This is it, another attempt at a group project. This time we won't fail, who's up for the challenge?Me! I'm up for the challenge! Pick me! Pick me! *elbows Gnome* MEEEEE!!!
-Gandolf
I'd suggest you change the interface. Those arrow buttons are for movement, right? The iTunes store won't take that - you'll have to somehow make each tile clickable to move the character across the board. Plus, smooth animation will be crucial.Nonsense my boy. Check out "Crappy RPG" the next time you're on the app store.
Meh. I'm a bit too busy to work on this "full time," but if you need help with anything let me know.Will do.
Me! I'm up for the challenge! Pick me! Pick me! *elbows Gnome* MEEEEE!!!:D
Seriously though, I think this is a great idea and would love to help in all the ways I can. I'm only sorry that I'm incredibly busy at the moment, but I'll throw aside a few sleeping hours if it means taking part in the development of an iPhone game. With your directive Gan, I believe it'll succeed.:) I'll make sure that all development won't take too much time from your schedules or get in the way.
So this humble rogue awaits instructions. What can I do? Need more graphics?At the moment, I believe we have all tiles/sprites we will need. Though I may need some help making the interfaces with a "Ye Olden Tyme" look.
The concept looks awesome btw!Thanks. :)
I'd suggest you change the interface. Those arrow buttons are for movement, right? The iTunes store won't take that - you'll have to somehow make each tile clickable to move the character across the board. Plus, smooth animation will be crucial.QuoteHmm, I'll look into that. The style it has now is a huge aspect of how the game appeals to the user, I don't think a high tech style will fit. I'll look around, hopefully it won't create such a fuss when they realize the great quality of the game and that this was the style designed on purpose. I'll try to keep the controls as simple and user friendly as possible.QuoteIf you'd like me to take on a management position, I'll take it. That way, you could buy me a beer, but you're still my boss:) Yeah, you could have a management position, but free beer? You'll have to climb up the corporate ladder.
Typing this on iPhone, on a 2 hour trip en route to the debate tourney.
By the way, how many of you guys have an iPhone or Xcode iPhone simulator to test?
-Gandolf
P.S I'll check out the Crappy RPG now.
At the moment, I believe we have all tiles/sprites we will need. Though I may need some help making the interfaces with a "Ye Olden Tyme" look.Sure, I'll gladly do graphics for anything, be it sprites, interface or advertisement!
Typing this on iPhone, on a 2 hour trip en route to the debate tourney.Good luck with the tourney. Do you know what you'll be debating? *knows nothing of debate tournaments*
By the way, how many of you guys have an iPhone or Xcode iPhone simulator to test?I have an iPhone, but I don't know anything about developing on one and thus have no simulator.
Ah, this is good. Those with iPods/iPhones can test the app when it hits the app store, those who don't have Xcode can get a link from me. For those with Xcode, you can test the unreleased app on the simulator.I have a link for xCode, but I don't have a Intel Mac
Weekend's finally over, I'll see if I can get you guys a screencast of the tilesystem in a few days. After that we can work on the interface. (that's when I'll need your expertise Silver)
-Gandolf
Hey Gan, what are the pixel dimensions of the iPhone's screen?480 width X 320 height in landscape mode.
480 width X 320 height in landscape mode.Nice, could you send me a snippet of the code? I have always been interested in figuring out Obj-C, and I have never really figured out how Obj-C's syntax worked.
By the way, here is a screencast of the Nav system in a very rudimentary state:
Simple RPG Nav Mockup Video (http://web.mac.com/avisaria/RPGNavEx.mov)
Also, playing around with the iPhone icon syles:
(http://web.mac.com/avisaria/Icon.png)
(Just a test, not actual)
-Gandolf
Nice, could you send me a snippet of the code? I have always been interested in figuring out Obj-C, and I have never really figured out how Obj-C's syntax worked.Yeah, I'll pm you some code later today. You'll find it quite similar to ActionScript syntax.
Anyways, I am still working on getting redRasor.com up and running again, however, I am going to be working on a new game aswellSounds great. :)
Its an RPG, and this time I plan on actually finishing it.
Mist
Now, as for the simple RPG, it's progress will follow a periodic pattern of slow crawl, then sudden leap. The slow crawls will happen across the week days as work clutters my schedule(probably yours too), and the leaps will happen on the weekends where I will probably have endless amounts of free time.Don't pressure yourself to work on it though; that's my consistent mistake with game projects (and as a result I scarcely finish any). Even if it takes ten years to finish the game it'll be a hoot working on it (and an even bigger hoot to update it to the current platform!). Personally I think we'll fly through development, but feeling a need to work rather than a want to work is when things go downhill (for me).
Though to compensate for the slow crawl during the week days, I'll make it an effort to get to bed earlier and wake up 2 hours earlier than I usually do. 3:30 a.m.
-GandolfSure, I'd love to glance at the code before going to bed in the hopes that I'll be brainwashed.
P.S. Do you guys want me to post the Xcode source file for you to download and test in your simulators after each crucial step(Or to study what I have created and how I programmed it)?
Yeah, I'll pm you some code later today. You'll find it quite similar to ActionScript syntax.I would just like the code, because I don't have a readily available version of Xcode on a Intel Mac (Damn buying a G5 the Christmas before they announce that they are switching to Intel...)
Sounds great. :)
Now, as for the simple RPG, it's progress will follow a periodic pattern of slow crawl, then sudden leap. The slow crawls will happen across the week days as work clutters my schedule(probably yours too), and the leaps will happen on the weekends where I will probably have endless amounts of free time.
Though to compensate for the slow crawl during the week days, I'll make it an effort to get to bed earlier and wake up 2 hours earlier than I usually do. 3:30 a.m.
-Gandolf
P.S. Do you guys want me to post the Xcode source file for you to download and test in your simulators after each crucial step(Or to study what I have created and how I programmed it)?
Don't pressure yourself to work on it though; that's my consistent mistake with game projects (and as a result I scarcely finish any). Even if it takes ten years to finish the game it'll be a hoot working on it (and an even bigger hoot to update it to the current platform!). Personally I think we'll fly through development, but feeling a need to work rather than a want to work is when things go downhill (for me).Yeah, true. Though at the moment that need to work is very much like the need to test out the brand new mac that's waiting in the corner to be unpacked. It's a thrill mixed with an irresistible pull...
Sure, I'd love to glance at the code before going to bed in the hopes that I'll be brainwashed.:) The code may burn your eyes a bit, but don't worry; it's very easy to understand and barely complicated. I've commented it a bit to help you guys out, but you may not make any head way in understanding until I make time to clear some junk out and polish a few things. Link is at the bottom of the post.
But anyways, this game's gonna be awesome! *explodes*
EDIT:Yeah of course. You did make the whole tile sheet and sprite sheet so I think it'd only be fair to credit you as the Sprite/Tile/Game Artist.
*implodes*
Hey Gan, can I be credited as Sprite Artist in the first post?
I would just like the code, because I don't have a readily available version of Xcode on a Intel MacAhh, bummer. You may not be able to open the Xcode source file on a PPC computer...
PS. I got a free domain when I switched webhosts, so I also have the domain Agenosworld.com, where, once I get it fixed up, you will be able to see everything about our RPGs based in the world of Agenos.Neat! I'll make sure to keep tabs up on this.
