Game Maker's Garage Forum

Game Maker's Garage => Group Projects => Topic started by: Gan on October 12, 2009, 10:58:04 AM

Title: The iPhone Project
Post by: Gan on October 12, 2009, 10:58:04 AM
I think I'm ready to handle this, so here we go...

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:
OUTDATED

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Tile set  Player sprites: (Courtesy of Silver) OUTDATED
(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 - Interface Designer
*Silverwind - Sprite/Tile/Game Artist
*WarHampster - Tile Artist
*Mistron
*Telstar - Management Position
*Swamp7hing- Soon to be map maker

Mock-up Example: OUTDATED
http://web.mac.com/avisaria/iPhone-SimpleRPG-Nav-Vid.swf

Interface Pictures: OUTDATED
-Game Icon: (At the moment)
(http://web.mac.com/avisaria/Icon.png)
-Main Menu: (To be created)
-Gameplay Screen: (Rough Draft) OUTDATED
(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
EDIT: Sunday, Jan. 31, 2010:
I have labeled some things as outdated and updated other things. I will probably replace some of the outdated things later.
Title: Re: The iPhone Project
Post by: Gnome on October 12, 2009, 11:09:11 AM
sure, even if we don't make it its bound to help me learn a new language.


Title: Re: The iPhone Project
Post by: Gan on October 12, 2009, 11:32:39 AM
:) That's the spirit.

Here's a brief mockup of the interface:
(http://web.mac.com/avisaria/Simple%20iPhone%20RPG%20Mockup.png)
Layout running in iPhone Simulator:
(http://web.mac.com/avisaria/rpginiphonesimulator.png)

I'll make a screencast of the tile system in action later, as I have a debate tournament starting in 29 minutes...


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on October 12, 2009, 12:49:30 PM
Meh. I'm a bit too busy to work on this "full time," but if you need help with anything let me know.
Title: Re: The iPhone Project
Post by: Silverwind on October 12, 2009, 01:36:43 PM
Quote
This is it, another attempt at a group project. This time we won't fail, who's up for the challenge?


-Gandolf
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.

So this humble rogue awaits instructions. What can I do? Need more graphics?

EDIT:

The concept looks awesome btw!
Title: Re: The iPhone Project
Post by: Telstar5 on October 12, 2009, 01:58:48 PM
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.

If 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 :P
Title: Re: The iPhone Project
Post by: Silverwind on October 12, 2009, 02:24:00 PM
Quote
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.
Title: Re: The iPhone Project
Post by: Gan on October 12, 2009, 02:34:47 PM
Quote
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.

Quote
Me! I'm up for the challenge! Pick me! Pick me! *elbows Gnome* MEEEEE!!!
:D
 
 
Quote
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.
 
Quote
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.
 
Quote
The concept looks awesome btw!
Thanks. :)

Quote
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.
Quote
Hmm, 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.

Quote
If 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.
Title: Re: The iPhone Project
Post by: Silverwind on October 12, 2009, 02:55:42 PM
Quote
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!

Quote
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*

Quote
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.
Title: Re: The iPhone Project
Post by: Mystor on October 12, 2009, 05:40:27 PM
I have the iphone itself, 1st gen if that matters to anyone, and I can test it, however, I do not have a working version of xCode tools that I can use.

I can test, but I can not help too much.

I could make a website? (Wait, damn, everyone else is way better at that than me)

lol,
Mist
Title: Re: The iPhone Project
Post by: WarHampster on October 12, 2009, 06:17:12 PM
I have an iPod touch.
Title: Re: The iPhone Project
Post by: Gan on October 12, 2009, 08:37:14 PM
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.

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
Title: Re: The iPhone Project
Post by: Mystor on October 12, 2009, 09:29:44 PM
Quote
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.

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
I have a link for xCode, but I don't have a Intel Mac
My only easially avaliable mac is a G5, and you can't run the iPhone stuff on a G5

I can help in any way you want too, but I can't think of anything off of the top of my head.

Mist
Title: Re: The iPhone Project
Post by: Gan on October 13, 2009, 07:34:24 AM
No worries, there are many other things that can be done besides testing. Once the proverbial ball gets rolling, all of you will turn out to be crucial developers in the success of this app.


-Gandolf
Title: Re: The iPhone Project
Post by: Telstar5 on October 13, 2009, 10:24:56 AM
iPhone ownership...? Yeah, um, about that... :P

I have xCode though.
Title: Re: The iPhone Project
Post by: Silverwind on October 13, 2009, 04:53:40 PM
Hey Gan, what are the pixel dimensions of the iPhone's screen?
Title: Re: The iPhone Project
Post by: Gan on October 13, 2009, 07:08:01 PM
Quote
Hey Gan, what are the pixel dimensions of the iPhone's screen?
480 width X 320 height in landscape mode.

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
Title: Re: The iPhone Project
Post by: Mystor on October 13, 2009, 08:36:00 PM
Quote
480 width X 320 height in landscape mode.

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.

Anyways, I am still working on getting redRasor.com up and running again, however, I am going to be working on a new game aswell

Its an RPG, and this time I plan on actually finishing it.

Mist
Title: Re: The iPhone Project
Post by: Gan on October 14, 2009, 07:31:52 AM
Quote
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.

Quote
Anyways, I am still working on getting redRasor.com up and running again, however, I am going to be working on a new game aswell
 
Its an RPG, and this time I plan on actually finishing it.
 
Mist
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)?
Title: Re: The iPhone Project
Post by: Silverwind on October 14, 2009, 08:49:26 AM
Quote
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.
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).

Quote
-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)?
Sure, I'd love to glance at the code before going to bed in the hopes that I'll be brainwashed.

But anyways, this game's gonna be awesome! *explodes*

EDIT:

*implodes*

Hey Gan, can I be credited as Sprite Artist in the first post?
Title: Re: The iPhone Project
Post by: Mystor on October 14, 2009, 06:22:47 PM
Quote
Yeah, I'll pm you some code later today. You'll find it quite similar to ActionScript syntax.

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)?
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...)
And dude, don't lose sleep over making this game, no matter how awesome it is, its not worth losing sleep over.
[offtopic]
Once Gorfmasta and I work out the details of the story (He originally made the universe which the game is based off of, "Agenos") I will get started on it. The game will be more "open world" than some other games, however, it will also have a main storyline of quests that you have to do around every few levels that may change the environment or unlock new areas.
Currently I am looking at around 30-40 levels of gameplay, contemplating having the main story end at 30 then letting you explore the rest of the time in dungeons (Mebbie including Something like the Caverns of Time in World of Warcraft where you can go back to past events and beat them at a harder difficulty)
[/offtopic]

Wow, I just realized how completely off topic this entire post was...
Not going to delete it though, because, well, whats the point.

If you are actually interested in just the iPhone Project skip everything from the [offtopic] to the [/offtopic]

Mist
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.
Title: Re: The iPhone Project
Post by: Gan on October 14, 2009, 06:49:24 PM
Quote
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...
...I walk past it many times a day... I can't help but think of it every waking moment... then finally when I have nothing else to do and no one else is around... I walk up to it... open the door and... grab the ice cream carton to enjoy a blissful 5 minutes of gorging on the couch... ...just to feel guilty for 2 hours later. (Just a random story I heard, goes along well with what I'm feeling, besides the guilt)

Quote
Sure, I'd love to glance at the code before going to bed in the hopes that I'll be brainwashed.

But anyways, this game's gonna be awesome! *explodes*
:) 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.

Quote
EDIT:

*implodes*

Hey Gan, can I be credited as Sprite Artist in the first post?
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.

Here is the Simple RPG Xcode source download:
http://web.mac.com/avisaria/SimpleRPG.zip (Only 600kb)


-Gandolf
P.S. I think I'm going to head up and edit the first post with the most recent info.

Also, just noticed Mist's post, EDIT:
Quote
I would just like the code, because I don't have a readily available version of Xcode on a Intel Mac
Ahh, bummer. You may not be able to open the Xcode source file on a PPC computer...

Quote
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.
Title: Re: The iPhone Project
Post by: WarHampster on October 14, 2009, 07:15:08 PM
How did you make the icon?
Title: Re: The iPhone Project
Post by: Gan on October 14, 2009, 07:19:23 PM
I found a very amazing site where all you have to do is enter a 57x57 pixel image and it creats the icon for you:
http://www.midnightmobility.com/iphone-icon/


-Gandolf
P.S. Does this look better with or without the glossy glare?
(http://web.mac.com/avisaria/apple-touch-icon_flat.png) or (http://web.mac.com/avisaria/Icon.png)
Title: Re: The iPhone Project
Post by: Silverwind on October 15, 2009, 05:54:19 AM
Those are nice, but the sprite's kinda stretched. Here's one I just created from scratch:

(http://img61.imageshack.us/img61/6748/iconr.png)
Title: Re: The iPhone Project
Post by: WarHampster on October 15, 2009, 06:40:19 AM
Awesome, thanks.
Title: Re: The iPhone Project
Post by: Gan on October 15, 2009, 06:48:59 AM
Ah wow, that looks so much better...


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on October 15, 2009, 07:23:32 AM
Here's the .PSD: http://www.mediafire.com/?txdjyyzwjzy

Now you can all go iPhone app icon nuts! Yippee!

EDIT

I've updated the file. Now it contains a variety of colourful buttons as well as an assortment of optional effects.
Title: Re: The iPhone Project
Post by: Swamp7hing on October 15, 2009, 07:40:50 PM
How can I help?
Title: Re: The iPhone Project
Post by: Gan on October 15, 2009, 08:31:17 PM
I hear rumors that you are a professional music designer...
If you wanted, you could create some neat RPG-ish mideval-like music that could loop across the whole game as the player plays.

Though it isn't of dire importance at the moment, there are many other jobs:
- Storyline Creation (Biggy)
- Interface Designer (For me, I use a primitive paint program and start with something rough, usually a box and just add, move things around, test it out)
- Skills of player, magic, weaponry, armoury, ect... (Maybe no magic, may complicate it a bit)
- Monster chart, sprite w/ skills, stats (Monsters are on Silver's sprite sheet)
- Overall stat chart
- World map, very small world, I'm thinking 5-10 maps total.

At the moment, those are all the most important jobs. Though whichever you guys plan on doing, it has to be extremely simple and basic.
My current jobs are programming the game in Xcode and making some interface rough drafts in PaintBrush.


-Gandolf
Title: Re: The iPhone Project
Post by: Mystor on October 15, 2009, 08:35:45 PM
Quote
World map, very small world, I'm thinking 5-10 maps total.
Thats better than before

Mist
Title: Re: The iPhone Project
Post by: Gan on October 15, 2009, 08:42:22 PM
Yeah, gotta give you guys a little space to move around with. I hope it won't need any more maps than 10, but if a good storyline is thought up that requires just a bit more than I guess it wouldn't be such an issue to raise the bar.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on October 16, 2009, 06:35:31 PM
Alright, another mock-up. This one's for the main menu:
(http://web.mac.com/avisaria/Simple-iPhone-RPG Main-Menu Mockup.png)
None of the current mock-ups are permanent. I am a horrible artist. Even my stick figures look bad. If you find one of these interface rough drafts utterly repulsive, than please post your disgust!
These are only there to make programming it easier as I'll have a structure to work off of.


-Gandolf
P.S. If you think I'm missing anything, should alter, or need to take something out of the rough draft interface mock-ups than feel free to post. It'll only get better through massive critique and energy drinks.
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 16, 2009, 06:58:13 PM
Anyone want me to help?
By the way I made a quick menu interface, it's crappy because I did it in 5 minutes MAXIMUM. 320x480 are the dimensions.
(http://img2.imageshack.us/img2/5681/gm1e.png)
Raw file if anyone wants to play with the background image.
(http://img407.imageshack.us/img407/6052/gm2.png)
Title: Re: The iPhone Project
Post by: Gan on October 16, 2009, 07:25:02 PM
Pretty neat. :) Though it appears that the background clashes with the text a bit. Also I'm unsure it quite follows the theme. (If you want a hint of what the theme should be like, check out Silver's awesome tile/sprite sheets)

By the way, basic main menu functions implemented:
http://screencast.com/t/BclemBzm0o3

-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on October 16, 2009, 10:15:36 PM
Sounds like a Job for TERRIBLE COPY AND PASTE ONTO BIGGER SCREEN WITH TEXT ACTION!!!!!
(http://img169.imageshack.us/img169/58/ppgmenu.jpg)
Title: Re: The iPhone Project
Post by: Gan on October 16, 2009, 10:39:04 PM
Whoa...:o
Now there is some ingenuity, that looks amazing Gnome!


-Gandolf
P.S. I think we may be onto something good here, what do you guys think?
Title: Re: The iPhone Project
Post by: Gnome on October 16, 2009, 10:46:55 PM
its the result of completely over the top and inefficient substitution to Photoshop
Title: Re: The iPhone Project
Post by: Mystor on October 16, 2009, 10:48:58 PM
Quote
Sounds like a Job for TERRIBLE COPY AND PASTE ONTO BIGGER SCREEN WITH TEXT ACTION!!!!!
(http://img169.imageshack.us/img169/58/ppgmenu.jpg)
That actually looks not that bad.
I don't particularrly like the menu style of the text, but thats just me being a hypocrite.

Mist
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 06:20:26 AM
I changed up the interfaces a bit, here are all the current ones:
(http://web.mac.com/avisaria/SimpleRPG/mainmenu.png)
(http://web.mac.com/avisaria/SimpleRPG/background.png)
(http://web.mac.com/avisaria/SimpleRPG/instructions.png)
(http://web.mac.com/avisaria/SimpleRPG/options.png)
(http://web.mac.com/avisaria/SimpleRPG/credits.png)

I can stick in Gnome's interface once it goes through a few modifications and you guys deem it worthy.


-Gandolf
P.S. Alright... I am off to a Cross Country tournament. See you guys later today. (I'll probably have an interesting iPhone-in-action video for you guys to watch)
P.S.S. Any more candidates for the interface styles? If not, and all of us agree on Gnome's interface style; we should get started on fixing it up.
Title: Re: The iPhone Project
Post by: Silverwind on October 17, 2009, 09:53:21 AM
Nice! I really like those interfaces and I'm quite happy to go with Gnome's; just experiment with the font colors until you get something that stands out a little more. I think purple would compliment the green. :)

My real name's Jonathan Phillips (for the credits).

Good luck with the run!
Title: Re: The iPhone Project
Post by: WarHampster on October 17, 2009, 10:57:02 AM
Quote
f you find one of these interface rough drafts utterly repulsive, than please post your disgust!

In-game could use heavy improvement. I'll make you guys a new one.
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 01:01:52 PM
:) Awesome, I'll be ready for it.

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:) )
Title: Re: The iPhone Project
Post by: Mystor on October 17, 2009, 01:11:36 PM
Quote
:) Awesome, I'll be ready for it.

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:) )
Nice!

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).

So, what do you want me to do :D

Mist
Title: Re: The iPhone Project
Post by: Silverwind on October 17, 2009, 02:21:07 PM
Quote
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!
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 02:35:02 PM
Whatever strikes your fancy:
- Storyline Creation (Biggy)
- Interface Designer (For me, I use a primitive paint program and start with something rough, usually a box and just add, move things around, test it out)
- Skills of player, magic, weaponry, armoury, ect... (Maybe no magic, may complicate it a bit)
- Monster chart, sprite w/ skills, stats (Monsters are on Silver's sprite sheet)
- Overall stat chart
- World map, very small world, I'm thinking 5-10 maps total.

Wait... What if all of us on the Gmg were part of the storyline? That would be so neat!
-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?


-Gandolf
P.S.
Quote
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)
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 02:56:57 PM
Gandolf may I help with this project? I want credits in it as a first major project. Plus I'm usually bored.
Title: Re: The iPhone Project
Post by: Mystor on October 17, 2009, 03:05:27 PM
Quote
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!
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.)
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 :D
Title: Re: The iPhone Project
Post by: Silverwind on October 17, 2009, 03:21:33 PM
Quote
Wait... What if all of us on the Gmg were part of the storyline? That would be so neat!
-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?
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. >,<

Can I be a helpful character at the start of the game? Maybe giving general gameplay advice?

Quote
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!!!!!

You too Mist. :)
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 03:53:25 PM
Quote
Gandolf may I help with this project? I want credits in it as a first major project. Plus I'm usually bored.
Title: Re: The iPhone Project
Post by: Mystor on October 17, 2009, 04:40:22 PM
A long, long time ago, there was a collection of evil sorcerers. This group gathered every wednesday just after teatime to plot their evil schemes. This group was called the "Game Maker's Garage".
What these people did was make these incredably complex games that would slowly hypnotize the player into becoming their faithful servant, which they then used to kill those who would not play (because they didn't have macs)...
Over time, these sorcerers have created an empire so strong that only a played character can overthrow it! Be the extremely overpowered hero in this game and defeat the evil legions of the Game Maker's Garage!

Mist
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 05:00:42 PM
Quote
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. ;)

Quote
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.)
If I get something good, I will show you.
If you want something, I will do my best to make it.
 
Mist
I think this sprite creation trend may catch on. Vector art is awesome, I love to see sprites made with it.

Quote
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 :)
Quote
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. >,<
 
Can I be a helpful character at the start of the game? Maybe giving general gameplay advice?
Glad you guys like the story idea so much. :D
Yeah, you guys can be whatever you wish. (As long as it's a reflection of your real self on the Gmg forum. Nothing completely outrageous and unrelated to yourselves. So the helpful and general gameplay advice role can be yours Silver)

By the way, made a bit more headway:
http://web.mac.com/avisaria/iPhone-SimpleRPG-Vid.swf


-Gandolf
Title: Re: The iPhone Project
Post by: Mystor on October 17, 2009, 05:02:52 PM
Did you like my story :D

We would be SUPER villans!

Mist
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 05:10:14 PM
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?
Title: Re: The iPhone Project
Post by: Mystor on October 17, 2009, 05:20:29 PM
Quote
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.

Make it a giant dungeon crawl

Mebbe invade the castle of the Game Maker's Garage...
With lots of minions.

Mist
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 05:28:51 PM
I like the idea... though us being the bad guys? I'm not particularly in an evil mood at the moment.


-Gandolf
Title: Re: The iPhone Project
Post by: Mystor on October 17, 2009, 05:40:19 PM
Quote
I like the idea... though us being the bad guys? I'm not particularly in an evil mood at the moment.


-Gandolf
Pity...

I am

Mist
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 06:25:53 PM
Gandolf please give me a list of jobs, and include me in the credits. I'm in :)
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 06:39:24 PM
Alright, I'll PM You. :)


-Gandolf
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 06:43:10 PM
Alright, sounds good...
*waits for a pm*
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 06:45:52 PM
So...

What do you guys think about Mistron's storyline or any other storyline in particular?


-Gandolf
Title: Re: The iPhone Project
Post by: Mystor on October 17, 2009, 07:04:13 PM
Alrighty, this is my conversation that I had w/ Gandolf

Quote
It was a random idea that I had
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.
Explains my story a little better,
Biggest problem with it is that it would be in a evil lair, and silver's tilesets are better at making outside environments...

Mist
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 07:30:14 PM
Interface (in-game)
(http://img504.imageshack.us/img504/1515/interfaceingame.png)
Story: You're Artemis from a tribe (The Kakan's) and they booted you out, and an evil demon (Zorphues) nearby seeks to destroy you. Defeat him before he does with you in this adventure.
Zorphues concept:
(http://img245.imageshack.us/img245/3750/zorphues.png)
Zorphues concept two:
(http://img2.imageshack.us/img2/992/zorphhq.png)
Title: Re: The iPhone Project
Post by: Tireas Dragon on October 17, 2009, 07:47:27 PM
I like Concept 2 better.
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 07:51:37 PM
Quote
I like Concept 2 better.
Yeah of course that is :)



Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 08:02:50 PM
Artemis (boy) Concept:
(http://img24.imageshack.us/img24/8971/artemis.png)
Kakan's trait:
(http://digital.library.upenn.edu/women/marshall/country/8.jpeg)
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 08:24:58 PM
Sorry for the triple post but I have a possible music piece.
Link to download: http://www.mediafire.com/?sharekey=4771b3c0956525b261d4646c62b381cbe04e75f6e8ebb871
I took your advise about mediafire Silverwind.
Title: Re: The iPhone Project
Post by: Gnome on October 17, 2009, 09:36:46 PM
Quote
Interface (in-game)
(http://img504.imageshack.us/img504/1515/interfaceingame.png)

Wow that small change made it look 10 times better, good job
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 09:38:17 PM
Thanks Gnome. Also your main screen was really nice :)
Did you also like the concept art, music piece, and story idea?
Title: Re: The iPhone Project
Post by: Gnome on October 17, 2009, 09:42:42 PM
Story: Alright, but that would imply one battle, not really a dungeon situation.

Art: My eyes bleed out at the first concepts, but your second ones graced them back to normal :)
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 09:45:30 PM
Lol, Gnome  ;D
(http://img200.imageshack.us/img200/4995/45780136.jpg)
A quick 5 second Gmg Forum logo for the game credits instead of the Rougesoft logo. By the way... nice signature.
Title: Re: The iPhone Project
Post by: WarHampster on October 17, 2009, 09:50:20 PM
NONONONNOONONONOOO @ interface and story

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.
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 09:54:12 PM
Can Zorphues be an end boss then if we have to go with that idea? Also I think my interface is quite fine WarHampster.
Title: Re: The iPhone Project
Post by: Gnome on October 17, 2009, 09:59:26 PM
heres mine, although I REALLY like WH's.

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.
Title: Re: The iPhone Project
Post by: Tireas Dragon on October 17, 2009, 10:03:41 PM
Quote
NONONONNOONONONOOO @ interface and story

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.
LOL
You know, this could look like GMG and SC members are at war.
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 10:06:14 PM
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..
Title: Re: The iPhone Project
Post by: Gnome on October 17, 2009, 10:07:52 PM
Quote
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..


Well there's a reason why his name is mike, anyone care to tell guthan some basic GMG history.
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 17, 2009, 10:10:21 PM
Anyone care to tell me?
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 10:17:55 PM
Ehh... too much history. I'll sum it up very shortly:
In WarHampster's story, the characters are names and reflections of actual people throughout Gmg's history. A long time ago before this version of the Gmg, there was a war, GameMaker Vs SilverCreator. I believe there is a neat video someone made of it somewhere...
Though eventually the Gm forum went down indefinitely and is still down today. Shortly before that, Ghost built the Gmg and all Gm's members moved to the Gmg. So in essence, instead of a Gm Vs Sc war, it could now be a Gmg Vs Sc war. Mike is the head of Sc.
If I missed anything, feel free to add or changed any misinformation.


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on October 17, 2009, 10:20:56 PM
Ok I will. GMG is a combination of survivors of two forums/gamemaking communities. Silvercreator and GameMaker. Both are similar and we chat a lot, but there is always the occasional flame war. Silvercreator is lead by mike and GameMAker by Al. The GM community is all here, and most of SC is here too, but there is always the conspricy that Mike is trying to undermine the GMG, by increasing the dividers in the two communities

Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 10:26:44 PM
Quote
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.

