Posted: 1st Apr 2009 03:48
OK Here's my proposition for the story, open for tweaking and trashing All names are just of the top of my head...

The region of Valleymead is a rich and diverse landscape, home to many cultures and civilisations.

The Arcans are skilled huntsmen, famed for their finely crafted bows. They pride themselves on their vast knowledge of wildlife and survival skills.

The Gromalles are dedicated warriors who have defended their valuable territory in countless battles over the years. Their settlement lies on a mountain laced with gold and minerals; this has been a blessing and a curse as now their once cultured society has denounced art in favour of a strict militarian regime with the intent of protecting their resources.

The Koths are a peaceful island community that practice many forms of wizadry. They have avoided major conflict through superstitious fear spread by stories of evil spells and curses.

(maybe room for a few more civilisations)
It was a mostly peaceful time, but that was until the invasion...

can't read?
Libervurto
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The vast armies of King Omun invaded the province of Kothica, slaughtering women and children and parading their heads through neighbouring towns. King Omun's next move was more subtle; he sent an emissary to Gromillia with the heads of 1000 Koths and a message "I have crushed these wizards with ease, and will crush the Arcans next. If you join with me I will spare your people." The naive and supersticious Gromillian King agreed to join Omun and provided 10,000 soldiers and his private guard of 100 highly trained warriors clad in solid gold armour.
The Arcans fought bravely but were no match for the gigantic combined army.
King Omun brought in reinforcements and enacted the final part of his plan; the trusting Gromalles had suffered many losses in battle and were now a soft target for Omun's reinforced army.

It is now many years after and people have grown used to the occupation of King Omun.
There is hope however: a young Arcan/Gromille/Koth named Tarquin...

can't read?
That1Smart Guy
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Posted: 1st Apr 2009 04:12
i like it xcept for two things:

valleymead? am i the only one who thinks that is an odd name for a region, i know its supposed to be odd but seriously,there should be a limit

this one isnt really important but dont u think the phrase DarkNOOBS or even just NOOBS should be in the plotline somwhere? just a thought
t10dimensional
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Posted: 1st Apr 2009 04:13
-adding to @obese87 stoty-

how about when the invasion comes they,the invaders,take over all the civilisations and capture the people or somthing anyways you are not captured and you have to go to each civilisation and learn the secret arts of the people then defeat the boss of that certain
civilisation after beating all the bosses with the knowledge,or skills, you've learnd from each poeple you can go to the hideout
and defeat the main boss useing all your skills.

feel free to change anything of this in your own post.
sorry for my majer run-on sentance.

im new at this
That1Smart Guy
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Posted: 1st Apr 2009 04:16
its ok, ive had longer
Libervurto
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He has realised that the only way King Omun's forces can be defeated is through a united uprising by all civilisations of Valleymead. He will embark on a quest to unite the marksmanship and cunning of the Arcans with the strength and bravery of the Gromalles and the magic and wisdom of the Koths.

THE END

I was thinking he could go to different towns helping to free them from King Omun's armies and in return they'd join the revolution and give him a special item ie an awesome bow from the Arcans or armour from the Gromilles or a magic staff from the Koths. That part would be free-roaming and then when they're all on your side you'd go to King Omun's palace and kick some ass!

sounds very familiar but maybe you guys have some ideas to make it more unique.

can't read?
t10dimensional
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Posted: 1st Apr 2009 04:24 Edited at: 1st Apr 2009 04:25
should thier be stats in this game or just attachments?
i think their should be attachments no matter what

im new at this
BN2 Productions
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Posted: 1st Apr 2009 09:48
Perhaps the main character is the last surviving Koth. He survived because his parents were social outcasts (one was Koth, the other was a mix of the other two) and lived outside of town, giving his parents time to hide him (in a cave maybe?). Being of mixed blood, he is in a position to utilize all 3 skills: archey, magic, and strength. This also would allow him credibility for the different areas.

Thought 2:

Omun needs a reason for his attack. At first it can seem to be all about the power, but I think he needs some sort of inner drive. Something no one else knows about, even his troops. Whatever his motivation is, it needs to be able to swing both ways. At first the hero simply wants to stop the oppression. Halfway through, though, he finds out Omun's evil plan and vows to stop them.

Any thoughts about the crazy plot twist? All great games need a crazy plot twist at the end.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Quirkyjim
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Posted: 1st Apr 2009 14:45
I think that we still need, somewhere, to add in an "Uber Weapon." Perhaps it's like the only thing that can ?penetrate through King Omun's armor.?

Also, who is King Omun the king of?

I have to ideas:

First, he could just be like a normal villager that rallies a bunch of other people behind him that don't like the way things are going.

Or, he could be a good King gone Evil.

Actually, one more, he could be a King from a far-off (or not-so-far-off-land) that has come to invade Valleymead.

That's what they WANT you to think...
BN2 Productions
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Posted: 1st Apr 2009 21:47
Perhaps he is from an evil dimension/under control of one from another dimension. This could allow for a more, uh, monstrous (?) final boss.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Urist McCoder
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Posted: 2nd Apr 2009 01:44 Edited at: 2nd Apr 2009 01:47
He should be under the control of a giant face that pops out of the ground and has tons of worm-like tentacles coming out of the sides of it that go everywhere and control people that are near it. About halfway through the game you should discover it and have to destroy its tentacles to free the people. The Uber Weapon could be a weapon that can destroy the most powerful tentacles that control Omun. Also it can kill the face.

By the way, I just put that down with no thought about it whatsoever. It could work, though.

If its not to hard, try to have the weapon not be a sword. everyone has swords in their games. They have no imagination.
That1Smart Guy
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Posted: 2nd Apr 2009 02:21
sorry, regardless of wat we call it, the image of it is preset, we dont change the image wen u change weapons, and unfortunately (sp?) the weapon is a sword

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