World map, very small world, I'm thinking 5-10 maps total.Thats better than before
Sounds like a Job for TERRIBLE COPY AND PASTE ONTO BIGGER SCREEN WITH TEXT ACTION!!!!!That actually looks not that bad.
(http://img169.imageshack.us/img169/58/ppgmenu.jpg)
f you find one of these interface rough drafts utterly repulsive, than please post your disgust!
:) Awesome, I'll be ready for it.Nice!
Do you guys see what's happening?
We're working as a team! Moving farther than all previous attempts.
-Gandolf
P.S. At the CC Centennial League, I scored 18th place in JV. 20 minute 5 K! (Sure I didn't break my PR of 19:45, but it was great:) )
What do you want me to do, Only skills I have right now to give are vector gfx design (meh) and flash programming (useless) as well as website talent (silver is better).You know way more about websites than me! ;D I'm a graphic designer at heart; I've only been web designing for a couple o' months.
There's something you could do that'd make me incredibly happy though (as well as whatever else you wanna do of course), and that's to have a go at drawing a few sprites. Drawing is such a satisfactory pastime, and there's no wrong way to do it. It would be so awesome if we could build a GMG sprite set with sprites from everyone!That's a pretty good idea... I could put in some of my totally awesome stick figures. (Not quite sure they'd fit in with everyone else's sprites though)
You know way more about websites than me! ;D I'm a graphic designer at heart; I've only been web designing for a couple o' months.I am working on a sprite set for Cantora's Quest atm (its all vector... and the main guy is based off of Zelda's Link... from the NES game... because I suck at sprite design.)
There's something you could do that'd make me incredibly happy though (as well as whatever else you wanna do of course), and that's to have a go at drawing a few sprites. Drawing is such a satisfactory pastime, and there's no wrong way to do it. It would be so awesome if we could build a GMG sprite set with sprites from everyone!
Wait... What if all of us on the Gmg were part of the storyline? That would be so neat!I love it! I was gonna include GMG counterparts of us in Tides of Fáden and even got as far as programming a quest around Teruri's character when my HD went pop. >,<
-The 3 Kings, Ghost, Al and Mike.
- GnomeAgain, The... Gnome.
- WarHampster the fierce Warrior.
- Silverwind the wise Elf.
- Gandolf the dungcart bum.
Just an idea, what do you guys think?
That's a pretty good idea... I could put in some of my totally awesome stick figures. (Not quite sure they'd fit in with everyone else's sprites though)Can't wait to see them, and that's a blood oath now, there's no going back! MWAHAHAHAHA!!!!!
Gandolf may I help with this project? I want credits in it as a first major project. Plus I'm usually bored.
Gandolf may I help with this project? I want credits in it as a first major project. Plus I'm usually bored.Of course! You can help out with anything on the job list, or even just be here for moral support. Either way you get put on the credits list. ;)
I am working on a sprite set for Cantora's Quest atm (its all vector... and the main guy is based off of Zelda's Link... from the NES game... because I suck at sprite design.)I think this sprite creation trend may catch on. Vector art is awesome, I love to see sprites made with it.
If I get something good, I will show you.
If you want something, I will do my best to make it.
Mist
PS. That story sounds funny Gandolf, I would probably be some sort of guy who dissappears for giant chuncks of the storyline, only to show up again and blow everything up :)
I love it! I was gonna include GMG counterparts of us in Tides of Fáden and even got as far as programming a quest around Teruri's character when my HD went pop. >,<Glad you guys like the story idea so much. :D
Can I be a helpful character at the start of the game? Maybe giving general gameplay advice?
Hahaha. ;D We're the bad guys... That's pretty awesome. Though will it allow all of us to have the parts that reflect ourselves and be able to be played and beaten in 20 minutes?Probably.
I like the idea... though us being the bad guys? I'm not particularly in an evil mood at the moment.Pity...
-Gandolf
It was a random idea that I hadExplains my story a little better,
Pretty much we are a group of "sorcerers" known as the Game Maker's Garage who made games that mind controlled people.
We created a massive army of addicted gamers and used them to create a unstoppable nation.
The hero is the only person (Mainly because he is a played character, this game should break the fourth wall alot) who can stop the unstoppable reign of the
Game Maker's Garage
You are entering at the beginning of the game into the lair of the GMG and you need to fight past minor mobs and each of us (the bosses) to reach the goal of finally beating the GMG Ghost and freeing the world from us.
I like Concept 2 better.Yeah of course that is :)
Interface (in-game)
(http://img504.imageshack.us/img504/1515/interfaceingame.png)
NONONONNOONONONOOO @ interface and storyLOL
Story:
It's an alternate European dark ages. You are an aspiring knight traveling around looking for monsters to battle. You hear that a great warrior-king (Mike) has built a magnificent hall and is and looking for the best warriors to join him in civilizing the land and unifying Europe. You eagerly rush off to the hall and offer Mike your services, but discover that it's a trap - the king is really trying to round up all of the land's warriors and kill them so he can take over. Cackling, Mike throws you into the dungeon.
You must battle through the monster-infested dungeon, escape, and defeat Mike once and for all. Along the way, you meet allies in the form of other knights (GMG members) who have also been thrown in the dungeon, and battle knights who have defected to Mike's side (SC members).
I'll make a interface soon.
I though WarHampster's was decent.. Just have Zorphues the demon at the end as the last boss. Also my idea was pretty good with the Kakan's... Maybe the Kakan's threw the main character in, and the final boss is Zorph..
A quick 5 second Gmg Forum logo for the game credits instead of the Rougesoft logo.Eh... If we do add a Gmg logo, we'll also keep the RogueSoft logo. Silver is the head of RogueSoft, created all the great tiles/sprites. Credit's due to Silver, no matter what happens, the logo stays.
NONONONNOONONONOOO @ interface and storyThat's a pretty good storyline, a Sc Vs Gmg approach. Works closer to the goal of having our characters represent us in the game. Though can we fit it in such a tight space as the restrictions allow?
Story:
It's an alternate European dark ages. You are an aspiring knight traveling around looking for monsters to battle. You hear that a great warrior-king (Mike) has built a magnificent hall and is and looking for the best warriors to join him in civilizing the land and unifying Europe. You eagerly rush off to the hall and offer Mike your services, but discover that it's a trap - the king is really trying to round up all of the land's warriors and kill them so he can take over. Cackling, Mike throws you into the dungeon.
You must battle through the monster-infested dungeon, escape, and defeat Mike once and for all. Along the way, you meet allies in the form of other knights (GMG members) who have also been thrown in the dungeon, and battle knights who have defected to Mike's side (SC members).
I'll make a interface soon.
heres mine, although I REALLY like WH's.Pretty good, though it looks like this should be a full blown RPG. Not sure we could size it down to our size.
After 1000 years of peace, the kingdom <name> had softened. The only resemblance of an army was the royal guard, a more ceremonial group which you are a part of. Then all of a sudden all evil in the world suddently united, and the 5 major cities in the world were captured. Its up to you and the guard to put a stop to this.
Main Idea: To create a simple free RPG for the iPhone platform by utilizing the unique abilities of all the members of the Gmg forum.