Quote
NONONONNOONONONOOO @ interface and story
 
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.
That'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?

Quote
heres mine, although I REALLY like WH's.
 
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.
Pretty good, though it looks like this should be a full blown RPG. Not sure we could size it down to our size.

I like all these ideas. We may just have to set up a poll for whose storyline to pick. Though it'll have to be detailed and follow the restrictions set. Also the style of the tile and sprite set.

Do you guys remember the storyline for Lost Winds? If it's good, we may be able to use that. Or maybe any of the other group project stories.

Ah, gotta remind you guys...
Quote
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.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on October 17, 2009, 10:59:23 PM
Quote
Just have Zorphues the demon at the end as the last boss.

What is Zorphues...

Quote
LOL You know, this could look like GMG and SC members are at war.


Not trying to start another war, just thought it would be funny.

I think mine would be simple to make, just have the game split into a few different sections of the dungeon. For example the first section (the deepest level of the dungeon, remember you're trying to get to the surface) could have X tile set, be ruled by X SC member, and let you talk to X GMG member. The GMG members can help you by selling items, giving hints, ect.
Title: Re: The iPhone Project
Post by: Gan on October 17, 2009, 11:28:02 PM
Good news guys. Cross Country is over this next week. That'll give me more time to finish my homework, get more sleep, work on the Simple RPG, do some house work, and procrastinate.


-Gandolf
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 09:13:57 AM
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.
Title: Re: The iPhone Project
Post by: Gan on October 18, 2009, 09:28:14 AM
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:
(http://img169.imageshack.us/img169/58/ppgmenu.jpg)

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.


-Gandolf
P.S. Think less towards overused concepts and more towards original but not totally strange ideas. Such as a few of the storylines Silver posted in the storyline thread. (http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=gmgroup;action=display;num=1255272040)
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 09:32:43 AM
This should be the in-game interface. It's bright, and looks a bit more realistic.
(http://img504.imageshack.us/img504/1515/interfaceingame.png)
Title: Re: The iPhone Project
Post by: Gan on October 18, 2009, 09:37:40 AM
It does look a bit more realistic though that may not go in favor of the style of Silverwind's tiles. It also clashes with the text, making a bit of an eye strain to try to read your stats.
Overall it stands out and wouldn't look so good while playing.


-Gandolf
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 09:48:51 AM
More readable:
(http://img9.imageshack.us/img9/2458/simpleiphonerpgmockup.png)
Title: Re: The iPhone Project
Post by: Gan on October 18, 2009, 10:00:19 AM
That is easier to read but would stick out greatly, I don't think the Stoney kind of background was too good of a choice.


-Gandolf
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 10:16:46 AM
Here are two more...
(http://img40.imageshack.us/img40/7383/simpleiphonerpgmockup1.png)
(http://img193.imageshack.us/img193/8605/simpleiphonerpgmockup12.png)
Title: Re: The iPhone Project
Post by: WarHampster on October 18, 2009, 11:05:03 AM
Quote
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.

Yeah, I know that he's some sort of red and purple thing that you made in AppleWorks. You need to describe him more than "he's a demon"...

EDIT, Also

Quote
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.
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 11:48:49 AM
He is the god of all demons. He has been reborn from Tartarus which in Greek Mythology is "Hell."
Title: Re: The iPhone Project
Post by: WarHampster on October 18, 2009, 11:50:30 AM
I thought the Greek underworld was Hades...
Title: Re: The iPhone Project
Post by: Gan on October 18, 2009, 12:42:28 PM
Quote
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.
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
Title: Re: The iPhone Project
Post by: Gnome on October 18, 2009, 12:54:14 PM
Quote
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


Or we could make is SO unepic that it becomes epic.
Title: Re: The iPhone Project
Post by: Gan on October 18, 2009, 01:15:08 PM
Alright guys... we're going to try something new.

From now on, no more storyline ideas shall be posted here. It's way too distracting and takes up way too much space. So instead, I'll make a new post. I'll explain there.


-Gandolf
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 02:54:19 PM
Hey Gandolf, are you gonna use one fof the new interfaces? Please I really work hard at trying to make something liked by you guys.
Title: Re: The iPhone Project
Post by: WarHampster on October 18, 2009, 03:54:35 PM
Gandolf is too considerate to point this out, so I'll be the bad guy -

Your interfaces look like you made them in five minutes. All they are is the template Gandolf made with some backgrounds you stole off the internet. If you want to get your work in the game, then make something original and more professional looking.
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 04:01:29 PM
Yeah mine may have taken like 5 minutes but it's better then the 2 minute job for the original. The sky one I did works pretty nicely.
WarHampster: Gandolf's first green one is leeched! Green came off of paint! It only took 2 minutes!!!
I haven't done this for long so of course mine will take 5 minutes... But they're decent.
Title: Re: The iPhone Project
Post by: WarHampster on October 18, 2009, 04:09:41 PM
Read that over and say that it makes sense.
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 04:12:59 PM
It makes some sense at least..
Title: Re: The iPhone Project
Post by: Silverwind on October 18, 2009, 04:22:04 PM
Hey, hey! Less bicker = progress quicker.

Guthan, I like the designs you've come up with and I can see the effort you put into them, but vibrant images and bright colors might prove distracting on the eye when players come to read text and whatnot. I think we should go with something a little more subtle. Dark greys and black are what I'm thinking, as that'll make the sprites stand out very well.
Title: Re: The iPhone Project
Post by: WarHampster on October 18, 2009, 04:23:07 PM
Quote
I haven't done this for long so of course mine will take 5 minutes... But they're decent.

If you haven't made a UI in a while (or ever, as I suspect), then you should take a lot more than five minutes... actually take some time and do your best work.
Title: Re: The iPhone Project
Post by: Gnome on October 18, 2009, 06:20:21 PM
Kinda late but here it is with easier text to read, I actually had to move the text on top of the old text (because I saved as one layer) but the effect turned out nice.

(http://img193.imageshack.us/img193/6309/snapshot20091016224645.tif)
Title: Re: The iPhone Project
Post by: Silverwind on October 18, 2009, 06:26:42 PM
Nice indeed. :)
Title: Re: The iPhone Project
Post by: Gan on October 18, 2009, 06:53:28 PM
Alright... expect another week of partial slowness.

EDIT: I should create a todo list.
- Add Gnome's interface 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.

This is going to take some work... (I only realized that this long list to do is just the minimal and basic needs of the game)


-Gandolf
P.S. Anything I missed on the list?
Title: Re: The iPhone Project
Post by: GuthanSoftware on October 18, 2009, 08:07:16 PM
*laughs* I feel as if I'm not even part of this project..  :P
Title: Re: The iPhone Project
Post by: Mystor on October 19, 2009, 06:36:52 PM
Quote
I think I'm ready to handle this, so here we go...

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
Now, it might just be me, but I think that the tiles in the picture on the iphone are too big...

The tileMap is showing 42x42 px squares while the iPhone pic is showing 45x45 px squares...

Mist
Title: Re: The iPhone Project
Post by: Gan on October 19, 2009, 06:59:03 PM
Ah, don't worry. I've noticed that too, even put my iPhone up to the screen to compare sizes. Turns out that the iPhone on the screen is zoomed in larger, probably to help the developer with even the smallest details.


-Gandolf
Title: Re: The iPhone Project
Post by: Mystor on October 19, 2009, 09:51:00 PM
Alright, I have been working on a full fledged working prototype of my game idea, however I have realized that that may take a while, In the next 2ish days I should have a working model of the first "level" of the game.

Mist
Title: Re: The iPhone Project
Post by: Silverwind on October 20, 2009, 03:09:53 AM
Are you sure? Because the tiles should be 44 pixels wide. :-X
Title: Re: The iPhone Project
Post by: Gan on October 20, 2009, 06:17:03 AM
Hmm... I'll have to look into this.


-Gandolf
EDIT:
There's something strange with your tiles. If I open Preview, open the tile sheet and select a whole tile with lines and all, it is 45x45. If I exclude lines on two sides, it equals 44x44 but then two sides to the tile won't have lines.
I'm not quite sure how to work with this.
Title: Re: The iPhone Project
Post by: Silverwind on October 20, 2009, 06:49:52 AM
I've just checked both the images you uploaded myself. The tiles are displayed at the correct dimensions.

EDIT:

44 pixels wide and long.
Title: Re: The iPhone Project
Post by: Mystor on October 20, 2009, 08:23:52 AM
You, that entire comment above was me screwing up.

Sorry, the dimensions are all good :P

Mist
Title: Re: The iPhone Project
Post by: Silverwind on October 20, 2009, 06:25:48 PM
Here's a staff with a gem on it Hendo:

(http://img194.imageshack.us/img194/1238/sprite.gif)
Title: Re: The iPhone Project
Post by: Gan on October 21, 2009, 09:43:33 PM
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
Title: Re: The iPhone Project
Post by: Tireas Dragon on October 21, 2009, 11:40:58 PM
Quote
(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.
Title: Re: The iPhone Project
Post by: Gnome on October 22, 2009, 06:28:05 PM
Quote
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


Need any help? cause this is a group project
Title: Re: The iPhone Project
Post by: Gan on October 22, 2009, 06:35:32 PM
Yeah. Of course.
If you want to program it with me(and have Xcode w/ iPhone SDK) get on iChat and I'll bring you through the basics.
Otherwise it'd be great if you could re-design the gameplay screen interface like you did for the main menu.(Make sure you have all images saved separately before you put them all together to form the interface so I can take those and make a split up interface within Xcode without having to dissect your mockup)
What I'm worried about is the interface looking too much like Yipe's:
(http://yipesoftware.com/imgs/Cave1Screen.png)
You could always go a step further and try a unique new setup of things so we aren't as near Yipe's style. (You could probably increase/decrease the tile rows if you needed)


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on October 22, 2009, 07:03:15 PM
Quote


Need any help? cause this is a group project
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.

Come master Gnome, site at my table and we shall eat of the same fruit and drink of the same good wine. The nourishment an artist receives is truly mighty in measure!
Title: Re: The iPhone Project
Post by: Silverwind on October 22, 2009, 08:30:55 PM
Here's a simple enough interface concept:

(http://img5.imageshack.us/img5/3903/68986836.gif)

(http://img96.imageshack.us/img96/1568/77170555.gif)

The toggle button toggles the info displayed from Stats to Inventory (as well as whatever else you'd need).

EDIT:

Whoops! Where are my manners... here's the .psd: http://www.mediafire.com/?yy32kktdu0j
Title: Re: The iPhone Project
Post by: WarHampster on October 22, 2009, 08:40:42 PM
That looks great :)
Title: Re: The iPhone Project
Post by: Gan on October 22, 2009, 08:45:22 PM
 :o I just choked on my own spit...
That's gorgeous Silver... even if it's "simple"; it's also unique, with a color scheme that compliments the map with a very nice looking compass looking movement pad.


-Gandolf
P.S. Toggle button = Genius. All I would of thought up was a menu button to pop up a mini menu with your inventory.
Title: Re: The iPhone Project
Post by: Gnome on October 22, 2009, 09:10:17 PM
lol well here was my attempt  :P

Not show of art, just ideas:
(http://img21.imageshack.us/img21/2458/simpleiphonerpgmockup.png)
Title: Re: The iPhone Project
Post by: Silverwind on October 23, 2009, 06:19:04 AM
Hey, I like the idea of using a sprite to show HP condition. Nice. :)
Title: Re: The iPhone Project
Post by: Gan on October 23, 2009, 08:26:04 AM
Just figured out how to use NSMutable Array. :D

[you can ignore this paragraph, a bit off topic]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.

Making those treats really made me coding hungry, so I went over to man's best friend, Google. After tons of searching, failed trials and such I finally learned what I had so desperately scoured the net for:
(1) I can now draw text directly to the screen.
(2) I have figured out how to successfully create an NSMutableArray. Which it turns out that if you want to stop your program from crashing due to lost variables, you also have to retain the NSMutableArray and release at the end of your program. That means I have also learned other skills:
(3) Memory management and...
(4) Pointers!

What's neat with NSMutableArray is that I can use it everywhere, add objects at will, destroy objects, replace objects, sort it, and get any object I want to use at any given moment! :) I can now build map loading code.

Here is my test of NSMutableArray:
(http://content.screencast.com/users/gandolfmatt/folders/Jing/media/92c717f8-c58c-41a8-b14e-6ec377fefef7/00000039.png)


-Gandolf
P.S. I have no classes today. More free time. 8)
Title: Re: The iPhone Project
Post by: Tireas Dragon on October 23, 2009, 09:32:20 AM
looks like progress is being made.
Title: Re: The iPhone Project
Post by: Silverwind on October 23, 2009, 04:52:07 PM
Quote
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.

I have three questions:
Title: Re: The iPhone Project
Post by: Gan on October 23, 2009, 05:02:15 PM
Quote
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.
Quote
Spider scorpion things? O.o
Yeah, 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.
Quote
Your debate club has a bake sale? Awesome!
Yeah, made rice crispy treats with the rice crispies being substituted by fruit loops.
Though it was cold and kinda windy at the bake sale, didn't go so good. At least I got to keep my pan full of dessert. :)

At the moment I am now trying to learn how to create classes and make objects of those classes. I can feel a headache coming on so I might take a break soon...


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on October 24, 2009, 01:49:36 PM
http://web.mac.com/avisaria/iPhone-SimpleRPG-Nav-Vid.swf
-Larger Video Link- (http://web.mac.com/avisaria/iPhone-SimpleRPG-Nav-Vid.swf)

>Latest iPhone Simple RPG Source< (http://web.mac.com/avisaria/SimpleRPG.zip)


-Gandolf
Edit:
Quote
- 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.
P.S. Hey Gnome, just put your new interface with the more readable text in. I forgot about it before.
Title: Re: The iPhone Project
Post by: WarHampster on October 24, 2009, 04:46:45 PM
Verrry nice... how do maps currently work?
Title: Re: The iPhone Project
Post by: Gan on October 24, 2009, 05:06:16 PM
Map 1.png
(http://web.mac.com/avisaria/Map%201.png)
Map 1.txt
Code: [Select]
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
As you can notice, it starts out with MAP:(Map#) at the top, then for every tile you have (Xtile):(Ytile) before putting in attributes. This is very user friendly. You can skip tiles and it'll just place that tile with a B=F. You may have guessed this already, but B is block, T is true and F is false. I've only used blocks in this map as I have not made NPCs, special attributes, or more maps to teleport to.
Another key feature, you can put attributes on the tiles in any order as long as you have the (Xtile):(yTile) before them. You separate each tile with a new line, and remember not to put any commas or extra space in when you don't need them. It could cause something screwy to happen as this is the first beta system. I will put safe guards in place if I run into any problems of that sort.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on October 24, 2009, 05:20:01 PM
That seems a bit painful... why not use a matrix?
Title: Re: The iPhone Project
Post by: Gan on October 24, 2009, 05:30:53 PM
It does seem painful, and would also seem to be pure idiocy not to use a matrix for mapping blocks. Though, you have to keep in mind...
Quote
B = Block
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.
...and many more when I think of them.
That will be even greater pain in a matrix. The current way just makes it readable so anyone on the forum can make maps without a special matrix reading skill. Also you can skip tiles which don't need any attributes, making your life easier.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on October 24, 2009, 05:43:52 PM
Hmmm... that map key doesn't look correct to me. As far as I can tell there's quite a number of errors, the most obvious being 1:7 (the purple roof house) not defined.
Title: Re: The iPhone Project
Post by: Gan on October 24, 2009, 06:07:33 PM
The purple roofed house is at coordinate 6:1. (Xtile):(Ytile)
Go 6 to the right and 1 down, you hit the purple roofed house.
I think the order of the tiles may be confusing, this may be better:
Map 1.txt
Code: [Select]
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
You can arrange the tiles in any order as long as you don't change the actual coordinates of them.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on October 25, 2009, 04:18:29 AM
Whoops, my mistake. I was reading it y:x. I'm used to doing it the other way with V6.

Looking good Gan, looking good.
Title: Re: The iPhone Project
Post by: Mystor on October 25, 2009, 12:56:12 PM
Quote
Whoops, my mistake. I was reading it y:x. I'm used to doing it the other way with V6.

Looking good Gan, looking good.
tskTskTsk...
Its ALWAYS X,Y... What did they teach you in grade 7 math :P

Mist
PS Sorry, just teasing...
Title: Re: The iPhone Project
Post by: Silverwind on October 25, 2009, 01:42:18 PM
Hehehe... yeah, but in my defence I formatted the map key to resemble the room picture:

Code: [Select]
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";
(http://209.85.48.12/11610/159/upload/p4560898.gif)

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.

- Trust Silver to do things better than the way they teach you to do it in schools.
Title: Re: The iPhone Project
Post by: Tireas Dragon on October 25, 2009, 02:34:18 PM
Quote
Hehehe... yeah, but in my defence I formatted the map key to resemble the room picture:

Code: [Select]
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";
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.

- Trust Silver to do things better than the way they teach you to do it in schools.
Looks similar to what I thought of doing a long time ago and still use.
http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=gametime;action=display;num=1214666852
Title: Re: The iPhone Project
Post by: Silverwind on October 25, 2009, 04:11:15 PM
Yeah, that's exactly it. :) I'm using an array in JavaScript, but it's the same idea.

btw TD, you'd probably love JavaScript too. I started dabbling in it a few months back and it's really cool! Check out http://www.w3schools.com/JS/default.asp for great beginner to expert tutorials.
Title: Re: The iPhone Project
Post by: Gnome on October 25, 2009, 04:33:40 PM
*Gnomes interest has been roused
Title: Re: The iPhone Project
Post by: Mystor on October 25, 2009, 04:39:48 PM
yea, JS is sweet, but not as awesome as Actionscript (In my opinion)
Only thing AS3 is missing is efficient 3d rendering.
and iPhone exporting :P

Mist
Title: Re: The iPhone Project
Post by: WarHampster on October 25, 2009, 04:48:43 PM
Quote
*Gnomes interest has been roused


Sigged for great justice!
Title: Re: The iPhone Project
Post by: Silverwind on October 25, 2009, 05:00:42 PM
Quote
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?
Title: Re: The iPhone Project
Post by: Mystor on October 25, 2009, 05:43:40 PM
Quote
Oh yeah, I meant to check that out. Can you post some syntax and stuff?
Syntax is basically identical :P
AS1 was based off of JS (I think)

Um, I think I have some code posted earlier on or something like that
Quote
Code: [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);
Mist
Title: Re: The iPhone Project
Post by: Gan on October 26, 2009, 04:48:30 PM
Updated Todo List:
Quote
- 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.
I tried putting them in the same order I plan on making them.
Anything I missed, any comments?


-Gandalf
Title: Re: The iPhone Project
Post by: Gan on October 28, 2009, 01:00:39 PM
I'm now commensing on the next programming stage:
NPCs.
I have a basic idea of how I'm going to do this, but I think I'll check out Silver's Quest of Magic open source to see if I can find any pointers before I get started.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on October 28, 2009, 01:07:15 PM
When I rewrote V6 in JavaScript I wrote a quick list to help me remember what order to do things in. It's self explanatory, but I find it helpful. My NPC's AI was really simple, so the list was like:

And so on.
Title: Re: The iPhone Project
Post by: Tireas Dragon on October 28, 2009, 02:43:03 PM
What about move in direction man is?
Title: Re: The iPhone Project
Post by: Gan on October 28, 2009, 03:53:15 PM
Hmm... that'd be a tough one. Making the NPC move towards the player isn't so hard, now taking in account all obstacles... ...that's a different story.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on October 28, 2009, 03:57:28 PM
Use A* and it wouldn't be that bad.
Title: Re: The iPhone Project
Post by: Gan on October 28, 2009, 04:28:48 PM
A*?


-Gandalf
Title: Re: The iPhone Project
Post by: WarHampster on October 28, 2009, 04:52:47 PM
http://www.policyalmanac.org/games/aStarTutorial.htm
Title: Re: The iPhone Project
Post by: Gan on October 28, 2009, 05:14:30 PM
Thanks. :) I'll look into this.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on October 30, 2009, 03:01:39 PM
Alright guys, it has been a whole week of no progress...
Get ready for it to end.

I've just cleared Saturday, so I will have much more free time. This is what's on the menu of todo(In order of importance):
*Today: House chores. (Vacuming, picking up, dishes, mopping, ect.)
*Today: Fix the ferret's cage. (The ferret is able to squeeze through the bars, run around my room, poop in my corners and enjoy a delightful nap under my covers) That will end today.
*Today: Begin putting in the NPC's basic framework.
*Tomorrow: Do homework due next week. (AP U.S. History, Pre-Calc, Physics)
*Tomorrow: Finish and plug the NPC framework into the whole game system. Add NSTimer to control it all with code to smoothly integrate it to work perfectly with player/maps/ect. Make a test NPC and test/debug.
*Day After Tomorrow: Increase the NPC's intelligence by using the A* article WarHampster posted.
*Day After Tomorrow: Polish, streamline, and organize the NPC code. Smooth out all rough edges.
*Day After Tomorrow: If I have time, start on the Item framework.

*Not planned: Procrastination

Expect NPCs by the end of the weekend. Hope you guys have some interesting story ideas thought up.


-Gandolf
P.S. I'll try to be on the GMG ichat chatroom as much as I can, I may be idle for bits of time though.
Title: Re: The iPhone Project
Post by: Tireas Dragon on October 30, 2009, 03:35:21 PM
Glad Procrastination isn't under your list of things to do. I still don't understand the A* I will continue studying it and see if I can understand it.
Title: Re: The iPhone Project
Post by: Gan on October 30, 2009, 06:54:30 PM
Update:
Turns out that a surprise popped up on my todo radar.
Remember my nurse friend? 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. Best parts, I'll be able to play this amazing high tech toy and she's going to pay me both U.S. and food currency. :D
Sadly I'm doing all this tomorrow. At the current time, it's a bit iffy wether I'll be able to finish NPCs this weekend.


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on October 30, 2009, 07:13:33 PM
YOU HAVE A FERRET!!!?
Title: Re: The iPhone Project
Post by: Tireas Dragon on October 30, 2009, 09:25:56 PM
Quote
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!!
Title: Re: The iPhone Project
Post by: Gan on October 31, 2009, 12:48:13 PM
I have some really good news, a fellow programming friend will be joining the iPhone Project. He is a very fast learner and has tons of potential. I'm hoping that through the joint effort of both of us, we'll be able to make progress at least 2* faster. His name is Sam Baylus.


-Gandolf
Title: Re: The iPhone Project
Post by: Mystor on October 31, 2009, 12:58:30 PM
I should totally take that as a challenge :P

Comeon Mist, finish the skeleton of Cantora's Quest before Gandolf :D

Now, that will be hard, but I can try :P

Mist
Title: Re: The iPhone Project
Post by: Gan on October 31, 2009, 02:33:42 PM
Basic NPC framework is in. The game also runs more efficiently on an NSTimer.