Just have Zorphues the demon at the end as the last boss.
LOL You know, this could look like GMG and SC members are at war.
WarHampster, Zorphues is a demon. If you looked at my concepts for him on page five you'd probably know that. He has a beastly name.
I'm thinking I should set down some storyline restrictions now:
- Storyline can't be huge. A proper size for it would be the size of Yipe I or II. (Look it up if you've never played it)
- Relevance, all characters/names have to be derived from the Gmg/Gm/Sc with their actual personality as part of the characters.
- Style... Let's follow a brighter, heroic, and adventurous style such as Silverwind's tiles were made for and what Gnome's interface portrays:
It'd probably be good if the conflict in the story was just a problem in a local town, or a few local towns. No huge, death, extinction, bodies on da flow, world wide crisis.
A game can have an epic storyline and still be "simple." I think (and probably other people agree) that a story about a problem in a town would probably be pretty boring.Never said the story couldn't be epic, just not over complicated. Such as a world wide problem would be way too much, unless that world was just around ten maps large.
Never said the story couldn't be epic, just not over complicated. Such as a world wide problem would be way too much, unless that world was just around ten maps large.
Some great examples of town/local problem games are Yipe I/II/III, QOM, Moon Fable which are all completely enthralling.
By the way, those interfaces are looking better Guthan.
-Gandolf
I haven't done this for long so of course mine will take 5 minutes... But they're decent.
I think I'm ready to handle this, so here we go...Now, it might just be me, but I think that the tiles in the picture on the iphone are too big...
Main Idea: To create a simple free RPG for the iPhone platform by utilizing the unique abilities of all the members of the Gmg forum.
Here is the current Simple RPG Xcode source download:
http://web.mac.com/avisaria/SimpleRPG.zip (Only 600kb)
Restrictions:
- Has a max of 5-10 maps. (Can be changed)
- Max map size: 10 tiles width x 7 tiles height.
- Max of 5 talking NPCs per map.
- No max on enemies.
- Controls must be simple.
- Game should take no more than 20 minutes of gameplay to win.
- Special effects: Extremely Low.
- Will follow a QOM-like style.
- iPhone/iPod Dimensions: 480 width X 320 height in landscape mode.
Tile set & Player sprites: (Courtesy of Silver)
(http://209.85.48.12/11610/159/upload/p4563458.gif)(http://209.85.48.12/11610/159/upload/p4563903.gif)
Storyline: (You guys can just sound off any ideas you have)
Undecided.
Team: (Just post what kind of position you want)
*Gandolf - Programmer
*Gnome
*Silverwind - Sprite/Tile/Game Artist
*WarHampster
*Mistron
*Telstar - Management Position
*Swamp7hing
Mock-up Example:
Simple RPG Mock-Up Video (http://web.mac.com/avisaria/RPGNavEx.mov)
Interface Pictures:
-Game Icon: (At the moment)
(http://web.mac.com/avisaria/Icon.png)
-Main Menu: (To be created)
-Gameplay Screen: (Rough Draft)
(http://web.mac.com/avisaria/rpginiphonesimulator.png)
Actual Screen Interface with Correct Dimensions:
(http://web.mac.com/avisaria/Simple%20iPhone%20RPG%20Mockup.png)
-Pause/Inventory/Stats Screen: (To be created)
-Shop Screen: (To be created)
Game Logo Credits:
(http://209.85.48.12/11610/159/upload/p4563462.jpg)
Do we have a logo for the Gmg forums?
This is it, another attempt at a group project. This time we won't fail, who's up for the challenge?
-Gandolf
(Most of the time I subconsciously stick in a line of code, notice what I'm doing but don't understand why I put that piece in. Then I press run, works perfectly, take that piece of code out, run it and it breaks. I then stare at the line of code for five minutes wondering how it did such a thing with usually the purpose comes to me and I'm like, "Aw yes! That's why...", and other times I just get frustrated and leave it be making a mental note not to touch it)That happens to me sometimes.
I'm still chugging along...
(http://content.screencast.com/users/gandolfmatt/folders/Jing/media/2eea97bc-057d-4b8b-aaf1-0960fdcf31cf/00000038.png)
Figured out how to use arrays. :) Working on organizing, reducing code, and making it understandable. (Most of the time I subconsciously stick in a line of code, notice what I'm doing but don't understand why I put that piece in. Then I press run, works perfectly, take that piece of code out, run it and it breaks. I then stare at the line of code for five minutes wondering how it did such a thing with usually the purpose comes to me and I'm like, "Aw yes! That's why...", and other times I just get frustrated and leave it be making a mental note not to touch it)
-Gandolf
Yes, I encourage you to draw sprites! Sprites! Sprites galore! Look around your house for inspiration and have a go at digitizing any objects you think would be awesome in the game.
Need any help? cause this is a group project
Woke up at 5:30 today despite the fact that I had left the light in my room on all night, constantly woke with a start every two hours(one of the times when I had just happened to see thousands of little spider/scorpion things crawling up my blanket) and got up to make fruit loop rice crispy treats. Which I plan on selling at a bake sale for the debate club later today.
Do you mean that you woke because you left the light on?Partially. I fell asleep with my clothes on, the light on, and a simple blanket on top of me. The blanket made my feet cold and the light kept me from getting too deep into sleep.
Spider scorpion things? O.oYeah, I had just woke from cold feet and I could of sworn I saw spider/scorpian creatures crawling up my blanket. They were really tiny, size of spiders, but there were thousands of them. I shortly got rid of them by shaking my head.
Your debate club has a bake sale? Awesome!Yeah, made rice crispy treats with the rice crispies being substituted by fruit loops.
-P.S. Hey Gnome, just put your new interface with the more readable text in. I forgot about it before.Add Gnome's + Silver's interfaces in.
-Finish Nav system.
- Make a few maps to explore.
- Make an NPC.
- Add a talk feature.
- Make a shop menu.
- Make a smart NPC.
- Make the ability to battle. (Any ideas of how the battle engine should be set up from you guys?)
- Add music/sound system.
- Inventory system.
- Able to pick up/use/equip/destroy items.
- Add a level system.
MAP:1
0:0,B=T
0:1,B=T
0:2,B=T
0:3,B=T
0:5,B=T
0:6,B=T
1:0,B=T
1:1,B=T
1:2,B=T
1:5,B=T
2:0,B=T
2:1,B=T
2:2,B=T
3:0,B=T
3:1,B=T
3:2,B=T
3:3,B=T
3:6,B=T
4:0,B=T
4:1,B=T
4:6,B=T
5:0,B=T
5:4,B=T
5:6,B=T
6:0,B=T
6:1,B=T
6:6,B=T
7:0,B=T
7:2,B=T
7:3,B=T
7:4,B=T
7:5,B=T
7:6,B=T
B = Block...and many more when I think of them.
WWH = Warp when hit,when the player hits a tile with this attribute, the player will wap to a map/x/y.
WTR = Warp to right, meaning that when the player moves right from that tile, it warps to a certain map and X, Y.
WTD = Same as WTR but when the player moves down from the tile.
WTU = Same as WTR but when the player moves up from the tile.
WTL = Same as WTR but when the player moves left from the tile.
NPC = Placing of monsters/characters
SPC = Special attribute where you give the number of which special it is.
SND = Sound or music to play.
ITM = Placing an item Item#:X:Y.
STC = Status change, if we go with another idea I have.
MAP:1
0:0,B=T
1:0,B=T
2:0,B=T
3:0,B=T
4:0,B=T
5:0,B=T
6:0,B=T
7:0,B=T
0:1,B=T
1:1,B=T
2:1,B=T
3:1,B=T
4:1,B=T
6:1,B=T
0:2,B=T
1:2,B=T
2:2,B=T
3:2,B=T
7:2,B=T
0:3,B=T
3:3,B=T
7:3,B=T
5:4,B=T
7:4,B=T
0:5,B=T
1:5,B=T
7:5,B=T
0:6,B=T
3:6,B=T
4:6,B=T
5:6,B=T
6:6,B=T
7:6,B=T
Whoops, my mistake. I was reading it y:x. I'm used to doing it the other way with V6.tskTskTsk...
Looking good Gan, looking good.
gridMap$ = new Array (gridSize);
gridMap$ [1] = " 00000010000000";
gridMap$ [2] = " 10000000000000";
gridMap$ [3] = " 00000011111001";
gridMap$ [4] = " 00010010001100";
gridMap$ [5] = " 10000010000100";
gridMap$ [6] = " 00000011090100";
gridMap$ [7] = " 00010001121100";
gridMap$ [8] = " 01000000090000";
gridMap$ [9] = " 00001000000000";
gridMap$ [10] = " 10000000000010";
gridMap$ [11] = " 00000000100000";
gridMap$ [12] = " 01001000001000";
gridMap$ [13] = " 00100001000001";
gridMap$ [14] = " 10000100000100";
Hehehe... yeah, but in my defence I formatted the map key to resemble the room picture:Looks similar to what I thought of doing a long time ago and still use.Code: [Select]At a glance you can see where the obstacles are. If I stored the values in columns rather than rows the obstacles wouldn't be aligned correctly.gridMap$ = new Array (gridSize);
gridMap$ [1] = " 00000010000000";
gridMap$ [2] = " 10000000000000";
gridMap$ [3] = " 00000011111001";
gridMap$ [4] = " 00010010001100";
gridMap$ [5] = " 10000010000100";
gridMap$ [6] = " 00000011090100";
gridMap$ [7] = " 00010001121100";
gridMap$ [8] = " 01000000090000";
gridMap$ [9] = " 00001000000000";
gridMap$ [10] = " 10000000000010";
gridMap$ [11] = " 00000000100000";
gridMap$ [12] = " 01001000001000";
gridMap$ [13] = " 00100001000001";
gridMap$ [14] = " 10000100000100";
- Trust Silver to do things better than the way they teach you to do it in schools.
*Gnomes interest has been roused
yea, JS is sweet, but not as awesome as Actionscript (In my opinion)Oh yeah, I meant to check that out. Can you post some syntax and stuff?
Oh yeah, I meant to check that out. Can you post some syntax and stuff?Syntax is basically identical :P
MistCode: [Select]stop();
//loadTileBitmapData
var sourceTiles:tileMapBitmap=new tileMapBitmap(1,1);
//renderMap Variable Definitions
var rowCtr:Number=0;
var colCtr:Number=0;
var mapRows:Number=7;
var mapCols:Number=9;
var tileNum:int=0;
var destY:int=0;
var destX:int=0;
var sourceX:int=0;
var sourceY:int=0;
var sourceRect:Rectangle=null;
var destPoint:Point=null;
var screenBitmapData=new BitmapData((44*9)+1,(44*7)+1,false,0x000000);
var displayData=new Bitmap(screenBitmapData);
stage.addChild(displayData);
displayData.x=5;
displayData.y=5;
/************
* Tile Maps *
************/
var tileMap1:Array = new Array();
tileMap1.push(new Array(0,0,0,0,9,253,0,0,0));
tileMap1.push(new Array(0,0,0,0,19,0,0,0,0));
tileMap1.push(new Array(0,32,0,0,19,32,0,0,0));
tileMap1.push(new Array(0,0,0,0,19,0,0,0,0));
tileMap1.push(new Array(0,0,0,32,19,0,0,32,0));
tileMap1.push(new Array(0,0,0,0,19,0,0,0,0));
tileMap1.push(new Array(161,161,161,161,162,161,161,161,161));
var colMap1:Array = new Array();
colMap1.push(new Array(0,0,0,0,0,0,0,0,0));
colMap1.push(new Array(0,0,0,0,0,0,0,0,0));
colMap1.push(new Array(0,0,0,0,0,0,0,0,0));
colMap1.push(new Array(0,0,0,0,0,0,0,0,0));
colMap1.push(new Array(0,0,0,0,0,0,0,0,0));
colMap1.push(new Array(0,0,0,0,0,0,0,0,0));
colMap1.push(new Array(0,0,0,0,0,0,0,0,0));
function renderMap(tileArray) {
stage.removeChild(displayData);
//using the data in the array add to screenBitmapData
screenBitmapData=new BitmapData((44*9)+1,(44*7)+1,false,0x000000);
//screenBitmapData.copyPixels(tilesBitmapData,new Rectangle(0,0,32,32), new Point(0,0));
for (rowCtr=0; rowCtr<mapRows; rowCtr++) {
for (colCtr=0; colCtr<mapCols; colCtr++) {
tileNum=int(tileArray[rowCtr][colCtr]);
destY=rowCtr*44;
destX=colCtr*44;
sourceX=(tileNum % 10)*44;
sourceY=(Math.floor(tileNum/10))*44;
sourceRect=new Rectangle(sourceX,sourceY,45,45);
destPoint=new Point(destX,destY);
screenBitmapData.copyPixels(sourceTiles,sourceRect,destPoint);
}
}
displayData=new Bitmap(screenBitmapData);
stage.addChild(displayData);
displayData.x=5;
displayData.y=5;
}
renderMap(tileMap1);
-I tried putting them in the same order I plan on making them.Add Gnome's + Silver's interfaces in.
-Finish Nav system.
- Make some more maps to explore.
- Add in NSTimer to control Npcs, animation, ect..
- Make an NPC.
- Make a smart NPC.
- Add a talk feature.
- Revamp and make all interfaces match.
- Able to pick up/use/equip/destroy items.
- Inventory system.
- Make a shop menu.
- Add a level system.
- Finish toggle button/stats showing on the gameplay interface.
- Make the ability to battle. (Any ideas of how the battle engine should be set up from you guys?)
- Add music/sound system.
- Add automatic save game feature.
Well, her rich nurse friend has bought the brand new iMac... and she has asked me to set it up for her and show her how to use it. She's a brand new mac convert.WOOT!!! GO MAC!!
YOU HAVE A FERRET!!!?Yeah, I have a ferret. Awesome little creature, but gets into and out of everything. Can open drawers, cabinets, some doors, squeeze through tiny places... That's why I'm wrapping her cage with chicken wire.
WOOT!!! GO MAC!!Yeah. :) Where would we be if mac didn't exist?
I should totally take that as a challengeI guess I should take that as a challenge as well. Let's see who can finish their game first. Mistron's Proj. Vs. Gmg's Proj. It's on.