-Gandolf
Title: Re: The iPhone Project
Post by: Teruri on October 31, 2009, 02:55:19 PM
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.  :/

I'll try to come up with a story and maybe I can think of some items, spells, characters, etc.
Title: Re: The iPhone Project
Post by: Gan on November 01, 2009, 04:47:12 PM
Happy late Halloween. Here's a treat:
http://screencast.com/t/wO8aJvqqXzjd

Npcs were actually a bit tougher to put in than expected, but I don't think I did that bad. Left lots of room to build off of.
Quote
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.

Quote
WOOT!!! GO MAC!!
Yeah. :) Where would we be if mac didn't exist?

Quote
I should totally take that as a challenge  
 
Comeon Mist, finish the skeleton of Cantora's Quest before Gandolf  
 
Now, that will be hard, but I can try  
 
Mist
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.

Quote
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.  :/
 
I'll try to come up with a story and maybe I can think of some items, spells, characters, etc.
Any help would be great, especially a story or ideas.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on November 01, 2009, 05:27:00 PM
The NPC sprites look a bit blurry. I've had a sudden barrage of work to do, so don't expect more tiles for at least a few days.
Title: Re: The iPhone Project
Post by: Gan on November 02, 2009, 06:42:55 AM
Yeah, I used an NPC that was resized in a gif format, then changed to png. I could use a new one, though this is only for testing.
Don't worry about a lack of time, it appears that it is happening to everyone.
I kinda wish we could get a story together, it'd help programming be pointed in the right direction.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 02, 2009, 11:12:11 AM
I'll throw something together tonight (storywise). I've just been swamped with work.
Title: Re: The iPhone Project
Post by: Gan on November 02, 2009, 02:50:59 PM
Awesome. :) I think tonight I'll actually have some free time. (During classes today I had drawn up some more plans for the game's engine on a piece of paper, it really organizes my thoughts. I have also planned out a game idea for Mike's Sc2.0a2)


-Gandolf
Title: Re: The iPhone Project
Post by: Mystor on November 02, 2009, 05:23:50 PM
Quote
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.

Mist
Title: Re: The iPhone Project
Post by: WarHampster on November 02, 2009, 06:17:02 PM
HALP! HOW 2 SAV GROUP PROJECT?

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.
Title: Re: The iPhone Project
Post by: Gan on November 02, 2009, 07:17:37 PM
Quote
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...
...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. Probably just stimulates my brain more, allowing me to think more clearly and find loop holes and ways out of the cube.
Quote
HALP! HOW 2 SAV GROUP PROJECT?
 
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.
(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.
(2) Yeah, I'll put that idea away until Mike comes out with the latest version and the iPhone Proj. is out on the app store.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 02, 2009, 07:33:41 PM
Quote
...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. :)
Title: Re: The iPhone Project
Post by: Gan on November 02, 2009, 07:55:07 PM
Acts from the Word? If so, I'm currently in Psalms. Chapter 80 something... Good book.
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
Title: Re: The iPhone Project
Post by: Silverwind on November 03, 2009, 01:09:10 AM
Quote
Acts from the Word? If so, I'm currently in Psalms. Chapter 80 something... Good book.
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
Hehe... well I was kinda kidding. After all, everyone argues, but yeah I meant Acts of the Apostles.
Title: Re: The iPhone Project
Post by: Gnome on November 03, 2009, 06:38:10 PM
O yeah we have that in my school... funny how religon in public school is almost forbidden it seems, and now when I transfer to a catholic school, I have it for a class.


So yes... Iphone.... please PM me with stuff I may do.
Title: Re: The iPhone Project
Post by: Silverwind on November 03, 2009, 07:04:03 PM
I thought my iPhone had been nicked at work yesterday, but it turns out I hadn't brought it. Oh the relief!

Anyways, I haven't had a chance to write another story yet, but those ones form Teruri and Hampster sound awesome. :)

EDIT:

Hilarious sig Gnome! ;D One of yours?
Title: Re: The iPhone Project
Post by: Gnome on November 03, 2009, 07:29:49 PM
Nah. We tried to make Ramul Comics once, they were funny, but to everyone else, it was a hate crime :-X
hopefully we will finish Ramul #1 by next year.  ;D

Title: Re: The iPhone Project
Post by: Gan on November 06, 2009, 06:46:55 AM
3 day weekend coming up. :) Hopefully I'll be able to take full advantage of it for the iPhone proj. (You guys could probably tell that I've been very busy all week and last weekend. I'm sure all of you have filled schedules too.)


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 06, 2009, 07:56:44 AM
Sora had a good concept awhile back for an unfinished game. I've just written it up now:

Quote
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?
Title: Re: The iPhone Project
Post by: Tireas Dragon on November 06, 2009, 10:41:52 AM
Quote
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?
The plot thickens.
Title: Re: The iPhone Project
Post by: Gan on November 06, 2009, 09:00:26 PM
That makes a very nice, wide, and strong foundation for a story. We could easily build upon it.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 07, 2009, 06:38:57 AM
To be honest I think the minimalist the better, as we've already slowed progress considerably whilst discussing it. Here's a really simple plot:

Quote
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.

Simple and short, like Yipe! I. There'd only be 1 town in the centre of the map, 1 NPC per craft/trade and 1 dungeon per compass direction (how about mountains to the north, forest east, desert south and something else west).

What say yee mutinous yetis?
Title: Re: The iPhone Project
Post by: Gan on November 07, 2009, 07:54:19 AM
Sounds great. Perfect fit.
I'm going to wake myself up with some early morning programming.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on November 07, 2009, 08:29:05 AM
Big question:
Should the npcs move when you move or move on a timer automatically?


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 07, 2009, 09:01:03 AM
I prefer the look of realtime myself, but it makes it much easier to bypass monsters and thus explore dungeons without much hinderance.

My vote goes for turn based, but I'd be happy either way. :)
Title: Re: The iPhone Project
Post by: Tireas Dragon on November 07, 2009, 09:27:47 AM
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)
Title: Re: The iPhone Project
Post by: Gan on November 07, 2009, 10:28:52 AM
Npcs in motion:
http://web.mac.com/avisaria/Npcs-in-motion.swf
Npcs can walk anywhere that isn't occupied by another npc or a blocked tile. The player can walk on top of npcs.
Next big questions: Should I give npcs the ability to travel across maps?
Pros:
-More realistic?
-Possibly funner(Yeah, I know it's not a real word)?
-Better gameplay with npcs that are more interactive with multi map travel?
-I could give npcs the ability to cross maps if they want so if you wanted them to stick in one map, they would. Otherwise they would travel freely.
Cons:
-A player may cross a map and land on top of an enemy... straight into the battle field.
-My timer would need to run multiple maps at a time to process npcs on other maps as well as the map you are on. Or I could just run the map you are on, let the npc cross over and the npc would be in a stand still until the player went to the next map to animate it's npcs.
-Could use a bit more processing power, not sure it'd have much of an effect.
-Possibility that a monster could go out of it's own habitat into another.


-Gandolf
P.S. At the moment, movement is all randomized. I could try out the A* tutorials.
Title: Re: The iPhone Project
Post by: Silverwind on November 07, 2009, 11:08:15 AM
Quote
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?

Quote
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? ???

btw, those NPC's are awesome Gan. :)
Title: Re: The iPhone Project
Post by: Gan on November 07, 2009, 12:13:34 PM
The A* tutorial looks pretty complication... though I have an idea... ah nevermind.
Edit: Been looking around a bit and a simple, fast, non-resource hogging way to path find is this:
Quote
while not at the goal
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
Add 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.

What do you guys think? (Hey TD, I'd love to see that AI code too.)


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 07, 2009, 02:13:43 PM
Sounds good. :)
Title: Re: The iPhone Project
Post by: Gan on November 07, 2009, 03:48:58 PM
I gotta vacuum the house now, then I'll procrastinate on my homework. After my homework procrastination, I'll try building the Npc targeting AI.
Wouldn't it be sweet if two monsters could fight each other?(Or maybe guard vs monster... just a random idea)


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 08, 2009, 02:48:54 AM
Here's a link to a non blurry NPC sprite Gan:

(http://img340.imageshack.us/img340/8261/humanm1.gif)

Just incase you lost the original, hehe. ;)
Title: Re: The iPhone Project
Post by: Gan on November 08, 2009, 07:09:47 AM
Thanks. :) I'm going to finish targeting npcs and then go play around with the new Sc.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on November 08, 2009, 07:20:46 AM
Found a bug:
http://screencast.com/t/Vy4iYnQDQp9H
Edit: I'm just going to go ahead and recode bits and parts. See if I can make it more readable. Get rid of a few more leaks and such.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 08, 2009, 10:31:23 AM
I'm not sure how your NPC routine works, but if their grid locations are spawned randomly than I think the glitch might simply occur due to the incredibly fast refresh rate. It seems that the spawn routine kicks in before the new room is properly loaded, and the grid map in particular is the data that's incorrect (it's sill the previous room's grid map).

Just a mad rambling theory.
Title: Re: The iPhone Project
Post by: Gan on November 08, 2009, 01:45:11 PM
I think you're on to something. Re-coding should iron out the problem so I can see it clearly, though at the moment I'm having eye issues. My left eye isn't focusing with my right, so in order to write this post I have to take my glasses off and squint at the screen. It's as if I have a blind spot right in the middle of my eye. Look at "this" word. When you look at that word in quotes, you can see everything around it. When I look at the word in quotes, I can't see the word to the left and top left of it. So "squint" and "look at" disappear in a strange blindspot. Then what I can see is partially blurred due to the mixture of my stigmatism and muscle balance offset. Yeah, I'm going to take a break, see if this will go away.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on November 08, 2009, 01:50:26 PM
Ouch. Sounds like you've been programming for too long.
Title: Re: The iPhone Project
Post by: Gan on November 08, 2009, 07:30:11 PM
After a 4 hour nap(my alarm didn't go off) my headache and sight problems disappeared. So lets see what we can do.
Edit:I was able to fix up my loading code, now very efficient and eliminates all memory leaks. I'm going to separate and break down the rest of my code later. Then it'll be so much better.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on November 09, 2009, 08:51:34 AM
Alright, that one bug is fixed and a ton of the code is optimized and leak free.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on November 09, 2009, 12:57:00 PM
Optimized, tons recoded, leak free, and 2 different AIs. Random movement and follow target.
http://web.mac.com/avisaria/Npc-AI-SimpleRPG.swf
What do you guys think?


-Gandolf
P.S. Should I do the item system next?
Title: Re: The iPhone Project
Post by: WarHampster on November 09, 2009, 02:21:32 PM
Awesome... what method are you using?
Title: Re: The iPhone Project
Post by: Gan on November 09, 2009, 02:38:32 PM
My own, I made it from scratch in about 2-4 hours(This also includes the re-write off most of my NPC system). I can convert it to pseudo-code for you guys.
It's fast, efficient, gets the job done, simple, and not as resource hogging as A*. Though it's not completely brilliant or as smart as A*. If there is a very large(Like 5 blocks wide) block in front, it may never find a way around it. Though it's all the iPhone proj. will need.


-Gandolf
Title: Re: The iPhone Project
Post by: Tireas Dragon on November 09, 2009, 08:49:04 PM
Ya the jello blob looks like its pretty smart. Nice coding. My AI script for my bad guys isn't anywhere near that smart.
Title: Re: The iPhone Project
Post by: Gan on November 10, 2009, 05:12:28 PM
Yeah, the AI code actually isn't that smart. In place of actual smart-ness I placed randomosity. It goes straight towards the player and if it encounters a block it moves in a random direction perpendicular to the block and continues from there. Depending on where it goes, it may find a suitable way around. Though this method also makes the movement look more natural.

Just for you guys:
http://web.mac.com/avisaria/Toggle-Button-iPhone-Proj.swf
The stats are real. Inventory is just text as the item system hasn't been created yet. :P
When the blob touches the player I can make it hurt him. Though before I set anything like that we need to figure more on the storyline and if we want real time battles or turn based.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 10, 2009, 07:08:08 PM
Wow, looks like we're nearly just down to mapping and stat calibrating. :D What would you like me to do? (assuming I can steal a few minutes, hehe)
Title: Re: The iPhone Project
Post by: Gnome on November 10, 2009, 09:54:51 PM
here where i can come in, i can map, (thanks to that awesome sprite tut WH shot me)
Title: Re: The iPhone Project
Post by: Gan on November 11, 2009, 07:31:48 AM
Sounds great.  :)
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
Title: Re: The iPhone Project
Post by: Silverwind on November 11, 2009, 05:25:30 PM
Quote
Sounds great.  :)
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
Well, in view of minimalist work for build 1:

Turn based battle system,
No magic,
Attack icons or sprite nudging,
1 weapon and 1 piece of armor for equipment, (possibly a magic trinket too) and just healing potions for items.
NPC dialogues should be displayed in a pop up box covering most of the screen. Completely non interactive to keep it simple.

That's my 2 cents.
Title: Re: The iPhone Project
Post by: Gan on November 11, 2009, 09:17:41 PM
Alright...
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.
For inventory, I'll get to work on the item system. Make items, loading items, connect items with the map so items can be on the map, then connect items with the player so the player can hold items, pick up, use, and drop items. A simple item system will probably be a bit larger to put in then the npc talking or the battle system. Though for inventory he's going to have other items besides just potions, a single armor/weapon/and trinket, right? If so we'll need to make an inventory window. If not, fine by me. Just means we are one step closer to the "Simple" part in "Simple RPG".
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.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on November 11, 2009, 09:41:12 PM
I too think that we should use a real time battle system, it'd be easier and would work better with the touch screen.
Title: Re: The iPhone Project
Post by: Silverwind on November 12, 2009, 07:24:07 AM
Quote
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.

But anyways, I'm quite happy with either system. :)

Quote
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.
Title: Re: The iPhone Project
Post by: Gan on November 12, 2009, 05:10:09 PM
Awesome. :) This week has gone fast, weekend's almost here... Well, I'll probably be all busy tomorrow and Saturday. I'll hopefully find time on Sunday to get on the item and battle system.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on November 12, 2009, 10:34:05 PM
Major battle engine question:
Should attacking be based on speed(speed also is the speed of nav movement) or should they take turns attacking? Whichever should be picked, how well would that work with multiple attackers?


-Gandolf
Title: Re: The iPhone Project
Post by: Tireas Dragon on November 12, 2009, 11:57:30 PM
Well if attack is based on speed then people with a fast finger would do very well. If it is the monsters would both attack you at the same speed they move(I would assume so anyway). If the battle engine is turn based then every time you attack the monsters attack.
Title: Re: The iPhone Project
Post by: Silverwind on November 13, 2009, 04:00:39 AM
Here's a quick dialogue window concept: http://www.mediafire.com/?nmz1ywmjn2l
Title: Re: The iPhone Project
Post by: Gan on November 13, 2009, 06:47:59 AM
Aha, that looks great. :) Non crowding, easy to use, lots of space, and it fits the interface perfectly. Also leaves room for more.

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. Though with the attacking, the player would have a set speed too that he would attack with.
Hmm, what do you guys think?
Turn based or real time?
Based on the speed variable or your finger mashing speed?


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 13, 2009, 07:10:46 AM
Quote
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).

The attack routine would initiate on sprite collision regardless.
Title: Re: The iPhone Project
Post by: Gan on November 13, 2009, 07:37:41 AM
Ah, I think I finally see where you're coming at. The attack happens when they collide... Meaning that your attack button would be the arrow keys you move with. Did I get that right?


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 13, 2009, 11:50:14 AM
Here, download the example in V6 example in my first post of this topic: http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=CX;action=display;num=1242048270

Check out "Test 3" which has an NPC routine. The NPC moves after the player has moved and the NPC dialogue window pops up when the player collides with the NPC. That's exactly how I suggest the battle engine should work. :)

EDIT:

Actually, while you're at the thread you should check out my last post. It shows you how to have "giant" sprites as playable characters without rewriting the grid map variable. ;)
Title: Re: The iPhone Project
Post by: Gan on November 16, 2009, 06:34:32 AM
Thanks, I'll look into it later.
Alright, just to stick this out there... I'm clearing the project off my plate for this week. I'm falling a bit behind in homework and school work. Learning motivation has dropped greatly and iPhone proj. motivation has risen. I'm going to try to reverse this a bit for the time being and get things done. I'm not going to be on the forums very often and I will be joining the swim team. Even though I can only do the doggy paddle.(And I can do it pretty good.)
So the only progress you guys should expect is the progress you make yourself. If you want to get lots done in my absence, discuss and build more on the storyline or start making maps you think will work.


-Gandolf
P.S. It's going to be a bit rough evening things out. Many times I'm doing my homework and I get distracted so easily. I'll stare at the ceiling for 10 min or waste time on the computer. Things that should only take 30 minute take around 1-2 hours. I'm going to try to fix this. Chances are that I may not get things wrapped up until Thanksgiving when I can finally enjoy coding with tons of free time and no responsibilities.
Title: Re: The iPhone Project
Post by: Silverwind on November 16, 2009, 07:07:35 AM
Sing a song about the task you need to concentrate on. Helps me all the time.

Quote
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!
Title: Re: The iPhone Project
Post by: Gan on November 16, 2009, 03:12:04 PM
Ahaha.;D Brilliant, can we QOTM a post that large?


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on November 25, 2009, 10:40:08 AM
This project has been in neutral for way too long. It's time to kick it into drive.
So where are we at?
I think I was last working on the battle system... maybe. I'll look into the code. Or was I partially into optimizing my code?
Todo:
*Optimize, tie up loose ends, and prepare other features to come.
*Simple sprite collision battle engine.
*Give Npcs the talk feature.
*Build item system.
*Make Npc and Player inventories.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 25, 2009, 11:18:59 AM
Cool. :) Way to keep the project alive Gan!
Title: Re: The iPhone Project
Post by: Gan on November 25, 2009, 05:29:40 PM
Mmmm, the sweet smell of progress:
http://web.mac.com/avisaria/Battle%20Sytem%20b1.swf
I revamped the tracking system so that it'd be able to handle targeting both the player and other npcs. You know what that means? Exactly, npcs can now follow and fight each other.
Simple battle system: Check.
What's next on my list? Npc talking I think...


-Gandolf
Title: Re: The iPhone Project
Post by: Mystor on November 25, 2009, 06:41:48 PM
when you die you should become a ghost and then have to walk back to a nearby city.

That would be cool!

Mist
Title: Re: The iPhone Project
Post by: Gan on November 25, 2009, 06:51:24 PM
Oooh, Oberin style. Nice. Stick it in the storyline thread, hopefully it'll go well. (By the way, now that a simple battle engine is done you guys can go a little further with the storyline. Also with each update you can add a bit more complexity to it)


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on November 25, 2009, 09:27:17 PM
Hey Silverwind, I have you .psd file for the npc talk window but can't isolate the actual transparent window within the image. I don't have Photoshop so could you save only the window part as a png and put it up here?


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on November 26, 2009, 07:43:56 AM
Sure:

(http://img145.imageshack.us/img145/3869/window.gif)

I had set the opacity to 95, but that may be too hard with the iPhone.
Title: Re: The iPhone Project
Post by: Gan on November 26, 2009, 09:44:43 AM
Thanks, I'm hoping that it'll run just fine with any amount of transparency though I guess we'll find out.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on November 28, 2009, 03:26:40 PM
So for the battle system...
- Red hp bar for health above NPCs when hp is less than maxhp.
- Blue mp bar for energy below hp bar on npc.
- Red hp bar for health above player when hp is less than maxhp.
- Blue mp bar for energy below hp bar on player.
- Green exp bar right below mana bar?
- Attack by collision but limited by speed variable.
- Stats for npcs + player: Attack, Defense, hp, hpmax, mp, mpmax, lvl, exp.
- Red negative text on character when damaged.

So for the talk system...
- Bump into npc to talk?

I see a few issues. If attack is on collision, can you start attacking a neutral npc by accidental bump? Should the player be able to go on top of npcs but the npcs not allowed to go on top of the player? The map space is only so big, could an npc you can't walk on be stuck in your way from moving forward? If you bump to talk to an npc, wouldn't that get extremely annoying if you're just walking over them?
What do you guys think? Should we have an attack button?


-Gandolf
P.S. After a bit of thinking this is what I have:
The game auto-attacks for you so you don't have to try to button mash and such. Whoever you are attacking there will be a target/cross arrow on which you can change by tapping an NPC. You can walk over npcs that aren't in attack mode. In the bottom left of the screen is a transparent event button. You hit this button to pull up a transparent menu. The game pauses in the background and among the choices are Action(Used to talk to npcs/read signs), Inventory(Use potions, drop items, change armor/weapon), and Specials(Which pulls up a list of special attacks if you are a fighter or spells if you are a mage that you can scroll through, pick the auto attack that'll be what runs automatically when fighting and exit or a one time only special attack which the menu disappears and you can target a character and use it). What do you guys think?
Too complicated? Any other ways to address the problems?
Of course we could just drop magic and a large inventory so there'd only be potions and the items you fight with. Then we could make the transparent  button on the bottom left an attack/event button. Or...
Maybe this is it:
Event button allows you to talk to NPCs, while you attack by collision. You can walk over NPCs not attacking you. Now that's simple and should destroy all issues.
What do you guys think?
Title: Re: The iPhone Project
Post by: Swamp7hing on November 29, 2009, 01:24:53 PM
I like that.
I also like the "selection" menu.
maybe just have that at the side? potion use and move/magic selection?
Title: Re: The iPhone Project
Post by: Gan on November 29, 2009, 01:31:57 PM
That's possible, we could have more than 2 different displays on the toggle button.
Let's do a majority vote. Post the method you like the most.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on December 01, 2009, 10:11:39 AM
Well for simplicity's sake I'd recommend the following:

Simples.

EDIT:

And btw Gan, that stuff you're doing is incredible! It really is. I can't believe you've built such an engine on the iPhone!
Title: Re: The iPhone Project
Post by: Gan on December 01, 2009, 06:45:48 PM
Awesome! I love the simplicities of your ideas. I'm definitely going to put these in. Progress is probably going to be halted until Christmas break due to finals. Thanks for the compliment, though it's quite easy if you have a basic understanding of programming and a get the gist of the syntax.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on December 01, 2009, 06:58:56 PM
On the worldwide scale there aren't many people who can do what you've done Gan, and few indeed by your prime age! Be proud. Be very proud.

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!
Title: Re: The iPhone Project
Post by: Gan on December 06, 2009, 01:47:47 PM
Quote
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.