Comeon Mist, finish the skeleton of Cantora's Quest before Gandolf
Now, that will be hard, but I can try
Mist
I just found out about this today. This sounds interesting. I would love to help, but nothing too big, because I'm kinda busy at the moment. :/Any help would be great, especially a story or ideas.
I'll try to come up with a story and maybe I can think of some items, spells, characters, etc.
I guess I should take that as a challenge as well. Let's see who can finish their game first. Mistron's Proj. Vs. Gmg's Proj. It's on.LOL, I doubt I will be able to do it :P
I spent the last two days reading books... so yea, I have totally been productive.Reading is very productive. I'm a very avid reader, though this year has been bad for me as I have no time...
HALP! HOW 2 SAV GROUP PROJECT?(1) I dunno... I haven't actually cracked into it yet and it may not be that bad... I might just have to look into it a bit.
Step 1 - drop the A* npcs. I shouldn't have suggested it, its overly complicated for what we're trying to do.
Step 2 - forget about SC until the engine for this is completely finished.
...I should read more, because it usually seems that I can create arguments with more intelligence and it's easier to think when I'm on a large and frequent reading habit.Thou shouldst not argue at all! Read The Acts a few times a week. I'm reading them on my lunch breaks. :)
Acts from the Word? If so, I'm currently in Psalms. Chapter 80 something... Good book.Hehe... well I was kinda kidding. After all, everyone argues, but yeah I meant Acts of the Apostles.
You're right, when has arguing ever changed someone's mind or done something useful? I should probably think of a new strategy to get a point across.
-Gandolf
It's been a whole year since the realm was plagued by natural catastrophes. Earthquakes destroyed the old roads, floods swallowed up valleys and fields and storms ruined cities and towns.
Now the realm is recovering and mercenaries are needed to open new trade routes, raid dungeons for resources and defend settlements from invading brigand patrols.
But were the catastrophes natural after all... or was there a more sinister cause?
It's been a whole year since the realm was plagued by natural catastrophes. Earthquakes destroyed the old roads, floods swallowed up valleys and fields and storms ruined cities and towns.The plot thickens.
Now the realm is recovering and mercenaries are needed to open new trade routes, raid dungeons for resources and defend settlements from invading brigand patrols.
But were the catastrophes natural after all... or was there a more sinister cause?
Tired of wandering, a group of travelling merchants settle down. With trades of all sorts New Town is sure to flourish, but only if the area can be made safe.
You must venture forth into the surrounding hills and cleanse the area of monster lairs.
This is the way I do it. I make it so the monsters move real time but move really fast. I also give them a decent AI so if you don't move they will get to you in about 5 seconds (assuming they are on the other side of the map with obstacles in the way)Wow! Any chance of seeing the AI code?
P.S. At the moment, movement is all randomized. I could try out the A* tutorials.Am I the only one who understood the logic of that tutorial but couldn't figure out how to program it? ???
while not at the goalAdd in a little random-ness with a range of sight and it'll be good. Enemies will be of fair intelligence though if they are behind a large barrier with a player on the other side in close range, they may never find a way around it.
pick a direction to move toward the goal
if that direction is clear for movement
move there
else
pick another direction according to
an avoidance strategy
Sounds great. :)Well, in view of minimalist work for build 1:
Alright, discussion topics:
* Battle System
-Real Time or Turn Based?
-In either, how will magic(if wanted) be put in?
-How will attacking be set up, animations or movement?
* Inventory System
* Npc Talking
Whoops, sorry. Can't finish my post, outta time. Just answer what I have here or add more questions.
-Gandolf
For the battle system, I believe that turn based would be more work than real time. As for real time I only need to add a few lines of code to npc movement to subtract hp from the player. For turn based I would have to create a whole different interface and set it up with buttons and such.Whoops! My mistake. By turn based I didn't mean a QoM style battle engine, I meant a Yipe! style nav engine. As in, the NPC's turn initiates after the player moves, not on a timer. The battle engine would be the same either way: attack on sprite collision.
For npcs talking....Eh... I don't know what the talking pop up box should look like. Text, buttons, clickable text in response? X in the corner to close it? Npc sprite beside text to show you who you are talking to? If one of you would like to attempt a npc pop up text box mock-up, that would make my life so much easier in implementing it.I'll post a concept soon.
I'm not sure that I'll make an attack button. I would have no idea where to put it, so like in Oberin it'll probably auto-attack.Certainly, and just to clarify what I meant earlier (and what I think TD in implying), I'm not suggesting a button oriented battle system if we go with turn based, simply that the NPC routine initiates directly after the player's routine, like in Yipe!. So when the player clicks one of the arrow buttons and moves to a different grid space, so do the NPCs (directly afterwards).
Oh!
The dishes need cleaning and the bedroom's a mess,
The garden needs weeding and it's causing me stress,
So I'll won't dilly dally and I won't waste time,
I'll get the house tidy whilst singin' a rhyme!
Oh!
Tidying,
Tidying,
Ever more!
Sweeping,
Sweeping,
Up the floor!
Cleaning,
Cleaning,
All day long!
Get the house tidy whilst singin' a song!
On an unrelated yet interesting note: one of the guys I work with was part of the team who designed the sonar system interface for one of the first nuclear submarines ever. Awesome!Whoa.
} else //Move towards target
{
CGPoint targetPosition;
BOOL nextToTarget = NO;
if (npcToProcess.target == -2) {
targetPosition = playerData.playerTilePos;
} else if (npcToProcess.target >= 0) {
NpcData* targetNpc = [allNpcs objectAtIndex:npcToProcess.target];
targetPosition = targetNpc.position;}
int vertOrHorz = arc4random() % 2;
int moveDirection = 0;
BOOL npcMoved = YES;
if (abs(npcTilePosition.x - targetPosition.x) <= 1 && abs(npcTilePosition.y - targetPosition.y) <= 1 && !(abs(npcTilePosition.x - targetPosition.x) == 1 && abs(npcTilePosition.y - targetPosition.y) == 1)) {
vertOrHorz = 2;
nextToTarget = YES;
} else
if (npcTilePosition.x == targetPosition.x) {vertOrHorz = 0;} else
if (npcTilePosition.y == targetPosition.y) {vertOrHorz = 1;}
if (vertOrHorz == 0) { //Vertical
if (npcTilePosition.y < targetPosition.y) {moveDirection = 1;} else {moveDirection = -1;}
if (npcTilePosition.y + moveDirection >= 0 && npcTilePosition.y + moveDirection < [[tiles objectAtIndex:0] count]) {
TileData *tileToGo = [[tiles objectAtIndex:npcTilePosition.x] objectAtIndex:npcTilePosition.y + moveDirection];
if (tileToGo.npcOn==0 && tileToGo.blocked==0 && (playerData.playerTilePos.x != npcTilePosition.x || playerData.playerTilePos.y != npcTilePosition.y + moveDirection)) {
npcTilePosition.y += moveDirection;
npcTile.npcOn = 0;
tileToGo.npcOn = 1;
} else {npcMoved = NO; vertOrHorz = 1;}
}
} else if (vertOrHorz == 1) { //Horizontal
if (npcTilePosition.x < targetPosition.x) {moveDirection = 1;} else {moveDirection = -1;}
if (npcTilePosition.x + moveDirection >= 0 && npcTilePosition.x + moveDirection < [tiles count]) {
TileData *tileToGo = [[tiles objectAtIndex:npcTilePosition.x + moveDirection] objectAtIndex:npcTilePosition.y];
if (tileToGo.npcOn==0 && tileToGo.blocked==0 && (playerData.playerTilePos.x != npcTilePosition.x + moveDirection || playerData.playerTilePos.y != npcTilePosition.y)) {
npcTilePosition.x += moveDirection;
npcTile.npcOn = 0;
tileToGo.npcOn = 1;
} else {npcMoved = NO; vertOrHorz = 0;}
}
}
if (npcMoved == NO) {//Move randomly cause can't move
moveDirection = arc4random() % 2;
if (moveDirection == 0) {moveDirection = -1;}
if (vertOrHorz == 0) { //Vertical
if (npcTilePosition.y + moveDirection >= 0 && npcTilePosition.y + moveDirection < [[tiles objectAtIndex:0] count]) {
TileData *tileToGo = [[tiles objectAtIndex:npcTilePosition.x] objectAtIndex:npcTilePosition.y + moveDirection];
if (tileToGo.npcOn==0 && tileToGo.blocked==0 && (playerData.playerTilePos.x != npcTilePosition.x || playerData.playerTilePos.y != npcTilePosition.y + moveDirection)) {
npcTilePosition.y += moveDirection;
npcTile.npcOn = 0;
tileToGo.npcOn = 1;
}
}
} else { //Horizontal
if (npcTilePosition.x + moveDirection >= 0 && npcTilePosition.x + moveDirection < [tiles count]) {
TileData *tileToGo = [[tiles objectAtIndex:npcTilePosition.x + moveDirection] objectAtIndex:npcTilePosition.y];
if (tileToGo.npcOn==0 && tileToGo.blocked==0 && (playerData.playerTilePos.x != npcTilePosition.x + moveDirection || playerData.playerTilePos.y != npcTilePosition.y)) {
npcTilePosition.x += moveDirection;
npcTile.npcOn = 0;
tileToGo.npcOn = 1;
}
}
}
}
if (nextToTarget) {
if (npcToProcess.aggressive == 1) {//INITIATE BATTLE SEQUENCE!! ATTACK! ATTACK!
[self npcAttack:npcToProcess currentMapTiles:tiles allNpcs:allNpcs];
}
}
}
Good god. COMMENT YOUR CODE.Yeah... I think you may be on to something.
All I saw in that code was "tileToGo" and I thought of this.:)
You guys have probably seen the little preview present in the Merry Christmas (http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=news;action=display;num=1261701894) topic so...
. I have a 5 hour road trip ahead of me so all I'll really be able to do is code, check the forums on my phone, and read the programming book.You forgot sleep.
Oh... not even the flash/jing videos?wow, that looks real cool, sinse its for the iphone are you gonna sell it for a dollar like an app?
Right click, download this and try to open it once downloaded:
Latest Sneak Peak Video (http://web.mac.com/avisaria/RPGSneakPeak.mov)
-Gandolf
I have independent programming class for an hour and a half.
(or Zune if wanted).
Hey WarHampster, I pressed Review and stuck up my files on the repository but I believe it only added new files. I don't think it updated the other files which I had edited. Should I press commit or erase all old files and upload all the new files?
Second day of Independent Programming was a success! Today I fought violently with CGColorRef and won. Then I learned how to get the width and height of a piece of text I wished to draw. And finally... The item system's logic is finished, and when you step upon an item, a dialog pops up showing the sprite of the item next to the name of it. I am still changing the interface to look as I want it and I need to add the description with the button to pick it up. Though that's simple work, all the main systems will be finished at the end of next Independent Programming class.Is this progress I smell?
Does the iphone SDK work on osx 10.4?
Link me ;)
Ah, I told you guys I'd post up a movie of the item system so here it is:I wonder what the inventory will be like (equipping items and such)
Item System Preview (http://web.mac.com/avisaria/itempreview.mov)
Well, I'm making this simple. The inventory consists of being able to hold only 1 of each item(realisticly) except potions and gold. When you pick up a piece of armor/weaponry it equips automatically. I'm thinking of allowing easy use of potion drinking by tapping your potions in the side bar.
-Gandolf
Just re reading a few things and I noticed the first post could do with an update. The job roles aren't up to date is all. :)
Update! (http://screencast.com/t/MjIzNDc0Mjk)
-Gandolf
I've thought through every nook and cranny with this and have found a way.That is most efficient and an excellent use of trigonometry BTW.
With a 480x36 lightning bolt it'll be able to reach the furthest parts of the screen. Using some trig I can make a right triangle with the player as the origin and bad guy as the opposite point. Using that I need to find the hypotenuse and I can do that with trig or pythagorean's theorem. The lightning bolt will be riding the hypotenuse so that'll be the length. By changing the lightning bolt's image size I can chop it to the right size so there'll be no need for resizing. Thus the image is preserved.
Now I have the right size of the bolt I need to rotate it towards the bad guy and place it so. Using cos I can get the angle of rotation. Set rotation with the the correct size and bingo!
Ah, no prob, I was just wondering whether or not to upload the PSD. Here's a flat copy anyways:Just a small, knit-picky UI suggestion:
(http://img694.imageshack.us/img694/3337/savescreen.png)
Any good?
Just a small, knit-picky UI suggestion:I'm not so sure. The whole game is mostly right thumb oriented. The right thumb rides along the right side of the iDevice, it'd be easier to tap Play which is right next to the right thumb. Though if the player used an index finger then that could lead to trouble.
I would switch your button order so PLAY is on the left and DELETE is on the right. YES/NO and OK/CANCEL button pairs are usually displayed in that order, so I'd say it's what people are used to. I'd hate to accidently delete my game because of muscle memory. If you prefer having PLAY "on the end" then I would just flip the whole layout; buttons on the left (PLAY/DELETE) and the save files listed down the right.
Awesome.That's up to WH, I'm ready for maps at any time you guys are.
When can I start mapping.
Solution: I shall implement a pop up window that asks if they are sure they wish to delete the game file.That should be in there anyway.
I'm not so sure. The whole game is mostly right thumb oriented. The right thumb rides along the right side of the iDevice, it'd be easier to tap Play which is right next to the right thumb. Though if the player used an index finger then that could lead to trouble.Good point. I didn't look at it that way.
I would switch your button order so PLAY is on the left and DELETE is on the right. YES/NO and OK/CANCEL button pairs are usually displayed in that order, so I'd say it's what people are used to. I'd hate to accidently delete my game because of muscle memory..Yeah, the original design was like that, but I copped on to what Gan said about the player's thumb being on the edge. I'm not entirely sure its better though. What do you think? (having taken the thumb thing into account)
Yeah, the original design was like that, but I copped on to what Gan said about the player's thumb being on the edge. I'm not entirely sure its better though. What do you think? (having taken the thumb thing into account)
Honestly? After some more thought, I realized I was just wrong:You and me both. :-X
In all seriousness though, will you be using the buttons as they appear there, or will you be using prefab buttons from the interface builder? If you're using your own buttons, you may want to consider making them graphically different just so they stand apart from each other. If you're using prefab buttons you can easily do that by changing their colors/opacity.I assume we're going with the buttons as is (make them darker when clicked or something) but that kind of thing is entirely up to Gan. I'm not sure which is easier.