With a bit of thinking I have decided to hard code the event system in. That means that I can only make the events by coding instead of you guys just editing text files like for customizing npcs. The event system would consist of talking, shopping, bosses, battles, and anything else special. You'd invoke an event by sticking it to an action. Such as if player steps on this tile then run event #6 which for example could be to decrease the player's health as he had stepped onto a camp fire.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on December 06, 2009, 04:52:47 PM
Nice. :)
Title: Re: The iPhone Project
Post by: Gan on December 11, 2009, 07:34:35 AM
After a bit of further thinking I have decided to do a large overhaul in the game:
So far I've been making this game where people would be able to make and mold it just by editting text files. That's completely unnecessary and a waste of code/time. After finals week I'll start the process of hard coding everything in. Maps, npcs, items, events... This'll decrease code and processing power need and also add more customizability which should make my life much better.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on December 12, 2009, 10:28:33 AM
 :o I'm completely surprised...
I had a bit of time this morning so I decided to see if I could overhaul my loading code to add customization and make it easier to work with. You gotta realize, the loading map/npc/tile code is the largest(and most complex) chunk of code in the iPhone game. To overhaul something of that magnitude it'd be like taking a wrecking ball to the bottom of a sky scraper. I decided to give it a shot.
The sky scraper fell hard and it looked ugly for a moment but somehow the broken pieces of the code fell exactly into the right places.
Code: Overhauled
Npc Talk/Battle System/Event System: Ready to be implemented
After next week it's going to be fast and easy. Won't have to worry about editing text files or trying to decipher complex code. The overhaul just about destroyed every piece of complexity. :)


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on December 12, 2009, 10:49:09 AM
yay, so then we can get to the easy fun part?
Title: Re: The iPhone Project
Post by: Gan on December 12, 2009, 11:01:41 AM
Yeah. I estimate it'll take me a few hours to stick in all these systems then the fun begins. I have finals all next week and the monday after. Tuesday a week after next, if nothing pops up... be ready.


-Gandolf
P.S. Maybe at Christmas I'll get a developer license. Then it'll be all ready to play on the iPhone and we can stick it on the app store.
Title: Re: The iPhone Project
Post by: Gan on December 21, 2009, 11:59:56 PM
Finals are over. :)
Yes, now I have time to write the event, talk, and a more advanced battle system.
Currently SamBaylus an iPhone developer/friend showed me these awesome tutorials on 71squared.com and also this book on iPhone programming with OpenGL, OpenAL, and networking.
I'm getting the book "Beginning iPhone Game Development" for Christmas. :D This will give me the ability to not just scrap things I learned from Google together but make something professional.
Also I'm on the second tutorial on OpenGL development. It's crazy easy so far and will become very handy in the future. I don't think I'll implement it into the RPG as all that power under the hood is unneeded at the moment. Though I could whip it together if you guys really wanted.
I'm hoping to exponentially increase my rate of skill advancement. In the next game after this RPG I plan on using all I've learned. Yes, even OpenGL, OpenAL, and Networking. That game will be online and have amazing graphics with sound. Possibly 3D if we want to go all out.


-Gandolf
P.S. Have an elephant present food party day tomorrow. Should get a lot done besides that. Stay tuned.
Title: Re: The iPhone Project
Post by: Gan on December 22, 2009, 08:39:15 PM
Check out this monster:
Code: [Select]
} 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];
}
}
}
Yeah, this is one of my creations. A very large horror. The whole purpose of this chunk of code is just to move the Npc towards it's target. So I'll be killing this beast and making a beauty in it's place. (Hopefully one that's at least a little bit more readable and a little less lines)


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on December 22, 2009, 10:15:31 PM
Good god. COMMENT YOUR CODE.
Title: Re: The iPhone Project
Post by: Gnome on December 22, 2009, 10:37:37 PM
All I saw in that code was "tileToGo" and I thought of this.

(http://i49.tinypic.com/29g0g9f.jpg)
Title: Re: The iPhone Project
Post by: Gan on December 23, 2009, 11:05:57 AM
Quote
Good god. COMMENT YOUR CODE.
Yeah... I think you may be on to something.

Quote
All I saw in that code was "tileToGo" and I thought of this.
:)

Update. I've erased the whole tracking system and re-created it. I call it, Tracking System B2.
http://web.mac.com/avisaria/TrackingSystemB2.swf
So far I haven't set up blocks so the Npcs can walk on any tile, including the player's. As you can see in the video, the two human npcs on the plain grass map are set to movement style #2 and no aggression. Here's the movement chart:
Movement Style #1: Random movement
Movement Style #2: Target either player or another npc on the screen. If can't then move randomly.
Movement Style #3: Only target the player on the screen. If can't, move randomly.
The blobs and all 3 humans are set to #2. The blob is the only aggressive one. So in the video the two humans follow each other. Then when I go to the pond map, the blob targets the human and the human targets the blob. The blob is set to aggressive and kills the human then targets the player which it then attacks me. When I close and reopen the game, one human decides to set me as the target and the other human follows that human. Put in more humans and you can have a conga line.
Very easy to understand, very little code, and I can add more movement styles if needed. Now all I have to do is add in the proper blocks and such, then maybe up the smartness level to get npcs around barriers to their target.

Finished: Tracking: Stalker Mode for Npcs to follow the Player and other Npcs
Finished: Battle: Npc Vs. Player and Npc Vs. Npc

Todo:
- Event system: If this happens, then do that.
- Finish battle system: Put the movement restrictions back up and have the player able to attack when colliding with bad guy. Also make nice red text of damage hit appear when hitting each other.
- Make death routine so stuff happens when an npc or player reaches 0 hp.
- Make items/inventory. This is where I'm a bit iffy. Just 4 types of items? Potion, Weapon, Armor, and Trinket? Npcs can drop them? To pick up you step on it and a menu box appears asking to pick up? Can you only pick up weapons, armors, and trinkets that are more powerful than what you're currently wearing? Can you carry more than one of each? Can you sell any? What happens to your old armor if you pick a new armor?
- Talk routine. Pause gameplay, a transparent black bevelled edged box appears on screen with the npc's sprite in the top left corner with the Npc's name centered at the top with what he/she is saying right below that. Then below what they say, is options to choose conversations or click anywhere else and it stops talking/closes the talk window.

Answers to my questions, comments, questions of your own, hate mail?


-Gandolf
P.S. I also left room in the battle system for ranged attacks.
Title: Re: The iPhone Project
Post by: Gan on December 23, 2009, 06:32:59 PM
Alright, tracking system is finished. Took a bit longer then expected but now I gotta say that the new system looks sleek and easier to read. It contains all the same features as the old system but now has the ability to allow Npcs to follow other Npcs as well as the player. Also if wanted, I could make Npcs follow a point on the map or an object that isn't the player or an Npc.
The two blobs do look kinda cool when fighting each other.

Next assignment:
Put life meter below sprites of npcs and player (only if damaged?), also allow player to attack npc by colliding with bad guy. Show amount of damage taken by hit by red text floating from middle of player to top and disappearing. Also make death routine for npcs and player.
EDIT: Bugs, headaches, tiredness, crawling progress...


-Gandolf
P.S. I think I'll forget about the event system as it would probably be unneeded with everything being hardcoded instead of text files. I can add it back in later if needed.
Title: Re: The iPhone Project
Post by: Gan on December 26, 2009, 10:14:02 AM
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'd like to go to the next step. Currently:
Tracking System: Done
Battle System: Done
Event System: Done
Talk System: Done - May be revised - Discuss
Inventory System: Partially - Discuss

For the talking system we have to decided if we want to save each talk window as pngs or just have one blank window and have the game draw on it. Pngs would definitely be easier for me and give much better customizability options but would probably make the size bigger. This could be bad depending on how many of these we would need.

For the inventory system I want to clarify. Only 4 types of items? Weapon, armor, trinket, and potion? The player can only hold one of each type of equip-able item and infinite potions? If so then this will be very easy to implement.
Also, before I can successfully present this to you guys I'll need a few inventory sprites. Just for demonstration purposes like a pile of gold, sword, shield, potion, and maybe a necklace. We can figure out different items later after I get these things sorted out.


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on December 26, 2009, 12:07:10 PM
Quote
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...

none of your videos work for me.
Title: Re: The iPhone Project
Post by: Gan on December 26, 2009, 01:08:44 PM
Oh...  not even the flash/jing videos?
Right click, download this and try to open it once downloaded:
Latest Sneak Peak Video (http://web.mac.com/avisaria/RPGSneakPeak.mov)

-Gandolf
Title: Re: The iPhone Project
Post by: Gan on December 27, 2009, 05:31:53 PM
Any other guys have issues opening some files I post? I think it may be due to me using my .mac account and that it may not be usable in different parts of the world.


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on December 27, 2009, 06:43:07 PM
I'm fine with the ones in your post, but the links are were I can't open.
Title: Re: The iPhone Project
Post by: Gan on December 27, 2009, 07:38:48 PM
Strange. So you can watch the jing videos but not .mov files? I couldn't embed this latest video in my post as it isn't flash.


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on December 27, 2009, 08:16:05 PM
nevermind, forgot to press play.  :-/
Title: Re: The iPhone Project
Post by: Gan on December 27, 2009, 08:30:14 PM
Oh, easy fix. :) Anyways, I got a "Beginning iPhone Development" book from Apress for Christmas. This'll cover any holes I have in iPhone programming and will keep me up to date. Later in January a "Beginning iPhone Game Development" book will be released which will teach me all about OpenGL(graphics), networking, and OpenAL(sound) which I can incorporate into future games. After that in March comes a "Pro iPhone Game Development" which will cap it off and teach me the rest to know to make professional games.
If anyone wants to learn to program I suggest getting these books in this order:
Beginning iPhone Development, Beginning iPhone Game Development, and Pro iPhone Game Development.
It'll take it easy and give you the basics and slowly build up then start nice on building games.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on December 27, 2009, 10:18:23 PM
For some reason iPhone programming fails to excite me... I'll be happy to do art for any of your projects however. On that note, new tilesets and stuff are in the works. I'm hesitant to make a really broad set like silver's, I think the game should be more "compact"... like more focused on one theme or area rather than throwing forests, deserts, and tundras into the mix. Can we work out a final idea for the game? Now that I see lots of progress in the engine I'm prepared to work on this seriously. We should set up a svn repository for source control and work out a design document.
Title: Re: The iPhone Project
Post by: Gan on December 27, 2009, 10:41:57 PM
Argh, accidentally deleted this post... So to sum it:
I concur. I will learn to set up a repository and get it working with Xcode. We should definitely finalize the idea(and make a name). Though I'll just leave that up to you guys. ;)


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on December 28, 2009, 08:36:16 AM
For svn repositories, I'm looking at:
http://code.google.com/hosting/
http://www.projectlocker.com/
https://sourceforge.net/

I believe the google hosting has everything and is all free. Project locker has everything but provides less room than google but you can upgrade by paying. Sourceforge is free but for only open source projects.

Which do you think would be best?


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on December 28, 2009, 10:17:34 AM
Created a repository with Projectlocker. Don't quite understand everything but I was able to get the project up on it. I don't know quite what it's suppose to do, and I really can't figure out how to make it automatically update the files when I change something. Instead I have to do it manually.
For those with Xcode and the iPhone SDK, I can pm you instructions to hook up to the repository and check out the source. Then you'll be able to build and run, see what I have. I'll try to keep it updated. Though it would be wonderful if I could get pointers as I have never used a repository before.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on December 28, 2009, 10:51:24 AM
I'm not sure how project locker works, but if it's just a normal svn server I'm already set up. PM me a username and
password and the server information and I'll try connecting.
Title: Re: The iPhone Project
Post by: Gan on December 28, 2009, 10:54:37 AM
Ok.


-Gandolf
Title: Re: The iPhone Project
Post by: Swamp7hing on December 28, 2009, 11:39:08 AM
Wait, so what's project locker?
Title: Re: The iPhone Project
Post by: Gan on December 28, 2009, 01:09:18 PM
It's a site that allows you to securely store source codes which people in a team can checkout, look through, and contribute. The repository connects to Xcode so you can easily change and update source codes. Allows a single place to get a file which automatically updates so I don't have to constantly send you guys new files.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on December 28, 2009, 07:52:44 PM
Note to self and all others:
Don't edit the source code when sleepy.

I managed to wreck it and just finally fixed it.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on December 28, 2009, 09:07:54 PM
Triple post.
Finally finished the graphical part of items thanks to Silver! When you kill a blob a treasure chest pops out. I'll probably make that gold or whatever item it was carrying at the time.
WarHampster sent me instructions to set up the repository and such, so I'll get to that probably tomorrow. Well, might. 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.

What I have to do yet is make the interface that pops up when stepping on an item. It'll probably just have the item sprite to the left, item title centered, description below, and a pick up button beneath that.

You guys can start up the story thinking, map making, theme setting, setting placing, ect anytime you want. I'll be ready.


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on December 28, 2009, 09:20:20 PM
yay!

ok, I'll be a mapmaker, I'll just need a theme/story and ill get a cracken'
Title: Re: The iPhone Project
Post by: Gan on December 28, 2009, 09:53:43 PM
Up to you guys. I think I'll just stay outta that until/if it interferes with what I'm programming. So just open up the story/map/ect topics and get started.


-Gandolf
Title: Re: The iPhone Project
Post by: Tireas Dragon on December 29, 2009, 01:13:57 AM
Quote
. 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.
Title: Re: The iPhone Project
Post by: WarHampster on December 29, 2009, 01:28:19 AM
What is sleep?

Title: Re: The iPhone Project
Post by: EqwanoX on December 29, 2009, 09:33:13 AM
Quote
Oh...  not even the flash/jing videos?
Right click, download this and try to open it once downloaded:
Latest Sneak Peak Video (http://web.mac.com/avisaria/RPGSneakPeak.mov)

-Gandolf
wow, that looks real cool, sinse its for the iphone are you gonna sell it for a dollar like an app?

someone should start designing level maps
Title: Re: The iPhone Project
Post by: WarHampster on December 29, 2009, 10:26:52 AM
We're still working out whether we're going to sell it or not. We need to finalize the story and stuff before levels get designed.
Title: Re: The iPhone Project
Post by: Gan on December 29, 2009, 10:52:44 AM
Yeah. I'd suggest start filling and taking votes on people's ideas in the other threads.  Meanwhile I can start working on the repository stuff WH sent me. That 5 hour trip zoomed by, closed my eyes and woke up 30 min from home.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on December 29, 2009, 02:33:26 PM
Alright, I believe I followed everything for the repository correctly. Right now all the 103 files of the source code is being committed. Hope it works.
EDIT: Woohoo! All there, it worked.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on December 29, 2009, 05:21:00 PM
Everything works on my end (although I'm still not set up to actually compile or run the code). I'll add people to repository as they contribute.

Gan: I looked through the code and am a bit confused on how the map loading works... where is the tile map defined?
Title: Re: The iPhone Project
Post by: Gan on December 29, 2009, 05:55:45 PM
Magic.
Kidding, I actually have the maps loaded as pngs. For a "simple" rpg I took a similar route Silver had took with QOTM. Instead of separating the maps into numerous tiles I decided just to have them saved as full maps. For core graphics, drawing separate tiles every 1/60th of a second for a full map can get quite cpu extensive. This also allows you guys to visually build full maps in your favorite paint program instead of making a text file defining which tiles go where.

EDIT: If you were talking about actual tile attributes, look in the LoadMaps method.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on December 29, 2009, 06:30:54 PM
That is really confusing... any chance of just having a multi-dimensional array of 1s and 0s? That would make NPC AI and ranged combat a lot easier to implement and maintain.

You could still have the maps as pictures, just the collision and positions of stuff would be on the array.
Title: Re: The iPhone Project
Post by: Gan on December 29, 2009, 06:36:54 PM
I do have a multi-dimensional array, though instead of ints it is an array of the object "Tile". Within the tile there are attributes like blocked, npcon, item, ect...
It allows for so many more features being coded in a more object oriented way than procedural. It's also much more easier to use if understood.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on December 29, 2009, 06:40:26 PM
meh. I'll trust that you know what you're doing, but it seems like this would make making maps really painful.
Title: Re: The iPhone Project
Post by: Gan on December 29, 2009, 06:50:48 PM
Ah you have no idea... Very, very painful. Takes almost 20 sec to add another map...
Ah only messing with you, it's actually even simpler than the v6 engine map making. All the tiles are created as default open tiles which I just need to mark as blocks and such if there's a block on the tile. Not bad at all. Just need to understand how it works.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on December 31, 2009, 11:29:05 AM
Here are the item sprites Silver sent:
(http://web.mac.com/avisaria/pic1.gif)
(http://web.mac.com/avisaria/pic2.gif)
This set is extremely useful as now we only have to build a few more sprites.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on January 04, 2010, 07:19:20 PM
Just thought you guys should know:
Tomorrow is the start of the next semester of school for me. "Why should this be posted on the Gmg and how is it relevant to the iPhone Rpg?" Well, every other day of school I have independent programming class for an hour and a half. I plan to fill that with iPhone programming. The Rpg's progress will be less sporadic, routinely scheduled, and a grade. Each day I'll be graded on what I've done. If I plan on keeping my current gpa, the show must go on. (This will also give me some extra room as this will be official school work and I can work on other things after school)


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on January 04, 2010, 08:59:48 PM
Quote
I have independent programming class for an hour and a half.

I wish I was you  :o

Put all your progress on the repository, I'll add new tiles as I make them.
Title: Re: The iPhone Project
Post by: Gan on January 04, 2010, 09:33:09 PM
Will do.


-Gandolf
Title: Re: The iPhone Project
Post by: Xiphos on January 05, 2010, 05:07:34 PM
Has a story been decided on yet?
Title: Re: The iPhone Project
Post by: Gan on January 05, 2010, 05:37:03 PM
Yeah, check the last post on this thread:
http://www.gamemakersgarage.com/cgi-bin/yabb/YaBB.cgi?board=gmgroup;action=display;num=1255890873;start=60#60


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on January 06, 2010, 03:48:56 PM
Alright, first day of Independent Programming was a success!
Brought my own iMac to class and was able to program on a mac amidst a lab full of pc desktops.(I'll have to post a pic of it sometime) An hour and a half provided sufficient time for me to get a bunch of work done. I have implemented two types of events that can occur. NpcEvents - Called when interacting with Npc, and ItemEvents - Called when stepping on an item, picking it up, using it, or discarding it. This allows the game to do many unique things at different times.
The item system is very near completion. I just need to program in the interface with drawing commands instead of having it as a static png image.

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?

Ah, almost forgot. The technology department which consists of around 4-5 teachers that specialize in different computer related tasks control all things tech at the school. I believe I know every one of them and Mr. Holborn wants me to look into XNA studio in Independent Programming as I'm skilled in Visual Studio. Yes, XNA studio is a pluggin that will allow me to program in Visual Studio as usual. Though the catch is that I'll be programming in C# which is easier than Obj-C and I'll be programming for the XBox(or Zune if wanted). At times(possibly later than sooner) I may be switching on and off working on the iPhone and XBox platform. The goal of this is to understand it and transfer my knowledge to Mr. Holborn. Possibly through this we will create a computer/technology club at my highschool. So yes, at times I will be turning to the dark side.


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on January 06, 2010, 05:29:44 PM
Quote

(or Zune if wanted).



BWAHAHAHAHAHAHA
Title: Re: The iPhone Project
Post by: Xiphos on January 06, 2010, 05:40:42 PM
In my school there is only one kid with a zune.
Title: Re: The iPhone Project
Post by: WarHampster on January 06, 2010, 07:39:42 PM
Quote
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?

Hmm... svnX should let you know what files you modified and update them automatically. Commit and then check to see if it worked.


edit - what do I need to compile and test the game?
Title: Re: The iPhone Project
Post by: Gan on January 06, 2010, 10:35:15 PM
Thanks, will do.
You'd need Xcode and the latest iPhone SDK.

-Gandolf
P.S. The working copy thing isn't working. It's going all screwy and...
Yeah, I think I'll just erase and make a new commitment each time I update something, not mess with the working copy stuff.
Title: Re: The iPhone Project
Post by: WarHampster on January 07, 2010, 12:00:08 AM
Deleting things in any way other than through svnX's working copy window breaks the repo! I'm now getting an unversioned directory error. Checkout an older version of the source and make a new working copy of it. Then edit and save one of the files, and open svnX's working copy window. Navigate to the file you edited in svnx, it should indicate that it's been edited. Then you can commit that individual edit, or review and commit everything (the edit should show up in the review window).

Try all that, if it doesn't work I'll make a Jing showing you what I do.
Title: Re: The iPhone Project
Post by: Gan on January 07, 2010, 12:22:11 AM
Ah, that's the problem. I'm constantly adding, deleting, and changing files. Deleting through svnx sounds like a hassle. Perhaps just committing manually each time would be a bit easier...


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on January 07, 2010, 09:29:37 PM
I guess I don't care how you do it as long as it works, which it currently doesn't. Can you delete everything (through svnx) and then recommit? I think that will fix it.
Title: Re: The iPhone Project
Post by: Gan on January 08, 2010, 12:00:57 AM
Yeah, I'll do it tomorrow.


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on January 12, 2010, 03:00:56 PM
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.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on January 12, 2010, 03:24:39 PM
Does the iphone SDK work on osx 10.4?
Title: Re: The iPhone Project
Post by: Gan on January 12, 2010, 03:36:56 PM
I'm not quite sure. Only intel computers, though wether that intel computer needs 10.5+ is uncertain.


-Gandolf
Title: Re: The iPhone Project
Post by: Tireas Dragon on January 12, 2010, 04:25:21 PM
Quote
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?
Title: Re: The iPhone Project
Post by: Gnome on January 12, 2010, 04:30:32 PM
Quote
Does the iphone SDK work on osx 10.4?


Download from a third party, thats what i did.
Title: Re: The iPhone Project
Post by: WarHampster on January 12, 2010, 05:00:54 PM
Link me  ;)
Title: Re: The iPhone Project
Post by: Gnome on January 12, 2010, 05:07:34 PM
Quote
Link me  ;)


O wait nevermind I got iPhone SDK mixed up with xcode ::)
Title: Re: The iPhone Project
Post by: Gan on January 13, 2010, 04:22:08 PM
Hmm. Do you guys think I missed any vital systems?
-Movement
-Npc
-Battle
-Tracking
-Event
-Talking
-Item/Inventory
-Maps

So what have I missed?
Shops perhaps? Should that be a separate vital system I need to program before we get going or should I mix it with the talk/event system when needed? I believe I allowed the talk and event systems to mold around just about anything with a dialog.
Anything besides the shop system that I have missed?


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on January 13, 2010, 04:34:55 PM
Crikey that's an impressive list! :o Has anyone started mapping yet?

EDIT:

I'd love to do a bit of mapping myself only I just don't have the time. If someone posts the up to date tile sheet I might manage a room or two.
Title: Re: The iPhone Project
Post by: WarHampster on January 13, 2010, 04:49:43 PM
Saving and loading!

I'm still working on tiles.
Title: Re: The iPhone Project
Post by: Gan on January 13, 2010, 04:56:25 PM
!!
Yes, I forgot about those! Now that's going to take a bit of researching but'll definitely be worth it. After I finish polishing the item system's customized interface then I'll move to researching. Then testing. Then building. Then debugging. Then testing some more. Then implementing. Then debugging again. Then researching different/more efficient methods and brainstorming how I want the saving to be set up. Then building. Then debugging. Then finally polishing.

As for mapping, Xiphos inputted a map for New Town which turned out pretty good though we're holding off because WH is revamping some tiles. I've seen a few of the new ones on the repository, they look good! Especially the new grass tile, less like swamp and more like grass. :)


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on January 14, 2010, 12:54:27 PM
Item system interface is complete, I shall post a video of it in action eventually...