I have added in a very basic spell system with lightning as the first spell. At the moment I've made it cast lightning everywhere on the map you click. It does work but I believe I need to fine tune it as the bolt tends to go in a direction of 360 minus your current angle. So yeah, very basic and needs a bit of work. Though I won't be able to work on it during the weekend do to *certain situations.Cool! Can't wait for a video. :)
-Gan
*Such as forgetting my computer in Independent Programming class and not having access all weekend.
So for the beam spells, you mean that the enemy is damaged for as long as the player holds the beam on them? Thats awesome!!Whoa, that wasn't my idea but it's brilliant nonetheless! I like that idea, it's so new, unique, and original! A beam that stays on until your finger is released or energy runs out...
I like the marksman idea as well, it will make it so the player needs to have some twitch skill as well as a high level.Yeah. :)
Whoa, that wasn't my idea but it's brilliant nonetheless! I like that idea, it's so new, unique, and original! A beam that stays on until your finger is released or energy runs out...
Yeah sure. :) Though only when I get back to my mac. Also you guys gotta be patient, that's a lot of stuff to put in.
lol, thanks. That is now officially my idea, do you think you can implement it?
I'm going to focus on research, broadening my horizon, and a bit of a new project that actual is an old project...avisaria?
-Gan
Lightning in Action! (http://screencast.com/t/NjJjN2I4NT)
What do you guys think? There are a few kinks I'm working out but do you like or not like how lightning works?
If you like this method, should lightning zap any bad guy in it's path or should it target onto one bad guy in the range of where the player is touching?
-Gan
You know, this wasn't the first town to try and settle here.There was this other one that settled to east. I think they got overrun by monsters, but I bet there may be some useful loot still there :D
Quest Suggestion:That sounds great. :)
The Gmg is banding together to create an iPhone RPG. Using all our talents and resources we have come quite far to the goal.
Silver lended tiles, WarHampster vamped them, I'm programming them, the guys in the other thread are making maps, and many other smaller but quite important jobs are being made.
Should be getting the dev license on April 9th for the iPhone RPG to be put on the app store.
-Gan
Tiles are largely done, World Editor wil make mapping a breeze, I'm currently recoding the engine, interface looks good but may need revamped, we haven't discussed music yet...
We're definitely getting closer to our goal though depending on everything we want to add with the storyline and such...
I can't quite say if we're close but we've certainly come a long way.
-Gan
P.S. I should get the developer's license on April 9th. I'm aiming for the iPhone RPG to be at least playable with the storyline by then.
Who contributed ?The Gmg. Literally, nearly everyone though our main guys right now are WarHampster, Silver, and Gnome.
At the track meet I handed my iPhone to one of my friends and he immediately clicked the iPhone RPG. :) Turns out he was lured by the icon and caught by the graphcs. He was disappointed when the player wouldn't move. I was still recoding. :D This has motivated me to get moving. Been quite buy with sports and school though. :/
The way me and silver have it planned out. you get most "XP" from Story, while most gold and items are found through side quests and secrets.
It appears that you can only do 1-1 on video... Any better choices?
I feel somewhat compelled to make an RPG myself now. Or pick up Iphone development and join in.Then come on! It's a whole new world of wonders... :)
You dad is a gamer?Nope, though I like to show what I've made to him.
At the moment we're ready for more maps.
-Gan
;)
I guess thats my que.
ajfkelvkfjquiutnflskajwlajfkgprkqnwmia@me.com
The bold is my e-mail address.
Mine's dropSilverAMegaUltraAwesomeLine@yahoo.co.uk, minus the mega ultra awesome.
In class at the moment but at a lack for better things to do I'll just start playing the iPhone RPG and noting things here I'd like to change:Ooh, forgot two main things...•Add Loading text to loading screen.•Make lightning bolt on loading screen animate more.•Add potions to the Stats screen as a button that you click to use.•Make it so you can hold your finger on the key pad to move instead of constantly tapping.
•Optimize tile and map drawing code to be much faster.
•Only redraw screen if npcs are in the view and moving.
•Put more features from World Editor in iPhone RPG.
Now I just gotta do those changes and continue coding into the game. What I have planned is:
•Add in AI to move towards the player.
•Add in items that you can pick up/equip/use. Have items as a whole NSMutableArray by itself that gets saved.
•Put hand-to-hand combat collision back in.
•Make a special trinket that'll allow the player to shoot lightning at the cost of mana.
•Make NPC drop items and also give exp.
•Make dead npcs respawn if they're suppose to.
•Put in leveling system depending on EXP.
•Put in damage stat system.
•Put in event system to show what's happening at the moment. Talk boxes, ect...
•Insert music if we have some.
At the moment we're ready for more maps.
-Gan
Also, is there still any chance I could help with sprites?Yes, get drawing! ;D
We can never have too many sprites. Sprite! Sprites! Sprites galore!:D Can't wait.
I haven't had a chance to work on the scorpion or the bosses yet, but I'll let you know when I start.
- (void)thinkNpc:(int)npcNum {
//Think on what to do
//Then call moveNpc
WorldNpc* npc = [npcs objectAtIndex:npcNum];
NpcData* npcsData = [npcData objectAtIndex:npc.npcNum];
if (npcsData.canMove) {
if (npcsData.movementStyles == MoveRand) {
[self moveNpc:npcNum direction:rand() % 5];
} else if (npcsData.movementStyles == MoveToPlayer) {
/** Directions
1 = Left
2 = Right
3 = Up
4 = Down
**/
int HorzVert = rand() % 3;
if (playerData.playerTilePos.x == npc.currentTile.x) {HorzVert = 2;}
if (playerData.playerTilePos.y == npc.currentTile.y) {HorzVert = 1;}
if (playerData.playerTilePos.x < npc.currentTile.x && HorzVert == 1) {
[self moveNpc:npcNum direction:1];
} else if (playerData.playerTilePos.x > npc.currentTile.x && HorzVert == 1) {
[self moveNpc:npcNum direction:2];
} else if (playerData.playerTilePos.y < npc.currentTile.y && HorzVert == 2) {
[self moveNpc:npcNum direction:3];
} else if (playerData.playerTilePos.y > npc.currentTile.y && HorzVert == 2) {
[self moveNpc:npcNum direction:4];
}
}
}
}
Ah, no. A* is lots of code, very complex, and very CPU intensive.A* is not that complex. I find it quite simple actually, it just makes sense.
My code is very little, very simple, and very easy on the CPU.
I have it so that the npc tries to move directly towards the player. Though if there's something in the way, it'll pick a random direction to get around. Very effective, makes it look like the NPC is actually deciding on how to get around instead of following a set path to get to the player.
-Gan
I understand the logic but couldn't keep track of the order to calculate things in when I sat down to do it. Could you make a version Mist?What language? It would be next to impossible for me to do in GameMaker (I would be just writing the code in a text file, as I don't have easy access to a Mac anymore)
Oh I don't mind, I'd just love to see it in action. :)Ok, if I get some free time I will make you one.