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on January 14, 2010, 03:41:27 PM
I'm running OSX 10.4, so I can't run or compile any of the code...
Title: Re: The iPhone Project
Post by: Gan on January 14, 2010, 09:26:04 PM
:( Upgrade to 10.6 is relatively cheap and well worth it. You'd see massive improvements immediately. Think you could do it?

Ah, I told you guys I'd post up a movie of the item system so here it is:
Item System Preview (http://web.mac.com/avisaria/itempreview.mov)


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on January 14, 2010, 10:27:10 PM
Meh, I'm so used to 10.4 and I really like how everything is laid out. I'll think about it.

The item system looks amazing!
Title: Re: The iPhone Project
Post by: Tireas Dragon on January 15, 2010, 03:31:39 PM
Quote
Ah, I told you guys I'd post up a movie of the item system so here it is:
Item System Preview (http://web.mac.com/avisaria/itempreview.mov)
I wonder what the inventory will be like (equipping items and such)
Title: Re: The iPhone Project
Post by: Gan on January 15, 2010, 05:42:05 PM
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
Title: Re: The iPhone Project
Post by: Gnome on January 15, 2010, 07:30:52 PM
Quote
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 make sure it checks to see if the new armor is better.
Title: Re: The iPhone Project
Post by: Gan on January 15, 2010, 08:01:14 PM
Yeah, of course. That'd be quite a rude surprise. :)


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on January 16, 2010, 03:59:19 PM
It has come to the front an issue of rotation and convenience of landscape vs portrait mode.
With the player needing to rotate the screen I could see how this could confuse or even turn someone away. Could be a big turn off if they first started and was suddenly surprised by it.
So now, we need to discuss what we shall do:
Portrait:
(http://web.mac.com/avisaria/mainmenu.png)
Landscape:
(http://web.mac.com/avisaria/LandscapeMainMenuMockup.png)
What do you guys think we should do?


-Gandolf
Title: Re: The iPhone Project
Post by: Xiphos on January 16, 2010, 04:48:45 PM
Make everything in landscape so they don't have to turn at all.

Or make two versions of everything so people can play whichever way they want.

I think it would be best if everything was just landscape mode.
Title: Re: The iPhone Project
Post by: Silverwind on January 16, 2010, 04:56:16 PM
I think landscape myself.
Title: Re: The iPhone Project
Post by: Xiphos on January 16, 2010, 04:57:23 PM
Oh and can the visit our site also be in Landscape mode of the title.
Title: Re: The iPhone Project
Post by: Gan on January 16, 2010, 05:10:28 PM
I'd like it to but I'm worried about crowding. If needed it could just be put in the ads/credits that appear before the main menu pops up. Or possibly on the credits page.

If no one nays this landscape mode than it shall be implemented. (When I get around to it)


-Gandolf
Title: Re: The iPhone Project
Post by: Gan on January 17, 2010, 07:56:18 PM
I have a few more iPhone RPG ideas I thought up while in a night church group which I'd like to discuss a bit with you guys. By the way, at home my thought juices are stagnant. At church, they flow like milk and honey. Good thinking place.
So here we go:

I noticed a few things while watching the item preview video on my iPhone. (Yes, if you convert that video to iPod/Phone format you can play it on the iPhone and see near exactly what it'd look like if you were actually playing the game. Plus you could show it off to your friends and say "Yep, I'm making that game. Am even part of a developer team.")

First of all, your left thumb rides along the edge of the screen unused. Some like to use both thumbs.
Secondly, we have MP in the stats on the side bar so obviously my mind wandered through the possibilities.
Now for ideas:

- Three classes:
Fighter - Contact weapon, heavy armor, and strong.
Archer - Contact weapon or bow, heavy armor, and medium.
Wizard - Staff, light armor, and weak.

For the archer and wizard, you'd use your left thumb to tap on the bad guy. Which it would cast or shoot it.
Now here's a twist making wizards significantly interesting, an extra toggle switch on the button. It'd show possible spells. Click the spell to select it and it stays selected until another spell is picked. When a spell is selected, it will be casted upon any bad guy you have touched with your left thumb. Or possibly even on yourself.
Now I'm hoping this would bring up game appeal by making a mysterious lure. When playing as a fighter or ranger, MP will be 0 and they will eventually notice it and want to be able to use it.

Now how could this tie closer to the storyline and other aspects of gameplay? 3 classes fit perfectly with 3 save spots. Besides that there are 4 directions from the town, N, S, E, and W. For 3 of the directions, each could specifically be made to be easier for a certain class. The last could be the final hill to clear and could be hard for all classes. A bit of a challenge.

Just some ideas, what are your thoughts?


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on January 17, 2010, 08:15:26 PM
We're discussing Colossians in my group this week. :)

As always the idea of multiple classes is cool, and I suppose we wouldn't need to kill ourselves trying to balance the difficulty between them. Merely having the choice adds replay value so I'm all for going with the idea and keeping your suggested gameplay traits in mind.
Title: Re: The iPhone Project
Post by: Silverwind on January 28, 2010, 10:17:28 PM
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. :)
Title: Re: The iPhone Project
Post by: Gnome on January 28, 2010, 10:27:02 PM
Quote
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. :)

No, no. I'm pretty sure I'm just Gnome.
Title: Re: The iPhone Project
Post by: Gan on January 31, 2010, 10:26:16 AM
Character select screen:
(http://web.mac.com/avisaria/characterselectscreen.png)
Just scratched this up real quick. There weren't too many sprites to fit the roles so I just grabbed the nearest.
What do you guys think?


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on January 31, 2010, 11:28:33 AM
I like it!
Title: Re: The iPhone Project
Post by: Swamp7hing on January 31, 2010, 03:04:53 PM
Layout works well. I like it.
Title: Re: The iPhone Project
Post by: WarHampster on January 31, 2010, 05:54:36 PM
The layout is good but the text kind of melds with the background... try making the text color darker.
Title: Re: The iPhone Project
Post by: Gan on January 31, 2010, 07:41:47 PM
White or red text?


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on January 31, 2010, 08:19:25 PM
Both :P
Title: Re: The iPhone Project
Post by: Silverwind on February 01, 2010, 06:40:12 AM
I like it, although I'd love to see it in blue. :)
Title: Re: The iPhone Project
Post by: Gan on February 01, 2010, 07:00:48 AM
Background, red text or white text?


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on February 01, 2010, 07:42:57 AM
Well... blue and white are a pleasant combination. Kinda soft and spacey. Something like this:

(http://img707.imageshack.us/img707/2008/characterselectscreen.gif)

(http://img525.imageshack.us/img525/8255/savescreen.gif)

I did the save screen as well, just for consistency. What do you think though, a little too off our style?
Title: Re: The iPhone Project
Post by: Gan on February 01, 2010, 07:59:14 AM
 :o
If that's not our style, then I'd love to make it our style.
Our style at the moment is very clashy, a green main menu with older orange colored other menus and a bright yellowish save menu... Then a black game screen interface...
Truthfully it seems as if we're trying many different styles all at once. I think this would fit in perfectly.
What do the rest of you guys think?


-Gandolf
P.S.
(http://web.mac.com/avisaria/savescreen.png)
Changed it to landscape mode.
Title: Re: The iPhone Project
Post by: Silverwind on February 01, 2010, 08:16:32 AM
Whoops, I forgot about keeping to landscape. Shall I redo the save menu or are we going with the funky yellow one?
Title: Re: The iPhone Project
Post by: Gan on February 01, 2010, 08:32:29 AM
Yeah we'll go with yours, though don't add the fake profile text. I'd like to implement this immediately. :)
I like this interface so much better than the funky yellow...


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on February 01, 2010, 08:52:07 AM
Okedokey. Do you have photoshop?
Title: Re: The iPhone Project
Post by: Gan on February 01, 2010, 09:01:03 AM
Photoshop 7, but it doesn't work on my mac.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on February 01, 2010, 09:15:53 AM
Ah, no prob, I was just wondering whether or not to upload the PSD. Here's a flat copy anyways:

(http://img694.imageshack.us/img694/3337/savescreen.png)

Any good?
Title: Re: The iPhone Project
Post by: Gan on February 01, 2010, 11:08:04 AM
I think preview can use psds so it could work.
That's very good. :) Gets rid of the need for a game selector.


-Gandolf
Title: Re: The iPhone Project
Post by: WarHampster on February 01, 2010, 11:59:53 AM
Awesome, let's go with that!
Title: Re: The iPhone Project
Post by: Silverwind on February 01, 2010, 12:29:55 PM
Ah, ok. Here's the PSDs:

http://www.mediafire.com/?o2t42in0kun
http://www.mediafire.com/?aczgmlymfyt
Title: Re: The iPhone Project
Post by: Gnome on February 01, 2010, 01:52:26 PM
I have an idea for it too, I'll post it later.
Title: Re: The iPhone Project
Post by: Swamp7hing on February 01, 2010, 04:05:29 PM
EDIT: Idea hijacked for my own project. :)

But I like it! Maybe make it more medieval-y/brown and green (like trees?)?
Title: Re: The iPhone Project
Post by: Silverwind on February 01, 2010, 04:26:58 PM
Gasp! At least drop a hint as to what it was! :D

As for brown and green:

(http://img14.imageshack.us/img14/6310/greenj.gif)

(http://img36.imageshack.us/img36/3304/browng.gif)

I'm not fond of the brown (probably because it's not really brown, is it? More like tanned gold now that I site back and look at it...), but the green is pretty snazzy.
Title: Re: The iPhone Project
Post by: Swamp7hing on February 01, 2010, 04:36:20 PM
I love the green, great work! :D
Title: Re: The iPhone Project
Post by: Gan on February 01, 2010, 04:52:20 PM
Would you like to do green for the save screen as well? We could keep it blue, would fit the "every screen a different color" style we have going on.


-Gandolf
Title: Re: The iPhone Project
Post by: EqwanoX on February 01, 2010, 05:46:25 PM
i like the gold
Title: Re: The iPhone Project
Post by: Silverwind on February 01, 2010, 06:27:36 PM
I'll happily go with any of them, mixed or not (although consistency is much more professional). Just vote on what you guys want and I'll post it up in the morning, but for now I sleep. (oh, which reminds me: I had a fly dream last night! Yessiree, there's nothing quite so exhilarating as a fly dream. Swooping through the air... trying hard to keep your balance... it's been ages since I had one of those)
Title: Re: The iPhone Project
Post by: Gan on February 01, 2010, 06:38:21 PM
Oh that's neat. :) My dreams usually consist of coding, forgetting to do my homework, or blackness. Don't think I ever had a fly dream but I did have a dream I was in a volcano with the floor cracking, lava flowing upwards and I had to escape. It was pretty interesting, though I had that a long time ago.

I tend to go a bit towards the green as it matches the main menu but the gold matches the original rough drafts.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on February 02, 2010, 05:49:25 AM
I await a definite decision guys. :)

EDIT:

If we go with green, make sure to use the following files, as they're slightly higher quality than the previous ones.

(http://img191.imageshack.us/img191/8700/characterselectscreen.png)

(http://img23.imageshack.us/img23/3337/savescreen.png)
Title: Re: The iPhone Project
Post by: WarHampster on February 02, 2010, 06:33:41 AM
Green FTW.
Title: Re: The iPhone Project
Post by: Gan on February 02, 2010, 10:53:41 AM
Great news guys, I got an answer to what was stumping and had stopped progress yesterday.

Yesterday I needed a way to detect if the keyboard was open and to also be able to get rid of the keyboard and textField when the user picks their character and moves off to the game play screen.
I couldn't figure out how to detect if the keyboard was open which led to errors and when I tried to remove the TextField, it'd crash the app. Now I have an answer to both!
Expect progress.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on February 02, 2010, 11:06:18 AM
Brilliant stuff Gan! :D
Title: Re: The iPhone Project
Post by: Gan on February 02, 2010, 09:33:44 PM
Update! (http://screencast.com/t/MjIzNDc0Mjk)


-Gandolf
Title: Re: The iPhone Project
Post by: Gnome on February 02, 2010, 10:47:56 PM
Quote
Update! (http://screencast.com/t/MjIzNDc0Mjk)


-Gandolf


Great! But small concerns:
1. The NPCs stop moving after a while.
2. ...Gandy? lol
Title: Re: The iPhone Project
Post by: Gan on February 03, 2010, 07:46:03 AM
(1) Npcs are set to either go after each other or after the player. When they reach their target they stop moving. That's probably what happened.
(2) I have a friend named Andy, probably mixed the two. Sort of tired when I did the recording, went to bed immediately afterward.

So I'm now in Independent Programming class... I guess I should start on the battle system.


-Gandolf
P.S.
(http://web.mac.com/avisaria/Lightning.gif)
Can someone make animated lightning that's 480x36?
Gif will work but having it as separate png files would be better.
Title: Re: The iPhone Project
Post by: WarHampster on February 03, 2010, 09:14:53 AM
What happened to not wanting any animations? -_-

So will this be a spell effect?
Title: Re: The iPhone Project
Post by: Silverwind on February 03, 2010, 09:22:09 AM
Are you complaining Mr. Animator? ;D
Title: Re: The iPhone Project
Post by: WarHampster on February 03, 2010, 11:24:34 AM
Only about the sudden change in style  :P
Title: Re: The iPhone Project
Post by: Gan on February 03, 2010, 02:19:10 PM
Animation in general is fine, has always been. Just not so with characters, tiles, and other pieces of the game that are already made and working. We can animate characters later but it's unnecessary at the moment. Not essential, though spells are. I'm partially through the new battle system and I would have posted a video but ran out of time. Now I'm bringing this message to you in the middle of class from an iPhone.


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on February 03, 2010, 04:04:14 PM
Fair enough, but how would this lightning animation work? The player will (I assume) be able to cast lightning in any direction at enemies at a distance, so making lightning sprites won't work (unless you were planning on stretching the images, but that wouldn't look too good). For lightning at least it would be more efficient to code the effect using particles or something.
Title: Re: The iPhone Project
Post by: Silverwind on February 03, 2010, 05:18:27 PM
I think you can display specified portions of an image.
Title: Re: The iPhone Project
Post by: Gan on February 03, 2010, 05:23:52 PM
I've thought through every nook and cranny with this and have found a way.
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!
One perfect quality lightning bolt to be used freely at your disposal.
I can use this method for other beams and even thrown objects like arrows and fireballs.


-Gandolf
Title: Re: The iPhone Project
Post by: Silverwind on February 03, 2010, 06:27:40 PM
I get the logic, but that trig stuff sails right over my head. Good stuff anyways! ;D
Title: Re: The iPhone Project
Post by: EqwanoX on February 03, 2010, 08:25:57 PM
or you could have the lightning cast from above the enemy and eliminate all that math
Title: Re: The iPhone Project
Post by: Gan on February 03, 2010, 10:28:35 PM
True, though would that be more fun to implement? I think not!
All this math and the amazing things it can do just gives me a warm and fuzzy feeling.
Besides how much cooler would it be to shoot lightning out of your hands at an enemy instead of bringing it down from the heavens?


-Gan
P.S. Think Oberin.
(http://ash.moe-nifty.com/oberin/images/0605_ant.jpg)
Title: Re: The iPhone Project
Post by: Tireas Dragon on February 03, 2010, 11:35:38 PM
Quote
I've thought through every nook and cranny with this and have found a way.
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!
That is most efficient and an excellent use of trigonometry BTW.
Title: Re: The iPhone Project
Post by: Gan on February 04, 2010, 12:56:36 PM
Yeah, trying to make it as cpu in-expensive as possible.

So would anyone like to try their hand at making graphics for the new battle systems such as lightning, fireballs, arrows, or anything else that you would think would fit in?
Doesn't have to be animated if you don't want to make it that way but it would be cool.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on February 04, 2010, 03:49:55 PM
I've never done animations, but if I can spare some spare time I'll give it a shot.
Title: Re: The iPhone Project
Post by: WarHampster on February 04, 2010, 06:16:59 PM
I'll do it this weekend.
Title: Re: The iPhone Project
Post by: Gan on February 04, 2010, 06:24:58 PM
Awesome  :D Until then I'll use my cruddy lightning bolt as a stand-in. Have Independent Programming class tomorrow. I expect to get lots done. (I'll mostly be working on the Sorcerer's battle system, might make it to the Markman's)


-Gan
Title: Re: The iPhone Project
Post by: j on February 04, 2010, 08:40:58 PM
Quote
Ah, no prob, I was just wondering whether or not to upload the PSD. Here's a flat copy anyways:

(http://img694.imageshack.us/img694/3337/savescreen.png)

Any good?
Just a small, knit-picky UI suggestion:

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.
Title: Re: The iPhone Project
Post by: Swamp7hing on February 04, 2010, 09:34:02 PM
Awesome. :)
When can I start mapping.  >:( :D
Title: Re: The iPhone Project
Post by: Gan on February 04, 2010, 09:39:26 PM
Quote
Just a small, knit-picky UI suggestion:
 
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.
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.
Solution: I shall implement a pop up window that asks if they are sure they wish to delete the game file.

Quote
Awesome.  
When can I start mapping.
That's up to WH, I'm ready for maps at any time you guys are.


-Gan
Title: Re: The iPhone Project
Post by: j on February 04, 2010, 09:56:45 PM
Quote
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.

Quote
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.

Title: Re: The iPhone Project
Post by: Silverwind on February 05, 2010, 03:48:47 AM
Quote
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)
Title: Re: The iPhone Project
Post by: j on February 05, 2010, 01:29:40 PM
Quote
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:

(http://www.jadaco.net/images/OSXwindows.png)
Oh well. =P

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.
Title: Re: The iPhone Project
Post by: Gan on February 06, 2010, 10:02:47 AM
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.


-Gan
*Such as forgetting my computer in Independent Programming class and not having access all weekend.
Title: Re: The iPhone Project
Post by: Silverwind on February 06, 2010, 12:31:16 PM
Quote
Honestly? After some more thought, I realized I was just wrong:
You and me both. :-X

Quote
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.

Quote
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.


-Gan
*Such as forgetting my computer in Independent Programming class and not having access all weekend.
Cool! Can't wait for a video. :)
Title: Re: The iPhone Project
Post by: WarHampster on February 06, 2010, 07:04:40 PM
(http://i63.servimg.com/u/f63/11/03/78/78/lightn11.gif)

Wow that looks awful  :-[

I'm thinking that I shouldn't try to do this one with pixel art...
Title: Re: The iPhone Project
Post by: Gan on February 06, 2010, 07:40:56 PM
Wow, that looks pretty awesome! If I had my mac, I'd try it immediately.


-Gan
P.S. Before I forget, thought of a few ideas:
-Marksman shoots in the direction of where the finger taps and if it hits, it hits. Means that the player will need to aim directly at the monster and it gives the chance to miss. Also add in a bit of randomness so that longer shots will be harder while when they get higher levels, shots are more on target.
-For beam spells, they take damage over time instead of all at once like projectiles.
Good ideas? Now if only we could get more for the warrior.
Title: Re: The iPhone Project
Post by: WarHampster on February 07, 2010, 11:05:28 AM
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!!

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.
Title: Re: The iPhone Project
Post by: Gan on February 07, 2010, 12:37:30 PM
Quote
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...

Quote
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. :)


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on February 07, 2010, 12:44:51 PM
Quote
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...

lol, thanks. That is now officially my idea, do you think you can implement it?
Title: Re: The iPhone Project
Post by: Silverwind on February 07, 2010, 12:45:18 PM
I like Hammy's idea of liking the Marksman idea. I'm not clear on the beam thing though. Is it like poisoning?
Title: Re: The iPhone Project
Post by: WarHampster on February 07, 2010, 12:50:22 PM
For normal projectiles, you tap the enemy and your character shoots it. For beams, the beam stays on the enemy for as long as you hold down you finger on the enemy.
Title: Re: The iPhone Project
Post by: Gan on February 07, 2010, 12:58:30 PM
Quote

lol, thanks. That is now officially my idea, do you think you can implement it?
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.


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on February 08, 2010, 03:49:12 PM
(http://i63.servimg.com/u/f63/11/03/78/78/lightn12.gif)

A little bit better?  ;)
Title: Re: The iPhone Project
Post by: Silverwind on February 08, 2010, 04:01:44 PM
They're both awesome and the movement is brilliant on the second one, but I slightly prefer the colouring of the first one.
Title: Re: The iPhone Project
Post by: WarHampster on February 08, 2010, 05:21:47 PM
(http://i63.servimg.com/u/f63/11/03/78/78/beam_210.gif)

(http:// http://i63.servimg.com/u/f63/11/03/78/78/beam10.gif)

(http:// http://i63.servimg.com/u/f63/11/03/78/78/beamu10.gif)

(http:// http://i63.servimg.com/u/f63/11/03/78/78/other_10.gif)

I think that the wavy one was a bit too extravagant.
Title: Re: The iPhone Project
Post by: Silverwind on February 08, 2010, 05:28:18 PM
Third from the top is pure awesomeness. :D
Title: Re: The iPhone Project
Post by: Gan on February 08, 2010, 05:29:58 PM
Yeah I agree, though they all are quite amazing. :) I can't wait to play and electrify enemies. On a side note, I have my mac back and independent programming tomorrow.


-Gan
Title: Re: The iPhone Project
Post by: Gan on February 09, 2010, 08:53:43 AM
Ah yes, progress...
http://web.mac.com/avisaria/SpellsTest.swf
Yeah, I had a little fun. Just in the spell testing phase.


-Gan
P.S. Anyone else notice the massive number of 9 guests and only 1 user? Hard to believe so many people on and looking at this time of day.
P.S.S. #1 and #2 lightning bolt versions kinda freak my eyes a bit. It's like they have an ocean-y wave effect. Sort of hypnotizing. I think it'd look really cool if one of those were a deep red instead of blue.
Title: Re: The iPhone Project
Post by: Tireas Dragon on February 09, 2010, 10:37:51 AM
I couldn't help but notice the lightning doesn't disappear. It might be a little less distracting if the lightning disappeared after a while. Also it would make more sense if you can only cast it against one enemy at a time.
Title: Re: The iPhone Project
Post by: Gan on February 09, 2010, 11:10:49 AM
Don't worry, this is definitely not how it'd work. Just testing casting, accuracy, and how it'd look in-game. Only just finished fine tuning the lightning beam to go from player to target.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on February 09, 2010, 12:12:57 PM
I can't see the video for some reason.
Title: Re: The iPhone Project
Post by: Tireas Dragon on February 09, 2010, 02:03:23 PM
Thats weird I could see it earlier but not now  ???
Title: Re: The iPhone Project
Post by: Gan on February 09, 2010, 03:11:41 PM
usuly it wont Play untli loded. 13 m3gaBittes. Loook in activity widow ta sea progerss


-g@n
Title: Re: The iPhone Project
Post by: EqwanoX on February 09, 2010, 04:07:36 PM
i dont know what it is about that lightning, i could stare at it all day
Title: Re: The iPhone Project
Post by: Xiphos on February 09, 2010, 05:24:32 PM
1 c4n s33 it, th3 l1ght9ng w0rks bu77 17 15 k1nd 0f d1str4ac7ing!! h3ll m0nk3y sp4wn!
Title: Re: The iPhone Project
Post by: WarHampster on February 09, 2010, 07:29:31 PM
lol guis the vid werked 4 me but only after liek a few miut3s. I kno the gam looks 1337!!!111 but i think the beamz are kinda "sharp" compared wit the bckround lol so i'll try editing them.

thanks eq!!!!111  ;D ;D ;D
Title: Re: The iPhone Project
Post by: Gan on February 10, 2010, 09:58:25 AM
Hey guys, I have bad news. I was cooking with boiling oil yesterday, wasn't being too careful and splashed quite a bit on my right hand. Yes, it did hurt, quite a bit actually. So my hand is under wraps, the skin is sort of bubbled, and probably for a few days to a week I won't be able to use it. Unfortunately I am right handed, so I doubt I'll be able to make any significant progress. Fortunately I don't need to go to school.
Takes a bit to type with one hand that's not your dominate. So I'll have to withdraw from bad spelling week....