Yeah, way too LoC heavy for GM. ;D
(Also you have to take into account that fingers aren't see through and thumb length varies)Yeah, its surprisingly irksome.
Actually that sort of movement would be cool... left hand could direct the character and right hand would shoot lightning and stuff.Wouldn't work. The rpg wouldn't know which finger is meant for lightning and which for motions.
Yeah, I'm most comfy with the D-pad too. As for the location of the D-Pad, I'm a righty. :PMost iPhone games have the joystick on the left, and the combat or other type of tapping controls on the right.
We'll be taking advantage of multiple-touch with lightning but needing the accelerometer could get annoying at times. Especially playing in a vehicle or having a glare on the screen.
-Gan
P.S. Compass sounds great. Silver, when you change it could you also move the whole pad up a bit so it's centered vertically in the space below the toggle button?
LOL! A "nighty" huh? Riiiiiiiiiight...Yea, How did I mess that one up...
You just have to think outside the box... it's a touch screen phone - a multi-touch screen, no less - and you have an accelerometer as well.
I was actually referring to their whole GUI and how it was set up... though...What are these other stats? can they not be hidden in a character card?
Our pad's connected to the stats bar. If we removed it we'd just have empty space and the pad would restrict more viewing area. They've set it up for many buttons and few displayed stats. We've set ours up for few buttons and lots of stats.
-Gan
If we used that GUI we could practically take their storyline as well. Not sure I like the card idea too much. I like all the stats present at any time you just need to glance. Though a wide view area would be nice.So far, the only other stats I can see being displayed that are not represented in this interface are the name, the equipment, and the number of potions.
-Gan
P.S. Our current movement pad is a mix between joystick and buttons. You can use it as either and it works.
Also, why is the pad not appropriate for the iRPG? I think that using a control system that people are used to is a generally good idea.
Just because people are used to it doesn't mean that it's any good.
With your logic, we should all still be using DOS, or even Altair-style flip switches.
And by your logic, we should make something extremely complicated, just to be original.
My rarely used motto is: Don't complain if you don't have a solution.
I am sorry if you do not like my view of how the game was meant to be made. I was simply making an assumption, and though it may be incorrect, I made it, and meant no offence.
It's a damned bloody iPhone and you're not even using the features. At least Gan was open to ideas. I'm not a damn iPhone developer or interface designer, I just thought that if you are going through all the trouble to make a game for the iPhone and only the iPhone then you should at least do something to acknowledge the iPhone's unique features. Otherwise you might as well double-scale the graphics and release it for the Mac.
I'm done here, you can do whatever you want. Write a gameboy emulator then write a gameboy RPG for all I care.
(http://1.bp.blogspot.com/_RlftZfzHU-s/SJM0qXF2cFI/AAAAAAAAAB8/JbvjJQu3g9A/s400/CalvinHobbsCalmDown.jpg)
It's a damned bloody iPhone and you're not even using the features. At least Gan was open to ideas. I'm not a damn iPhone developer or interface designer, I just thought that if you are going through all the trouble to make a game for the iPhone and only the iPhone then you should at least do something to acknowledge the iPhone's unique features. Otherwise you might as well double-scale the graphics and release it for the Mac.
I'm done here, you can do whatever you want. Write a gameboy emulator then write a gameboy RPG for all I care.
Ah don't worry. I tend not to talk very much and Silver has an awesome accent.L.O.L.
Wow! Nice going Gan. Potions look cool too. :)Yeah they do. ;) You made them.
Basically, we're doing it Broadway style (http://www.youtube.com/watch?v=eE9ycVBSZa8) now.LoL, not sure what to say to that... However, I did a little reading, and I realized I haven't seen much in the way of a battle system yet...
Hmmm... would there be any gain in having a floating toggle button in the lower righthand corner to maximize space in the stat field?Probably not... I'm sure we'll have enough stat space. Though just gotta keep the toggle button close to the pad to maximize space.
Basically what I've been saying is I wanted to throw some ideas around because if you all know where the story is going I want to help with ideas.Great to have you onboard! Don't wait for us to give you a job: do whatever you fancy. We need entity and scenery sprites, music and SFX, NPC descriptions + dialogue, a table of enemy characteristics and an item glossary.
Estimating outrageously incorrect release dates for my games since April 2007.
And I have until Friday which stinks because for some reason I thought it was out a lot sooner...You guys are lucky, I am not out till the 11th. Then I get finals :(
And Finals are here so it may be a while before I can do much as well. However, I had one idea that I've thought about enough to post on the story ideas...
We need a good standard border to use for all the messages and whenever characters are talking. And also a good font to use throughout the game for consistancy. One that doesn't look like it was randomly picked out from the font menu.I still think so...
I decided to try out smooth movement:the blocky is better, i wouldnt use smooth movement unless you plan on animating the character walking, which you shouldnt, im for simplicity and the blocky movement is already done with no bugs. put all the fancy features aside for a sequel
http://screencast.com/t/OTNjODBmOTQ
Which do you like better?
-Gan
i'd try to explain but you should probably just google "steam punk". I think it's pretty cool but it might not be a good idea because of the "simple" part.I still think you should look at this in Wikipedia when you have time Gan. :P
OK so I was gonna tell Silverwind cause he wanted to know what I'm working on but then I figured I might as well tell everyone else.
Well I am animating stuff (i think you saw my youtube account) and also i like deviantart a lot. ;D http://onronc.deviantart.com/
I've focused on the art more lately.
I guess I should get back to the RPG I started where you are put in jail (wrongly accused of a crime) and are lucky enough to find a tunnel in your cell that was covered up rather hastily but it leads to... Well I guess I should finally work on it again so I can show you guys. XD
That and I'm workin' backstage in that Oz play because my dad works at various theaters and he made me help. :)
EDIT:
I've fixed the link for dA.
That's also another problem, lack of direction and organization.Me and my buddy from Real Life were actually getting together a pretty solid story. I just never pieced it together completely on the GMG. It's there, just not organized that well. :P
Heck, I'm still sorta confused on what the storyline is.
I still have the source, a little old and messy. I could post it up for you guys to play with. I have learned tons since I shelved the iRPG.
Of course if ever a revival were to happen we'd need a leader. Not me.
Someone with motivation, direction, organization, determination, and the right attitude. Probably Eq.
-Gan
. Why can't I make games anymore?!thats just a phase. also the games your trying to do now are to advanced for gm. gm is too anti-user-friendly for anything moderately advanced and makes designing a game frustrating. makeing a game needs to be fun and easy. there was no way i was gonna make anything until sc got sprite sheets cause i had to import like 200 individual sprites for stans world 2 and theres no way i was gonna go through that again. i dont know what the learning curve is on java but i say use sc, the coding is the same as gm so you should be able make an easy transition, plus it would be like releaseing the chains with all the user friendly features. the only difference are things like instead of typeing "key down" in gm, in sc you just put the code in a seperate keydown section
So there's no one else here who can help program this one? :(gan is the only one here that can program for the iphone. and besides, you need alot more than that, you need to make tile sets for all those areas, and what about icons for items and equipment? maybe they can be displayed as text. then you need level designs and stat tables. you have good ideas, i like how the town accumulates people over time. you should start making the tile sets, theyre easy to do and rewarding and it might get the ball rolling and motivate others to join