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on February 10, 2010, 11:34:18 AM
Whoa, ouch! Take a well-deserved break and get better.
Title: Re: The iPhone Project
Post by: Gan on February 14, 2010, 08:35:20 AM
Hand's still looking pretty bad. The blisters popped releasing a pretty disgusting yellowish liquid. Last night we cut off the dead skin. Looks like I might have a pretty large scar.
Programming the iPhone RPG takes tons of coding with the hands flying all over the keyboard so I'm going to focus on research, broadening my horizon, and a bit of a new project that actual is an old project...
I think at this point, map making would be great. (Also takes very little code to put maps in.)


-Gan
Title: Re: The iPhone Project
Post by: EqwanoX on February 14, 2010, 09:05:35 AM
Quote
I'm going to focus on research, broadening my horizon, and a bit of a new project that actual is an old project...

-Gan
avisaria?

i burned myself doing maintenance on my car and my hand got sprayed with hot coolant, but yours sounds way worse, with my burn it was so difficult to sleep cause my hand felt like it was on fire all night, i had to keep putting it in ice water
Title: Re: The iPhone Project
Post by: Gan on February 14, 2010, 04:24:24 PM
Nope, that's set for a later date.
Yeah doesn't hurt so bad now but that first day was definitely the worst.
Anyways I'm currently reviving a little project that died. Worked on it in SilverCreator, than in TitaniumForge, and now in Xcode.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on February 14, 2010, 05:48:02 PM
Physics?
Title: Re: The iPhone Project
Post by: Gan on February 14, 2010, 06:17:07 PM
Yes, now that I have successfully found formulas for getting intersection points of lines, circles, and polygons(which I'll probably post a video sometime later); I can make that physics engine I've always dreamed of.


-Gan
Title: Re: The iPhone Project
Post by: Gan on February 18, 2010, 04:22:28 PM
Good news guys. I've done a large rehaul on the touch system. Can support 2 touches which will be good for shooting spells while running away from enemies. The input system is a bit more advanced and I still have a few things to hook up but things are looking brighter.


-Gan
P.S. I have been able to reach extraordinary speed by typing with just 1 hand and two fingers. As always, expect progress.
Title: Re: The iPhone Project
Post by: Gan on February 19, 2010, 05:51:36 PM
Multi-touch is now supported. Buttons active on tap end and your thumb pad activates on touch began. You can now shoot lightning bolts while running away.
I guess it's time for me to work on the spells. Make it allow one bolt at a time.


-Gan
Title: Re: The iPhone Project
Post by: Gan on February 19, 2010, 07:46:05 PM
This multi-touch stuff is looking better than I originally thought. I will post a video eventually.


-Gan
Title: Re: The iPhone Project
Post by: Gan on February 19, 2010, 09:42:11 PM
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
Title: Re: The iPhone Project
Post by: Gnome on February 19, 2010, 09:45:16 PM
Quote
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

I would like the feature that you start off with a wimpy bolt and work your way up to that.
Title: Re: The iPhone Project
Post by: Gan on February 19, 2010, 09:48:18 PM
That can be arranged, would definitely make gameplay more exciting.


-Gan
Title: Re: The iPhone Project
Post by: Gan on March 22, 2010, 08:06:58 AM
I've started looking through and updating the iPhone RPG's code and I gotta say...
My code is horrendous.
Since I moved to mac programming with the World Editor my coding must have gotten tons better, when I look back on my old code it looks pretty cruddy.

I'm going to start shoveling code out into the trash and recoding. The game will be much less complex(code-wise) because now I can grab all maps from the World Data.gan file. :)


-Gan
Title: Re: The iPhone Project
Post by: Gan on March 22, 2010, 08:58:27 AM
Alright, I'm in the process of recoding. Going to look much cleaner and more professional. Cleared out most of the project, at the moment it's just an empty shell.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on March 22, 2010, 10:38:47 AM
Sounds like a great undertaking Gan. How many lines were you at in total?
Title: Re: The iPhone Project
Post by: Gnome on March 22, 2010, 03:37:30 PM
Quest Suggestion:

Quote
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
Title: Re: The iPhone Project
Post by: Gan on March 22, 2010, 06:34:50 PM
Was 2598 lines of code. Though in Obj-C you could have all your code on one line if wanted. Just be a very long line...

Quote
Quest Suggestion:
That sounds great. :)


-Gan
Title: Re: The iPhone Project
Post by: alias on March 22, 2010, 09:22:35 PM
Im not reading 999999 page. However I am interested in this. Can someone give me a synopsis?
Title: Re: The iPhone Project
Post by: Tireas Dragon on March 22, 2010, 09:35:29 PM
its not 999999 pages. its only 29
Title: Re: The iPhone Project
Post by: Gan on March 22, 2010, 09:39:51 PM
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
Title: Re: The iPhone Project
Post by: alias on March 22, 2010, 11:06:33 PM
Quote
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

You mean its almost finished??!
Title: Re: The iPhone Project
Post by: Gan on March 23, 2010, 06:22:33 AM
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.
Title: Re: The iPhone Project
Post by: alias on March 23, 2010, 10:42:04 PM
Quote
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.

You should put a link to GMG in the game as say "Want to learn how to make your own games?"
Title: Re: The iPhone Project
Post by: Silverwind on March 24, 2010, 10:37:00 AM
I composed two tracks last week for a game I've been working on on-and-off between everything else, and I must say I really enjoyed myself. :) Once I've drawn enough concept art of a place/character, I try to capture the "feel" of the place/character in the melody. It's really enjoyable and I'm definitely improving with the practice.

I'm still busy up to my eyes these days, but I'd love to know what your ideas are for music Gan, whether it's just a track for the title screen, overworld and dungeon or a separate track for each dungeon etc.
Title: Re: The iPhone Project
Post by: Silverwind on March 26, 2010, 05:20:41 PM
Pssst... Gan... check your PMs...
Title: Re: The iPhone Project
Post by: Gan on March 26, 2010, 08:41:36 PM
Gnome's World Data file loads and displays perfectly. :)

Screenshot: http://www.viewpic.org/s2jgxn

Scrolling maps definitely look better.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on March 27, 2010, 03:06:35 AM
Wow, that's really impressive! :D
Title: Re: The iPhone Project
Post by: Gan on March 31, 2010, 07:27:09 AM
Here's a todo list to keep me on track: Needs Recoded
* Movement System
* NPC System
* Class System
* Battle System
* Spell System
* Item System
* Targetting System
* Event/Progress System

Scrolling maps tend to make this a whole new ball field. Gotta make things work across maps.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on March 31, 2010, 09:34:45 AM
Oh, scrolling maps eh? Nice one. How are the new room dimensions? Furthermore, what's the logic for the NPC spawner?
Title: Re: The iPhone Project
Post by: Gan on March 31, 2010, 10:32:38 AM
Map size is much better now, and for the npcs spawner...
There'll be three ways to spawn NPCs.
In the World Editor either set a tile to spawn a specific NPC or set that map to spawn a group of NPCs. Then there'll be a control to set a permanent NPC which is unique and stays dead when dies and doesn't respawn.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on March 31, 2010, 05:49:18 PM
Wow, that's all the customization a game could ask for!
Title: Re: The iPhone Project
Post by: Gan on April 02, 2010, 11:39:39 AM
I'm thinking...

I think classes are too advanced for the first version. I'm trying to make our goal of getting the App on the market more possible. So what if I take away class support and only have one type of fighting, close combat?

What do you guys think?


-Gan
P.S. This'd decrease work load a ton.
Title: Re: The iPhone Project
Post by: Silverwind on April 02, 2010, 12:48:34 PM
I've spent years working on balanced classes and I've still never succeeded, so I'm all in favor of dropping them.
Title: Re: The iPhone Project
Post by: WarHampster on April 02, 2010, 01:53:09 PM
Getting rid of classes is fine IMO, but keep magic if possible.
Title: Re: The iPhone Project
Post by: Gan on April 02, 2010, 02:14:10 PM
Well, it's not the classes themselves that are taking so much work but the battle systems. Mainly magic, haven't even started the archer's. I'm thinking of taking it out and maybe stick it in another version or future game when convenient...

So I think I'll go ahead with just one way of fighting for now. Keep it simple, maybe in the future we can make a sequel with multiple classes if things go well.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 02, 2010, 02:30:53 PM
What's the current formula for calculating the results of battle?
Title: Re: The iPhone Project
Post by: WarHampster on April 02, 2010, 03:12:06 PM
Can we at least keep the beam weapon that you showed earlier?
Title: Re: The iPhone Project
Post by: Gan on April 02, 2010, 03:53:25 PM
I like the beam weapon but... with scrolling maps and...
Hmmmm.
We could take out the spell system, class system, and stuff within each and it'd take out a ton of complexity... then I'm thinking I could be able to keep the beam weapon. Except it wouldn't be a spell. You'd need to be wearing a certain trinket around your neck that allows you to channel your energy(mana) into a beam of lightning at your foe.

That'd allow us to keep the beam weapon and it wouldn't take too many lines of code or complexity.
What say you guys?


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 02, 2010, 04:34:46 PM
Sure. :)

EDIT:

So are spells officially dropped for build 1?
Title: Re: The iPhone Project
Post by: Gan on April 10, 2010, 08:33:13 PM
Yeah, but we can keep the lightning. Just because it looks so cool.

Here's a preview of the RPG playing on my iPhone:
http://web.mac.com/avisaria/iPhoneRPG%20PreviewOniPhone.mov


-Gan
Title: Re: The iPhone Project
Post by: GabrielCA on April 10, 2010, 08:35:39 PM
Hmm... A first glance, that seems promising.
Who contributed ?
Title: Re: The iPhone Project
Post by: WarHampster on April 10, 2010, 09:06:45 PM
AAAAHHHHHHHHHHHHHHHHHHHHHH

Thats a you-just-totally-renewed-my-excitement-and-I-will-now-drop-SC3D-in-favor-of-making-more-tiles noise!
Title: Re: The iPhone Project
Post by: Gan on April 10, 2010, 09:22:36 PM
:D Exactly what I was hoping for.
Quote
Who contributed ?
The Gmg. Literally, nearly everyone though our main guys right now are WarHampster, Silver, and Gnome.


-Gan
Title: Re: The iPhone Project
Post by: Connors on April 11, 2010, 08:54:12 PM
Hey I've got to try to help out with this project it looks really cool!
It seems I'm one of the few who hasn't contributed yet.
There's one small problem though and that is apparently it can't run on my eMac...
Title: Re: The iPhone Project
Post by: Silverwind on April 12, 2010, 02:47:43 AM
No problem, I haven't figured out how to run it on my iMac yet. ;D What kind of role did you have in mind?
Title: Re: The iPhone Project
Post by: Connors on April 12, 2010, 12:44:31 PM
Well I'd like to help with story for sure, and possibly some gameplay concepts. I posted one idea already, in "Final design topic (iPhone RPG)" about having the map be more open so players have to decide if they are ready to enter some areas or not.

I can also help with sprites if you still need spriters.

Sadly, I think my home computer is too old to run iPhone apps.
Title: Re: The iPhone Project
Post by: Silverwind on April 13, 2010, 04:02:50 PM
No worries, Gan frequently posts videos and screencasts so everyone can see how the game looks. :)
Title: Re: The iPhone Project
Post by: Gan on April 13, 2010, 07:15:38 PM
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. :/


-Gan
Title: Re: The iPhone Project
Post by: Connors on April 13, 2010, 09:47:06 PM
Gandolf did you see my suggestion in "final design"?
I ask because nobody has commented on it.
Title: Re: The iPhone Project
Post by: Gan on April 13, 2010, 10:36:09 PM
Yeah, not bad. Though I doubt we'll have robots in the game. Besides that I'd like to have the game with little repetitive-ness and the ability to explore and figure things out. When the game makes the player feel cunningly smart, they want to play more.


-Gan
Title: Re: The iPhone Project
Post by: Gnome on April 13, 2010, 10:39:47 PM
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.
Title: Re: The iPhone Project
Post by: WarHampster on April 14, 2010, 10:52:56 AM
Quote
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. :/

Did he see my latest tiles? Feedback from non-GMGers would be nice.
Title: Re: The iPhone Project
Post by: Gan on April 14, 2010, 12:45:39 PM
Yeah. Your tiles look great. :)


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 14, 2010, 02:54:57 PM
Sweet :)

Quote
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.

I like this idea a lot, it will reduce the "grinding" aspect of gameplay.

We should all have a weekly video conference or something to go over our ideas and discuss what we need to be working on, ect.
Title: Re: The iPhone Project
Post by: Gan on April 14, 2010, 04:12:02 PM
That would be awesome. :) Group collaboration.
Can iChat do a multiple video or audio conference?


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 14, 2010, 05:23:40 PM
Probably, but I think we should use Skype... its always worked better for me.
Title: Re: The iPhone Project
Post by: Gan on April 14, 2010, 05:51:12 PM
Never used Skype, how does it work?


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 14, 2010, 07:14:14 PM
It's just an IM/ video chat program that's also able to make phone calls (we don't need to worry about that part of it). My iChat almost never works and I know that I can vchat on Skype, that's why I suggested it.
Title: Re: The iPhone Project
Post by: Gan on April 14, 2010, 08:17:35 PM
Got a download link?
We'll need to set a time and the people conferencing. I'd expect Silver and Gnome to be present as well, others could attend if interested in the discussion.


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 14, 2010, 08:28:11 PM
http://www.skype.com/download/skype/macosx/

Time would have to be either late Friday night or over the weekend for me.
Title: Re: The iPhone Project
Post by: Gnome on April 14, 2010, 08:35:02 PM
Sounds good for me too.
Title: Re: The iPhone Project
Post by: Gan on April 14, 2010, 08:48:02 PM
Weekend should be good for me too. :) What about you Silver?


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 15, 2010, 02:31:38 AM
I'm working 10 hours on Friday, but I could do Saturday or Sunday evening. We should probably use a World clock to find a time that suits us all. I live in York so count London as my time zone.

http://www.timeanddate.com/worldclock/
Title: Re: The iPhone Project
Post by: Gan on April 15, 2010, 04:53:11 PM
World clock's amazing. :) I'm central so count me in as Chicago.

Here's London and Chicago's time tables for saturday and sunday:
Saturday (http://www.timeanddate.com/worldclock/meetingtime.html?month=4&day=17&year=2010&p1=64&p2=136&p3=-1&p4=-1)
Sunday (http://www.timeanddate.com/worldclock/meetingtime.html?month=4&day=18&year=2010&p1=64&p2=136&iv=0)
I think I could do any time Saturday and before `13:00:00 UTC and after 18:00:00 Sunday.

What time zones are the rest of you guys in?


-Gan
Title: Re: The iPhone Project
Post by: Connors on April 15, 2010, 05:07:36 PM
I'm in the Denver time zone!
Title: Re: The iPhone Project
Post by: WarHampster on April 15, 2010, 05:30:44 PM
I'm on New York time

How about this: (http://i63.servimg.com/u/f63/11/03/78/78/time_t11.jpg)

From left to right - Chicago, London, New York.
Title: Re: The iPhone Project
Post by: Gan on April 15, 2010, 05:36:33 PM
Looks good to me. :) Right after church so I'll be all dressed up for the meeting.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 15, 2010, 05:50:20 PM
Okey dokey by me. :)
Title: Re: The iPhone Project
Post by: Gan on April 15, 2010, 05:51:29 PM
Now we just need Gnome's confirmation and we can start setting up Skype.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 15, 2010, 06:12:29 PM
I use Skype for video conferencing with clients; it's straightforward and easy to setup. I didn't know you could do video conference calls though, I thought you could only do voice conferencing.

I've set up a new username for the forum: silverwind-san
Title: Re: The iPhone Project
Post by: Gan on April 15, 2010, 06:25:52 PM
It appears that you can only do 1-1 on video... Any better choices?


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 15, 2010, 06:34:15 PM
What did you guys use last time? Wasn't it iChat? I've never used it but if someone talks me through it I'll set up an account tomorrow night.
Title: Re: The iPhone Project
Post by: Gnome on April 15, 2010, 06:44:36 PM
We used skype audio. 5 sounds good to me.
Title: Re: The iPhone Project
Post by: Gan on April 15, 2010, 06:47:14 PM
What time zone are you in Gnome?

Wait, you guys had a Skype Audio chat without me? Crud man...


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 15, 2010, 06:50:04 PM
Quote
It appears that you can only do 1-1 on video... Any better choices?

Yeah I just figured this out, I kind of assumed that it would work. iChat video chatting totally doesn't work for me. Maybe we could try something like this?: http://www.mebeam.com/
Title: Re: The iPhone Project
Post by: Gnome on April 15, 2010, 07:21:10 PM
Same as WH on the timezone.
Title: Re: The iPhone Project
Post by: Gan on April 16, 2010, 07:39:43 AM
Turns out that I have a study session from 2-4 Sunday. Think we could push the meeting back 1-2 hours or select a different time?


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 16, 2010, 07:50:16 AM
Pretty much any time this weekend is fine for me.
Title: Re: The iPhone Project
Post by: Silverwind on April 16, 2010, 08:13:58 AM
Anytime from 1pm on Sunday suits me.
Title: Re: The iPhone Project
Post by: Gan on April 16, 2010, 10:30:07 AM
WarHampser - Anytime on the weekend. EST.
Silver - Saturday or Sunday after noon. London
Gan - Saturday any time(Best would probably be after noon as I clean the house before). Sunday after 4:00p.m. Chicago.

So... We could do later on Sunday, though seems pretty late for Silver or we could reschedule for Saturday at the picked time.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 16, 2010, 02:25:44 PM
I'm not working on Monday so I can do late.

EDIT:

But wait, how late?
Title: Re: The iPhone Project
Post by: Gan on April 16, 2010, 05:06:25 PM
How does noon tomorrow on the meebo things WH posted sound? Well that'd be 1:00 for WH and Gnome and 6:00 for Silver I believe.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 16, 2010, 05:33:40 PM
Tomorrow as in Saturday? That's fine by me. :)
Title: Re: The iPhone Project
Post by: Gan on April 16, 2010, 06:09:24 PM
I'm doing some tests at the moment.... Our conference room is here:
http://www.mebeam.com/GmgTeam
Video quality isn't bad though make sure you have lots of light shining at you so the camera can see you.


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 16, 2010, 07:52:55 PM
1:00 PM tomorrow sounds fine.
Title: Re: The iPhone Project
Post by: Silverwind on April 17, 2010, 09:22:02 AM
Sorry guys, I'm working until 7 now, so I can't do any earlier than 8. I won't be free until 5 on Sunday either.
Title: Re: The iPhone Project
Post by: WarHampster on April 17, 2010, 11:03:14 AM
Is everyone else still doing this today?
Title: Re: The iPhone Project
Post by: Gan on April 17, 2010, 11:58:52 AM
Yeah, I'm coming on now. Meeting starts in 2 minutes.

Now for Silver we can hold a second meetings 2-4 hours from now.


-Gan
Title: Re: The iPhone Project
Post by: Gnome on April 17, 2010, 12:12:06 PM
I see nobody.
Title: Re: The iPhone Project
Post by: Gan on April 17, 2010, 01:40:02 PM
Alright, just as a reminder. We'll have our meeting 30-90 minutes from now depending on when Silver gets online.

For those who wish to attend, download and set up an account in Skype. We'll use Skype for audio and text while mebeam for video.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 17, 2010, 01:57:03 PM
Sorry about that, I'm booting up Skype now.
Title: Re: The iPhone Project
Post by: Silverwind on April 17, 2010, 02:12:11 PM
Aha! I got you now Gan. :D What's everyone else's Skype names?
Title: Re: The iPhone Project
Post by: Gan on April 17, 2010, 03:59:35 PM
I'm sorry I wasn't very talkative or paying too much attention at the meeting but...

YEAH! I got it! I've converted the extremely slow CoreGraphics version of the iPhone RPG to OpenGl! Works perfectly! Super fast! Before when playing on the iPhone you'd hit the left arrow key and it'd take 2 seconds before moving the character. Now it's instantaneous!

So yes. I am very excited now. I'll definitely be talkative and not distracted at future meetings. :)


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 17, 2010, 04:23:14 PM
Awesome!

Everyone who was at the meeting, post (or PM me) your email address so I can share the design document with you.
Title: Re: The iPhone Project
Post by: Gan on April 17, 2010, 04:29:29 PM
ajfkelvkfjquiutnflskajwlajfkgprkqnwmia@me.com
The bold is my e-mail address.


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 17, 2010, 04:32:20 PM
Ok, I invited you.
Title: Re: The iPhone Project
Post by: Silverwind on April 17, 2010, 04:48:36 PM
Mine's dropSilverAMegaUltraAwesomeLine@yahoo.co.uk, minus the mega ultra awesome.
Title: Re: The iPhone Project
Post by: WarHampster on April 17, 2010, 05:03:22 PM
Sent.
Title: Re: The iPhone Project
Post by: Gan on April 17, 2010, 08:09:50 PM
Hey guys... Video!
iPhone RPG in Action on the iPhone! (http://web.mac.com/avisaria/iPhoneRPGPreview2.mov)
(Ignore my heavy breathing, I had to escape a pair of vile agents out to stop progress of the iPhone RPG)


-Gan
Title: Re: The iPhone Project
Post by: alias on April 17, 2010, 08:15:49 PM
I feel somewhat compelled to make an RPG myself now. Or pick up Iphone development and join in.

You dad is a gamer?
Title: Re: The iPhone Project
Post by: WarHampster on April 17, 2010, 08:21:58 PM
Looks amazing!
Title: Re: The iPhone Project
Post by: Gan on April 17, 2010, 09:29:57 PM
Quote
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... :)

Quote
You dad is a gamer?
Nope, though I like to show what I've made to him.

Fixed a few minor bugs and one major bug. Things are looking better.


-Gan
Title: Re: The iPhone Project
Post by: Gnome on April 17, 2010, 10:02:37 PM
joemama1024@yahoo.com

I get enough spam already :P
Title: Re: The iPhone Project
Post by: WarHampster on April 17, 2010, 11:20:21 PM
Sent.

I have too much work to do, I probably won't get anything more done this weekend.
Title: Re: The iPhone Project
Post by: Gan on April 18, 2010, 07:54:07 PM
Npcs are in with a random AI. Gotta do a smart one.


-Gan
Title: Re: The iPhone Project
Post by: Gan on April 18, 2010, 09:16:41 PM
Guys, I just fixed a massive bug.
Turns out that if you do 1/20, it thinks that you want an int result. Which means that 1/20 rounded would equal 0 as an integer.
Now I had put 1/20 as the timer so it'd run 20 frames per second. Turns out that when 1/20 is turned to zero, it makes the timer run as fast as possible. So yes...  the iPhone RPG has been running 100-500fps since it was first created.
Now it's fixed. Figured out the problem when I was getting crazy results for setting an Npc's movement speed.


-Gan
P.S. Maybe it's my eyes playing tricks on me or me just not paying very much attention... though...
It appears that the player's shirt has changed it's color to green...
Well, I'm off to bed. Much to late for me.
Title: Re: The iPhone Project
Post by: Gan on April 19, 2010, 08:19:10 AM
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:
•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
Title: Re: The iPhone Project
Post by: Silverwind on April 19, 2010, 09:14:40 AM
I'm not sure how you're calculating battle at the moment, but here's the battle engine I wrote for the RSRPGE incase you wanna use it:

'--- Preset variables.
baseHitChance = 50
maxHitChance = 95
minHitChance = 5
baseDamage = 16
baseRandomDamage = 7
maxDamage = 999
minDamage = 5

'--- Determine the chance of the attack hitting.
hitWindow = baseHitChance
hitWindow = hitWindow + attackerAccuracy
hitWindow = hitWindow - defenderEvasion
IF hitWindow > maxHitChance THEN hitWindow = maxHitChance
IF hitWindow < minHitChance THEN hitWindow = minHitChance
hitRoll = RANDOM 100

'--- If the attack hits, deal damage.
IF hitRoll =< hitWindow THEN
  results$ = results$ + "AttackHit "
  damageRoll = RANDOM baseRandomDamage
  damageRoll = damageRoll + baseDamage
  damageRoll = damageRoll + attackerAttack
  damageRoll = damageRoll - defenderDefense
  IF damageRoll < minDamage THEN damageRoll = minDamage
  IF damageRoll > maxDamage THEN damageRoll = maxDamage
  defenderHP = defenderHP - damageRoll
ELSE
  results$ = results$ + "AttackMiss "
END IF

IF defenderHP < 1 THEN results$ = results$ + "DefenderDied "

IF results$ CONTAINS "DefenderDied" THEN
  defenderAlive = 0
  '--- Calculate the amount of EXP to award.
  lvlDifference = defenderLvl - attackerLvl
  expAwardAdjustment = 50 * lvlDifference
  baseExpAward = 100
  expAward = baseExpAward + expAwardAdjustment
  IF expAward < 5 THEN expAward = 5
  '--- Award EXP.
  attackerExp = attackerExp + expAward
  IF attackerExp > attackerMaxExp THEN attackerExp = attackerMaxExp

  '--- Determine whether or not the attacker has enough EXP to LVL up.
  IF attackerExp => expNeededToLvlUp THEN
    IF attackerLvl < maxLvl THEN
      attackerLvl = attackerLvl + 1
      attackerAttributePoints = attackerAttributePoints + 20
      IF attackerAttributePoints > maxAttributePoints THEN attackerAttributePoints = maxAttributePoints
    END IF
  END IF
END IF
Title: Re: The iPhone Project
Post by: Gnome on April 19, 2010, 09:40:15 AM
Quote
At the moment we're ready for more maps.


-Gan


I guess thats my que.
Title: Re: The iPhone Project
Post by: Gan on April 19, 2010, 11:17:17 AM
Quote


I guess thats my que.
;)

Silver: Brilliant! Exactly what I needed. :D


-Gan
Title: Re: The iPhone Project
Post by: GabrielCA on April 19, 2010, 06:13:31 PM
So, is an official website going to be made for this game ?
Title: Re: The iPhone Project
Post by: Gan on April 19, 2010, 06:24:57 PM
Ooh, good question. No idea.


-Gan
Title: Re: The iPhone Project
Post by: GabrielCA on April 19, 2010, 07:07:00 PM
Also, is there any way to build & run this game with software other than the latest Mac OS X + Xcode + iPhone ? (Linux, old Mac OS X ?)

BTW Lol, creative spamproofing:
Quote
ajfkelvkfjquiutnflskajwlajfkgprkqnwmia@me.com
The bold is my e-mail address.
Quote
Mine's dropSilverAMegaUltraAwesomeLine@yahoo.co.uk, minus the mega ultra awesome.
Title: Re: The iPhone Project
Post by: Gan on April 19, 2010, 07:10:31 PM
Quote
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:
•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
Ooh, forgot two main things...
•Add Hp bar.
•Add Mp bar.

Wait a sec, think they're needed? Shall we have them?


-Gan
Title: Re: The iPhone Project
Post by: Connors on April 19, 2010, 07:31:41 PM
Gan, if you're not adding a bar you should at least display hp/mp on the screen. :P

Also, is there still any chance I could help with sprites?
Title: Re: The iPhone Project
Post by: Gan on April 19, 2010, 07:36:38 PM
Yeah they're on the display... Though the finger can get in the way...

I believe all our sprites are all created, courtesy of Silver.

Here's a video of what everything looks like just in case you(or anyone else) missed it when posted a page ago:
iPhone RPG in Action on the iPhone! (http://web.mac.com/avisaria/iPhoneRPGPreview2.mov)


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 19, 2010, 08:02:18 PM
We can never have too many sprites. Sprite! Sprites! Sprites galore!

I haven't had a chance to work on the scorpion or the bosses yet, but I'll let you know when I start.

EDIT:

Quote
Also, is there still any chance I could help with sprites?
Yes, get drawing! ;D
Title: Re: The iPhone Project
Post by: Gan on April 19, 2010, 08:04:07 PM
Quote
We can never have too many sprites. Sprite! Sprites! Sprites galore!

I haven't had a chance to work on the scorpion or the bosses yet, but I'll let you know when I start.
:D Can't wait.


-Gan
Title: Re: The iPhone Project
Post by: Connors on April 20, 2010, 10:15:52 PM
OkayCool!PleaseLetMeKnowIfTheresAnyEnemiesYouPlanOnAddingToo.
(MySpaceKeyWontWorkImNotEvenKidding)
Title: Re: The iPhone Project
Post by: Gan on April 21, 2010, 06:43:40 AM
Ahah, that happened to me before... had to use a different keyboard.


-Gan
Title: Re: The iPhone Project
Post by: Gan on April 22, 2010, 08:17:07 PM
Busy week, summer's approaching. I'm working on getting things moving. Going to a BBQ on Saturday with a certain lady friend...
Anywho, soon enough I'll have another interesting video for you guys. :)


-Gan
Title: Re: The iPhone Project
Post by: Gnome on April 22, 2010, 08:22:39 PM
I've had terrible migranes from allergies thats prevented e from looking at a screen for too long.


Bit of a delay, sorry dues.
Title: Re: The iPhone Project
Post by: Gan on April 23, 2010, 07:52:07 AM
No worries, take a break, cool off, have some fun, go to a BBQ.
Meanwhile...
*Rubs Hands Together*
Time to start building the battle engine.


-Gan
Title: Re: The iPhone Project
Post by: Gan on April 23, 2010, 08:42:21 AM
Hey guys, remember that extremely long targeting and battle system I showed before? Here's the new one:
Code: [Select]
- (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];
            }
         }
    }
}


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 23, 2010, 08:47:29 AM
What's WorldNpc*?
Title: Re: The iPhone Project
Post by: Gan on April 23, 2010, 09:15:36 AM
WorldNpc is the npc class that holds the npc's position in the world. It also holds the npc's NpcData which holds attack, defense, ect... data.
In the game I have a list of all npcs in the world which it goes through.

Anyways, battle system is working. Targeting system is working. Use potion button is working. Independent Programming class ends in 30 seconds. Adios.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 23, 2010, 09:44:37 AM
Awesome, the engine is so big now. Well done Gan!
Title: Re: The iPhone Project
Post by: Gan on April 24, 2010, 02:50:11 PM
"Smart" NPCs are now like 200x smarter. They can maneuver around barriers and even go through a maze to get you. Though, at times it could take a while.


-Gan
Title: Re: The iPhone Project
Post by: Mystor on April 24, 2010, 03:49:49 PM
A*?
Title: Re: The iPhone Project
Post by: Tireas Dragon on April 24, 2010, 03:51:04 PM
So you got the A* working. Cool.
Title: Re: The iPhone Project
Post by: Gan on April 24, 2010, 04:08:37 PM
Ah, no. A* is lots of code, very complex, and very CPU intensive.
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
Title: Re: The iPhone Project
Post by: Tireas Dragon on April 24, 2010, 05:09:04 PM
I thought you already had that.
Title: Re: The iPhone Project
Post by: Mystor on April 24, 2010, 10:56:17 PM
Quote
Ah, no. A* is lots of code, very complex, and very CPU intensive.
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
A* is not that complex. I find it quite simple actually, it just makes sense.
There is a cost, and a heuristic, you just move towards the goal. and acquire the fastest route.
Title: Re: The iPhone Project
Post by: Silverwind on April 25, 2010, 02:35:29 AM
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?
Title: Re: The iPhone Project
Post by: Tireas Dragon on April 25, 2010, 09:56:29 AM
I made Gandolfs version of super smart AI if your interested Silverwind.
Title: Re: The iPhone Project
Post by: Mystor on April 25, 2010, 10:02:04 AM
Quote
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)

I could try in flash, C# or a similar language.
Title: Re: The iPhone Project
Post by: Silverwind on April 25, 2010, 12:57:33 PM
Oh I don't mind, I'd just love to see it in action. :)

Yeah, way too LoC heavy for GM. ;D
Title: Re: The iPhone Project
Post by: Gan on April 25, 2010, 02:23:41 PM
Same here.

Alright...
So you can attack npcs, npcs can attack you, npcs can die and have the ability to respawn. Damage is shown as red text on the player or npc. Still have to further calibrate how things look. Like the speed of the damage text, how it should react when the player moves, also have to optimize map drawing code and set the player walking speed and npc speeds to a set value. Probably'll have separate player attack and walk speeds. Make the walking speed nice and easy, not too fast...
I should make a video. Looks pretty good so far, plays pretty good on the iPhone so far. Though the visual effects need bunches of tweaking.


-Gan
Title: Re: The iPhone Project
Post by: Gan on April 25, 2010, 03:30:53 PM
Found 3 major bugs:
(1) Phantom attacking. Player can attack an npc on another map if it's in the correct position.
(2) Damage doesn't display when trans-map fighting.
(3) Damage is static on the screen. Needs to stay in spot even when player moves.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 25, 2010, 03:56:11 PM
1 and 2 are the same glitch though aren't they? As for 3... pardon?
Title: Re: The iPhone Project
Post by: Gan on April 25, 2010, 04:38:56 PM
(1) If the player and npc's tile positions on different maps are next to each other, the player can still attack the npc.
(2) Damage isn't being displayed when on the edge of a map fighting an npc across onto another map.
(3) If damage effect appears next to a tree and the player moves, it should still be next to the tree. Not suppose to move with the player.


-Gan
Title: Re: The iPhone Project
Post by: Mystor on April 25, 2010, 06:34:11 PM
Quote
Oh I don't mind, I'd just love to see it in action. :)

Yeah, way too LoC heavy for GM. ;D
Ok, if I get some free time I will make you one.
Title: Re: The iPhone Project
Post by: Gan on April 25, 2010, 08:19:52 PM
Guys....
iRPG Confidential (http://web.mac.com/avisaria/iRPG%20Confidential.mov)


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on April 26, 2010, 02:58:22 AM
Awesome Gan! :D Scrolling maps are brilliant, and the animation at the beginning is cool.
Title: Re: The iPhone Project
Post by: GMG Mike on April 26, 2010, 04:06:04 AM
The movement is kind of lousy. You're not really taking advantage of the touch screen.

What you should do is have the player character follow wherever your finger is on the map. As the player moves and the map scrolls, you keep your finger on the screen but move it around to indicate the path.

For example, if it is a zig zag maze then I should be able to zig zag my finger back and forth through the maze as it scrolls on-screen while the player character is following the path I'm making with my finger.

I don't know if that's what you planned or not since it is still so early - but that seems like a much better way to move.
Title: Re: The iPhone Project
Post by: Silverwind on April 26, 2010, 04:20:08 AM
I have a game incorporating that kind of movement, but it's actually really strenuous after awhile. Maybe if it was optional.....
Title: Re: The iPhone Project
Post by: Gan on April 26, 2010, 06:47:12 AM
Entirely possible though that'd get rid of the opportunity to have lightning.
(Also you have to take into account that fingers aren't see through and thumb length varies)


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 26, 2010, 08:20:16 AM
Actually that sort of movement would be cool... left hand could direct the character and right hand would shoot lightning and stuff.
Title: Re: The iPhone Project
Post by: Silverwind on April 26, 2010, 11:45:25 AM
Quote
(Also you have to take into account that fingers aren't see through and thumb length varies)
Yeah, its surprisingly irksome.
Title: Re: The iPhone Project
Post by: Gan on April 26, 2010, 02:52:10 PM
Quote
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.


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 26, 2010, 04:16:50 PM
Couldn't the engine tell which finger was touching the player, and that would be for movement?
Title: Re: The iPhone Project
Post by: Gan on April 26, 2010, 04:46:35 PM
Whoa. You mean touch and drag the player to move? I'm on a different page...



-Gan
Title: Re: The iPhone Project
Post by: GMG Mike on April 26, 2010, 08:00:30 PM
There needs to be a better way to move though. A little fake 4-arrows thing, it looks like you are just emulating a game boy or something.
Title: Re: The iPhone Project
Post by: Gan on April 26, 2010, 08:37:03 PM
Then lets brain storm. Any ideas that are easy, simple, and doesn't impede the players view?


-Gan
Title: Re: The iPhone Project
Post by: Gnome on April 26, 2010, 08:44:31 PM
A compass, same size.

Push north you go up, south, down. etc.
Title: Re: The iPhone Project
Post by: Gan on April 26, 2010, 09:19:51 PM
Isn't that practically the same to what we have?


-Gan
Title: Re: The iPhone Project
Post by: Gnome on April 26, 2010, 09:23:13 PM
Well I thought the problem was the arrows.  :-/


Title: Re: The iPhone Project
Post by: Gan on April 26, 2010, 09:43:13 PM
You may have a point there... What do all the rest of you guys think?


-Gan
Title: Re: The iPhone Project
Post by: Mystor on April 26, 2010, 11:59:28 PM
I, personally, like the Joystick-type system in many other games. IMO's d-pad also works well. It just feels more natural (and should be on the left)

Mist
Title: Re: The iPhone Project
Post by: GMG Mike on April 27, 2010, 01:22:43 AM
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.
Title: Re: The iPhone Project
Post by: Silverwind on April 27, 2010, 03:14:05 AM
It's surprising, but the d-pad is actually what most people are comfortable with after some time of play. It's the tried and tested method and all of the professionals still use it.

EDIT:

I could make it look nicer though. The compass idea sounds cool.
Title: Re: The iPhone Project
Post by: Gan on April 27, 2010, 06:00:42 AM
Yeah, I'm most comfy with the D-pad too. As for the location of the D-Pad, I'm a righty. :P
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?
Title: Re: The iPhone Project
Post by: Silverwind on April 27, 2010, 07:00:51 AM
Sure. I'll separate each component so that you can position them as you like. :)
Title: Re: The iPhone Project
Post by: Gan on April 27, 2010, 07:03:01 AM
Neat. :) With separation I can make it so people can choose which side the bar should be on. So lefties won't be left out.


-Gan
P.S. Won't add that in until I'm done with gameplay and on to work with the settings page.
Title: Re: The iPhone Project
Post by: Mystor on April 27, 2010, 08:34:22 AM
Quote
Yeah, I'm most comfy with the D-pad too. As for the location of the D-Pad, I'm a righty. :P
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?
Most iPhone games have the joystick on the left, and the combat or other type of tapping controls on the right.
And I am a rightie too.

EDIT: Whoops, fixed.
Title: Re: The iPhone Project
Post by: Silverwind on April 27, 2010, 08:36:23 AM
LOL! A "nighty" huh? Riiiiiiiiiight...
Title: Re: The iPhone Project
Post by: Mystor on April 27, 2010, 08:45:56 AM
Quote
LOL! A "nighty" huh? Riiiiiiiiiight...
Yea, How did I mess that one up...

Mist
Title: Re: The iPhone Project
Post by: Gan on April 27, 2010, 08:47:46 AM
I'm looking through the app store and it appears that all movement pads are on the same side as the home button...
I'm sort of thinking we should keep it the same...

In the next game(if we decide to make one) we can go crazy on switching up the GUI. I think it'd look cool with a transparent movement pad and the stats on a bubbly transparent static floating window. Sure would make more view space to see the world.


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on April 27, 2010, 09:08:24 AM
Quote
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 agree with this in principle but for this type of game focusing on movement and or touch controls would be more gimmicky than innovative... so I agree with Gan I guess.
Title: Re: The iPhone Project
Post by: Mystor on April 27, 2010, 09:33:06 AM
http://itunes.apple.com/ca/app/imo-the-world-of-magic/id362464325?mt=8

This is the type of interface that I really like for a iPhone RPG.
Screenie:
(http://agenosworld.com/temp/photo.jpg)
Title: Re: The iPhone Project
Post by: Silverwind on April 27, 2010, 09:40:40 AM
One of these days I'll get around to starting a character on that. I love the title music.
Title: Re: The iPhone Project
Post by: Gan on April 27, 2010, 11:29:42 AM
That looks good though not for the iRPG. We aren't in need of all those buttons. Though I do like how the pad is set to maximize the view.


-Gan
Title: Re: The iPhone Project
Post by: Mystor on April 27, 2010, 05:50:06 PM
Yea, its quite a fun looking game, though you can tell from my level that I have only played once.

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.

Mist
Title: Re: The iPhone Project
Post by: Gan on April 27, 2010, 06:06:04 PM
I was actually referring to their whole GUI and how it was set up... though...
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
Title: Re: The iPhone Project
Post by: Mystor on April 27, 2010, 06:42:39 PM
Quote
I was actually referring to their whole GUI and how it was set up... though...
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
What are these other stats? can they not be hidden in a character card?
Title: Re: The iPhone Project
Post by: Gan on April 27, 2010, 06:49:44 PM
Check out the latest video... A few posts back.
A character card could be do-able but then they wouldn't be able to see all their stats in action. Would have to pull it down and freeze gameplay.
Maybe we should revamp out current GUI?


-Gan
Title: Re: The iPhone Project
Post by: Mystor on April 27, 2010, 07:37:30 PM
(http://agenosworld.com/temp/iRPG-UI.png)
Basic UI concept, movement joystick, XP bar at bottom, character card button on top left, HP and MP at top, along with gold.
A potion button could be added.
Title: Re: The iPhone Project
Post by: Gan on April 27, 2010, 07:57:28 PM
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.


-Gan
P.S. Our current movement pad is a mix between joystick and buttons. You can use it as either and it works.
Title: Re: The iPhone Project
Post by: Mystor on April 27, 2010, 08:36:06 PM
Quote
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.


-Gan
P.S. Our current movement pad is a mix between joystick and buttons. You can use it as either and it works.
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.
The potions could be represented in a use potion button in the lower right, and the equipment makes sense to put on the character card.
The character card could also harbor the menu, and save/load options.

Mist
P.S. If you don't like the similarities, then you can mix things up a bit. But I think that this is a more optimal interface than the one that you have.
Title: Re: The iPhone Project
Post by: Gan on April 27, 2010, 08:47:18 PM
Hmmm....
This is as tough as being at Dairy Queen a moment ago looking at the different blizzards...

What do the rest of you guys think?
Stay put, revamp but keep our current layout, revamp and make a new layout?


-Gan
Title: Re: The iPhone Project
Post by: GMG Mike on April 27, 2010, 09:01:25 PM
Quote
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.
Title: Re: The iPhone Project
Post by: Gnome on April 27, 2010, 10:16:48 PM
Quote


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.
Title: Re: The iPhone Project
Post by: GMG Mike on April 27, 2010, 11:55:22 PM
Quote
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.


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.
Title: Re: The iPhone Project
Post by: Mystor on April 28, 2010, 12:14:47 AM
Quote


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.
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.
This was not supposed to be a flame war.
Title: Re: The iPhone Project
Post by: Silverwind on April 28, 2010, 04:21:45 AM
Woh... sharp. :-X

Erm, anyways, I think an edge to edge map looks much nicer but has two cons: 1 Our tiles weren't correctly sized to fill the iPhone's screen, so you'd only see portions of the edge tiles. 2 It's considerably more work, and work which can only be heaved on Gan at the end of the day.

I really like the new layout, but I'm perfectly happy with the current one.
Title: Re: The iPhone Project
Post by: Gnome on April 28, 2010, 09:49:25 AM
Quote


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)

I'm not trying to fight you, I was simply pointing out that you're asking us to change our entire interface, without offering an alternative to be used.  It's Gan's decision to change it, and whatever he chooses I'm fine with. But when you just say "Its like a gameboy" then we have no idea what you want. Please elaborate on the "iphone features"
Title: Re: The iPhone Project
Post by: Gan on May 03, 2010, 08:12:27 AM
End of school is coming up soon. Lots of tests and finals so...
Don't expect much progress for a while. 1-3 weeks.
This'd be a great time for other parts of development to flourish.


-Gan
Title: Re: The iPhone Project
Post by: WarHampster on May 03, 2010, 10:57:13 AM
I won't be able to do any work on this for at least three weeks.
Title: Re: The iPhone Project
Post by: Gan on May 06, 2010, 04:01:39 PM
I think you're right... Arrow pad on the left side may be a good idea.
What do the rest of you guys think?


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on May 06, 2010, 04:17:59 PM
I'm happy with anything, but tell me what to do before I do it. ;D Arrows? D-pad? Compass? List specific dimensions if you have any too.
Title: Re: The iPhone Project
Post by: Gan on May 06, 2010, 08:27:46 PM
Alright... Lets mix things up a bit. Due to scrolling maps we can have any size of viewing area.
I'm checking out movement pads and:
(http://www.gamesarefun.com/consoles/ps2/segasat.jpg)
(http://cache.thephoenix.com/i/OldBlogs/Phlog/wii-nunchuck.jpg)
(http://technabob.com/blog/wp-content/uploads/2007/09/benheck_xbox_controller1.jpg)

It would appear that most movement controls are on the left hand side.
(http://gamerinvestments.com/video-game-stocks/wp-content/uploads/2010/01/final-fantasy-i-iphonejpg.jpg)

Also our game play screen is sort of view blocking and doesn't quite fit with the rest of our many different types of pieces of GUIs...

So here's my idea:
-Flip the layout so that the movement pad is on the left side.
-For the actual movement pad, keep it the same but you can imprint direction letters on the arrows such as N, S, E, W.
-If you want you can get rid of the unnecessary black border we have going around the screen.
-Keep the toggle button at the same y pos as before but center the movement pad below it so it's not so tough to press.
-Leave space above the toggle button for stats. Stats on the left side may be easier to read as well.
-Now for the black background we usually have behind the text, movement pad, and toggle button...  You can either (A) Leave it black (B) Change it to another color or (C) Make it some partially transparent color so you have a wider viewing area yet can still successfully see and use the controls. Try whatever tickles your fancy.


-Gan
Title: Re: The iPhone Project
Post by: Gan on May 07, 2010, 04:07:38 PM
Hey guys, what do you think of a chat conference this or next weekend?
I'm ending up with more free time as track ended and I finished the APUSH exam today.
The theme of the chat would be layout and story from beginning to end. Plus whatever else is on your minds.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on May 07, 2010, 04:25:07 PM
Sure, I think I'd be able to do Saturday evening. :)
Title: Re: The iPhone Project
Post by: Gan on May 07, 2010, 04:37:05 PM
That's a good time for me. I'll be on all day trying to make up my 2 weeks of programming inactivity.
Anyone else able to conference tomorrow?


-Gan
Title: Re: The iPhone Project
Post by: Tireas Dragon on May 07, 2010, 05:56:58 PM
Probably not. Come to think of it, it would be really weird talking to one of you guys in real time. It would seem we have always done text chat.
Title: Re: The iPhone Project
Post by: Gan on May 07, 2010, 06:01:59 PM
Ah don't worry. I tend not to talk very much and Silver has an awesome accent.
Our last video/chat conference was a success. Gnome, WarHampster and Silver joined.
We use Skype for voice and text chat with Mebeam as video. Not a bad combo.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on May 07, 2010, 06:13:08 PM
Quote
Ah don't worry. I tend not to talk very much and Silver has an awesome accent.
L.O.L.

Me and Hammy monopolised most of the last chat. I tend to ramble in the first place but I had so many questions I never got around to posting that I ended up bombarding Hammy with them! ;D This time I'll try to be a little more composed... kinda.
Title: Re: The iPhone Project
Post by: WarHampster on May 07, 2010, 07:07:43 PM
I won't be able to do it this weekend... maybe next if I'm lucky, sorry. I have my AP World History exam + an English final paper and project + a Chinese project + a chemistry lab and test + a history final paper so as you can imagine I'm a bit stressed.
Title: Re: The iPhone Project
Post by: Gan on May 07, 2010, 07:20:41 PM
Ouch. Sounds tough. We'll post what we discussed, keep you updated. Take as much time as you need.


-Gan
Title: Re: The iPhone Project
Post by: Mystor on May 08, 2010, 12:05:57 AM
If you guys don't mind, I may listen in, and supply comments if I find something to comment on. Depends on when it is.
Title: Re: The iPhone Project
Post by: Gan on May 08, 2010, 08:00:13 AM
Sure. Have a Skype account?


-Gan
Title: Re: The iPhone Project
Post by: Gan on May 08, 2010, 10:20:28 AM
My Skype account is GanMatt. I'm on so just give me a chat or call when you guys get on.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on May 08, 2010, 11:25:28 AM
I'll be on in about an hour from now.
Title: Re: The iPhone Project
Post by: Gan on May 08, 2010, 11:45:41 AM
Sounds good to me. Just enough time to get ready... maybe eat lunch.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on May 08, 2010, 01:15:03 PM
I'm on at http://www.mebeam.com/GMGroom

Skype name is silverwind-san
Title: Re: The iPhone Project
Post by: Gan on May 09, 2010, 04:42:43 PM
*Huge Update*
Today I decided to sit down for a few hours and finally force myself to program something that has been on my list for far too long. It took a ton of brain power and thinking as it's pretty math complex but...
It was well worth it.
I have redone the scrolling map drawing to go from 15 frames per second to a steady 60 fps. It is amazing. I'll have to make a video soon...


-Gan
Title: Re: The iPhone Project
Post by: Gan on May 09, 2010, 06:06:45 PM
Here's a video:
http://web.mac.com/avisaria/iRPGVideo.mov

Plays super smoothly. I think the engine would be amazing with an online counterpart. *Hint Hint* (Think online iPhone game)


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on May 09, 2010, 06:24:38 PM
Wow! Nice going Gan. Potions look col too. :)
Title: Re: The iPhone Project
Post by: Gan on May 09, 2010, 06:56:24 PM
Quote
Wow! Nice going Gan. Potions look cool too. :)
Yeah they do. ;) You made them.

Who wants to do shot gun conferences? I'll be on all today and tomorrow. Come on Skype or iChat to conference.


-Gan
Title: Re: The iPhone Project
Post by: Gan on May 09, 2010, 09:18:52 PM
Hey Silver, if you want to throw the mock up of the new layout at me I'll have all of tomorrow to program it in.


-Gan
Title: Re: The iPhone Project
Post by: Gan on May 10, 2010, 02:30:34 PM
I decided to try out smooth movement:
http://screencast.com/t/OTNjODBmOTQ

Which do you like better?


-Gan
Title: Re: The iPhone Project
Post by: Tireas Dragon on May 10, 2010, 02:50:50 PM
Smooth is nice. There are bugs but I don't think they will be too hard to fix.
Title: Re: The iPhone Project
Post by: Silverwind on May 10, 2010, 04:13:29 PM
I haven't worked on it since the other day, but here's what we got it looking like:
(http://img708.imageshack.us/img708/4462/interfaceconcept.gif)

I'll try to redesign the d-pad as soon as I can. :)
Title: Re: The iPhone Project
Post by: Gan on May 10, 2010, 04:46:31 PM
That looks so much better. :D I love the full screen viewing experience.


-Gan
Title: Re: The iPhone Project
Post by: Connors on May 12, 2010, 02:43:20 PM
Hey, sorry I haven't logged in in a while...
I'm curious, have you guys got a solid story planned out for this game? Because I'd love to help with plot/charachters etc. ;D (partly because people are already doing sprites and I can't really make maps right now.) I could also use a short update as I missed a lot of pages of posts.  :-/
Title: Re: The iPhone Project
Post by: Silverwind on May 12, 2010, 05:32:47 PM
Basically, we're doing it Broadway style (http://www.youtube.com/watch?v=eE9ycVBSZa8) now.

Hmmm... would there be any gain in having a floating toggle button in the lower righthand corner to maximize space in the stat field?
Title: Re: The iPhone Project
Post by: Connors on May 13, 2010, 10:39:58 PM
Quote
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...

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.
Title: Re: The iPhone Project
Post by: Gan on May 14, 2010, 06:40:56 AM
Quote
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.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on May 14, 2010, 05:30:25 PM
I'm not sure what the compass should look like, but what say ye of the same arrows with harder shading + drop shadows?
(http://img683.imageshack.us/img683/3789/interfaceconcept.png)

Quote
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.

There's plenty to do, so take your pick! ;D
Title: Re: The iPhone Project
Post by: GabrielCA on May 24, 2010, 11:42:51 AM
Quote
Estimating outrageously incorrect release dates for my games since April 2007.

So, any estimated release dates for this iRPG ?
Title: Re: The iPhone Project
Post by: Gan on May 24, 2010, 01:44:55 PM
No. We're still piecing the progressional storyline together. I have 2 more days of school until summer.


-Gan
Title: Re: The iPhone Project
Post by: Connors on May 24, 2010, 08:40:09 PM
And I have until Friday which stinks because for some reason I thought it was out a lot sooner...
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...
Title: Re: The iPhone Project
Post by: Mystor on May 24, 2010, 09:01:48 PM
Quote
And I have until Friday which stinks because for some reason I thought it was out a lot sooner...
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...
You guys are lucky, I am not out till the 11th. Then I get finals :(
Title: Re: The iPhone Project
Post by: WarHampster on May 25, 2010, 12:02:12 PM
I have classes for another week, and then finals.
Title: Re: The iPhone Project
Post by: Connors on May 27, 2010, 10:04:08 PM
ouch... I feel for ya. Personally I'm already lookin for a summer job.
Title: Re: The iPhone Project
Post by: Connors on May 30, 2010, 10:29:53 AM
Quote
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...
Title: Re: The iPhone Project
Post by: EqwanoX on May 30, 2010, 02:12:29 PM
Quote
I decided to try out smooth movement:
http://screencast.com/t/OTNjODBmOTQ

Which do you like better?


-Gan
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
Title: Re: The iPhone Project
Post by: WarHampster on May 30, 2010, 04:31:31 PM
But we are animating the characters  ;)
Title: Re: The iPhone Project
Post by: Silverwind on May 30, 2010, 05:49:53 PM
Somehow I must have missed that. I think the smooth routine looks very professional! :)
Title: Re: The iPhone Project
Post by: Connors on May 31, 2010, 11:40:51 AM
I agree that the smooth version would be best.  However, what will you do about diagonal movement? are you animating the characters 8 times?

EDIT: my bad, i think the video just skipped frames because of my old computer and I thought he moved diagonally. :P
Title: Re: The iPhone Project
Post by: WarHampster on May 31, 2010, 12:18:59 PM
No diagonal movement.
Title: Re: The iPhone Project
Post by: Connors on June 09, 2010, 03:13:30 PM
Guys it's cool that we took a break for once but it's been three days since Group Projects had ANY posts in it. :P Oh yeah and another thing, I guess Hen Namyiik never told anyone but he's at summer camp for this week, he'll be back around Sunday so I guess I can wait a bit longer to start working on story details.

EDIT: Do you guys think the dungeons should be based more on fighting monsters or solving puzzles? Or both? I like to have both. Plus I did make sprites for doors and keys and things.
Title: Re: The iPhone Project
Post by: Gan on June 11, 2010, 12:08:25 PM
I would be pretty active but I'm sort of in Boys' State then have Wheat State camp next week.


-Gan
Title: Re: The iPhone Project
Post by: Connors on June 20, 2010, 03:50:57 PM
So who is still working in iRPG things?
Title: Re: The iPhone Project
Post by: WarHampster on June 21, 2010, 08:20:10 AM
I have four days of free time starting tonight. I have already started animations but I'm assuming that they were lost with my HD. I'll redo them if I have to and will finish the animations soon.
Title: Re: The iPhone Project
Post by: Gan on June 21, 2010, 09:25:19 AM
I'm getting my mac back together and have a little work on Balloon Pop to finish.


-Gan
Title: Re: The iPhone Project
Post by: Gan on July 03, 2010, 07:17:13 PM
Huge update to the World Editor coming. Gonna be extremely beneficial to Avisaria and the iRPG. Here's a hint, don't like manually connecting maps? No more!


-Gan
Title: Re: The iPhone Project
Post by: Connors on July 12, 2010, 11:27:56 PM
Last post in Group Projects: July 7th. >:(


WTF
Title: Re: The iPhone Project
Post by: WarHampster on July 14, 2010, 06:10:50 PM
Yeah... sorry, but I actually have a lot of work here and won't be able to work on the RPG at all.
Title: Re: The iPhone Project
Post by: Gan on July 14, 2010, 06:19:53 PM
Same here but I'm still working on the World Editor. I'm building it for Avisaria and the iRPG. Eventually it'll be to a point where we can start building the world.


-Gan
Title: Re: The iPhone Project
Post by: Connors on July 14, 2010, 07:36:16 PM
OK very cool! I can't wait to see it. I need to get on that storyline stuff soon. Speaking of, what do you think so far??

EDIT:
PS.:
Quote
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
Title: Re: The iPhone Project
Post by: WarHampster on July 16, 2010, 11:46:29 AM
Fact: steampunk is best punk.
Title: Re: The iPhone Project
Post by: Connors on July 17, 2010, 12:33:30 AM
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.
Title: Re: The iPhone Project
Post by: Silverwind on July 17, 2010, 01:42:30 AM
Sounds like an interesting story. :) I'd love to see the animations and stuff, but your Deviant link appears to be broken.
Title: Re: The iPhone Project
Post by: Gnome on July 17, 2010, 12:33:52 PM
Quote
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.


If thats your deviant then I'm quite impressed.
Title: Re: The iPhone Project
Post by: Silverwind on July 17, 2010, 02:12:09 PM
AWESOME art Con! Really, really cool stuff, especially the shading in your still life pics. :)
Title: Re: The iPhone Project
Post by: Connors on July 17, 2010, 10:46:46 PM
Thanks you guys. I've been working on still life for a long time nao. :3

---

Me and Henry ahem, Namyiik had a brainstorm and he had a great idea, that the villain could be an insane druid that is angry about Newtown, and cities in general.
Title: Re: The iPhone Project
Post by: EqwanoX on July 18, 2010, 09:28:20 PM
nice drawings, i like the artwork done in school, that reminds me of back in the day, my "thing" was drawing on the desks, i used to get carried away, sometimes theyde fade and i had to re-pencil them in, i would also draw people getting shot and violent stuff and the teacher didnt understand my artistic vision and kept telling my parents i needed counciling.  ::) but thats what boys do
Title: Re: The iPhone Project
Post by: Connors on July 23, 2010, 12:00:30 AM
Hey Gandolf, if you were going to continue working on iRPG, what do you think you'd need to do next? Are you ready to put it together based on the storyline yet or are you finishing the engine?
Title: Re: The iPhone Project
Post by: Gan on July 23, 2010, 01:03:09 AM
I'd plan on finishing the World Editor then recode the actual iRpg iphone app from scratch.

Sadly I'm still incredibly busy. :( In fact my whole next year looks very busy... Gotta make money, get a 4.0 gpa, go to college, try to survive. Truthfully it might be best not to wait in anticipation. I'm shelving the iRPG indefinitely until I get free time.


-Gan
Title: Re: The iPhone Project
Post by: Silverwind on July 23, 2010, 05:40:06 AM
I think that's a good idea. A project willingly put aside is better than a project nagging at the back of your mind.

One day we shall return!
Title: Re: The iPhone Project
Post by: Swamp7hing on July 23, 2010, 04:46:14 PM
Ahh, and a glorious return it shall be. Thankfully, I've managed a super-high average and got accepted into my program of choice. Though the majority of my term courses are essay courses, the subject is Media Theory and Production - which, conveniently, caters directly to what my interests are. :)
Title: Re: The iPhone Project
Post by: Silverwind on July 23, 2010, 05:06:59 PM
Nice! :D Are you still rolling out the comedy sketches?
Title: Re: The iPhone Project
Post by: Gnome on October 24, 2010, 12:57:33 PM
Well this crashed and burned.
Title: Re: The iPhone Project
Post by: EqwanoX on October 24, 2010, 01:19:38 PM
lol, damn! and 44 pages of "lets keep adding more features until we lose interest" instead of following the plan. i remember warhampster did art and gandolf did programming but i dont think anyone else contributed anything(but "features"), and thats the problem with group projects, noone carries their own wieght
Title: Re: The iPhone Project
Post by: WarHampster on October 24, 2010, 01:21:55 PM
Lol, we had design meetings and everything! Too bad this died, it could have been cool.
Title: Re: The iPhone Project
Post by: EqwanoX on October 24, 2010, 01:30:25 PM
meetings are a complication (aside from laying out the initial plan), as long as everyone knows what theyre supposed to do then you dont need meetings.
Title: Re: The iPhone Project
Post by: Gan on October 24, 2010, 01:49:35 PM
That's also another problem, lack of direction and organization.
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
Title: Re: The iPhone Project
Post by: GabrielCA on October 24, 2010, 06:25:58 PM
Please post the source !
After so much talking about this big project, it would interesting to look at.
Title: Re: The iPhone Project
Post by: Gan on October 24, 2010, 08:30:34 PM
http://www.mediafire.com/?ii54dqn7d8ux0fj

49mb of iRPG greatness.
After looking through it I notice that I recoded the iRPG tons. Many different versions. My code is also incredibly messy. If I were to recode it today it'd have 10-20x less code. Plus it'd be incredibly readable.
I learned so much since the iRPG. Without this project I wouldn't be where I am now. I'm glad we decided to do this group project.


-Gan
Title: Re: The iPhone Project
Post by: Connors on October 25, 2010, 09:45:02 PM
Quote
That's also another problem, lack of direction and organization.
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
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
Title: Re: The iPhone Project
Post by: Gan on January 22, 2011, 11:34:35 AM
I'm at a bit of a loss here.

I made an iPhone RPG nav using Cocos2D and Tiled. Both open source and free technologies. They make it super easy and fast.

Here's a video of it:
http://www.youtube.com/watch?v=O71gnANZPRE

The only problem is I don't know where to go from here. I don't know if I want to start iRPG up again, maybe port someone else's tile based game to iPhone, or just forget about this and work on something else.
Title: Re: The iPhone Project
Post by: WarHampster on January 22, 2011, 11:36:25 AM
Dude. HackSilver for iPhone. It would be perfect.

EDIT - heh, I'm serious, the game is basically done, and the sword fighting could work really well with touch controls.
Title: Re: The iPhone Project
Post by: EqwanoX on January 22, 2011, 12:22:45 PM
bring back irpg! with the world map of moonfable! and the stats and equipment of elements arena! and the sword fighting and ai from hacksilver!
Title: Re: The iPhone Project
Post by: Silverwind on January 22, 2011, 12:33:49 PM
I feel your confusion Gan. I really want to make an RPG in JavaScript to include all the features GM can't handle, but every time I start one I only get so far into the engine before my motivation drips away. Why can't I make games anymore?!
Title: Re: The iPhone Project
Post by: Gan on January 22, 2011, 01:23:16 PM
Yeah, it's like a curse. Maybe the lack of limitations has something to do with it.

@Eq, That's a good idea. It'd make for one interesting game.
Title: Re: The iPhone Project
Post by: Silverwind on January 22, 2011, 01:42:27 PM
I'll tell you what sparks my motivation again though, looking up really old RPGs on wikipedia:

http://en.wikipedia.org/wiki/Adventure_(Atari_2600)
http://en.wikipedia.org/wiki/Colossal_Cave_Adventure
http://en.wikipedia.org/wiki/Questron
http://en.wikipedia.org/wiki/Shard_of_Spring
http://en.wikipedia.org/wiki/Might_and_Magic_Book_One:_The_Secret_of_the_Inner_Sanctum
Title: Re: The iPhone Project
Post by: Gan on January 22, 2011, 01:56:57 PM
What sparks my motivation is working with another programmer. There's a sort of a rebound effect.
One programmer adds some code, tells the other programmer to check it out. The other programmer's like, "Hey that's awesome!". He gets all excited and programs in another feature. Then the first programmer sees the feature and is like whoa. He then works on another piece of code. And so it becomes an infinite loop of progress.
That's why I like group projects. Though it isn't much of an actual group project if there's only one programmer.
Title: Re: The iPhone Project
Post by: Connors on January 22, 2011, 03:34:12 PM
So there's no one else here who can help program this one? :(

Oh, by the way I was summing up my fav ideas from the story threads. Let me know what I might have left out.


General: (about the whole game)

-Throughout the game the town gets bigger and as a result there are more NPCs, meaning more traders come that you can get stuff from, and local traders may obtain more items than before or become more skilled so basically later on you can find better and better weapons/items.

-Plot elements in the game will all be based on threats to the small developing village.

-Ideas for surrounding areas to explore: forest, swamp, desert wasteland, mountains. Someone had this genius idea that the wasteland is just suddenly there at the edge of the forest where the town is because it's cursed and when you defeat the evil something there a river re-appears not far from town.

Specific: (how the game would progress in steps)

Beginning:Player gets hired with a few other men to help be guards in "Newtown" because it's still vulnerable to attacks by monsters.

-Monsters are spotted out in the woods and you get picked to go out first (after grabbing supplies) because you're the least experienced guard and you gt picked on. You stumble upon the first dungeon by accident (you get stuck and try to find the way out lol) and get a lot of experience if you survive it.

-?
Title: Re: The iPhone Project
Post by: EqwanoX on January 22, 2011, 03:36:26 PM
Quote
. 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

also you might have alot going on right now that might be distracting you from being creative
Title: Re: The iPhone Project
Post by: Connors on January 22, 2011, 03:44:53 PM
Oh yeah and that video is cool, Gan. Looks really smooth.
I don't see why not to try this one more time.
Title: Re: The iPhone Project
Post by: EqwanoX on January 22, 2011, 03:47:50 PM
Quote
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
Title: Re: The iPhone Project
Post by: Gan on January 22, 2011, 05:09:10 PM
Eq's right.

Also there'll need to be a new map for each growth of the town.

If you guys want to make maps easily, check out Tiled:
http://www.mapeditor.org/

That's what I use.
Title: Re: The iPhone Project
Post by: Charlo on January 22, 2011, 06:04:08 PM
It would be cool if the town started off with a fixed map but then grew randomly with streets/houses in an organic fashion.  
Title: Re: The iPhone Project
Post by: Gan on January 22, 2011, 06:24:26 PM
Over time?

That'd take quite a bit of code to make it grow randomly with structure organization. Stone paths would have to be coded to go from building to building. Certain stores would need to grow only if needed. Having 2 magic shops right next to each other would be pointless. Spacing between objects and stores would have to be measured. The people of the town would need tasks that they do. Paths that they wander. Text that they say.
Sprites would have to be made for the different buildings and their ground work. There would have to be the dirt, frame, partially built, than fully built phase of each building.

A simple way I would think is:
In Tiled build a basic map with a few buildings. Add a Layer, add more buildings. Add another layer, add even more buildings, and so fourth until your town is complete. Then export each part of the build process. Then in your game have the player do a quest, after completion change the map to the map with more town built.
Title: Re: The iPhone Project
Post by: Connors on January 22, 2011, 07:07:16 PM
Yeah that was the idea! The map changes in a preset way as the storyline progresses. As for graphics I could try my hand at terrain again but I've found I do well with items. I dunno, I thought 44x44 worked ok for maps. Should inventory be different?
Title: Re: The iPhone Project
Post by: EqwanoX on January 23, 2011, 02:03:55 PM
i was thinking have one town map that becomes more populated by people as the game progresses, new shopkeepers would set up shop with better items and things like that. the people dont have to move around either
Title: Re: The iPhone Project
Post by: Connors on January 23, 2011, 09:59:16 PM
OMG I played Adventure (from the Atari) it was fun! :P
Title: Re: The iPhone Project
Post by: GMG Kurt on April 26, 2011, 04:35:42 PM
A good idea would be the merchants oath. Something in 'The Legend of Zelda and the Wind Waker' Where if you gave a merchant a flower he would give you back a different one, and keep sending them to the store you represented, and that store would send that one type of product to the other. You could use this to grow you mercantile business dependent on the player's trading abilities.
Title: Re: The iPhone Project
Post by: Gan on April 26, 2011, 04:37:40 PM
That may be a good idea. But unfortunately this is a zombie thread. It's been dead for a while.
Title: Re: The iPhone Project
Post by: GMG Kurt on April 26, 2011, 06:01:55 PM
oh sorry I didn't check the dates :P
Title: Re: The iPhone Project
Post by: Connors on April 26, 2011, 10:08:18 PM
Zombie thread is right. Stupid freaking iRPG.
Nobody really told me what happened to this, not even Gan.
Gan, you were working on a tile map program for a while there, did it get deleted or something?
And I've got a whole database of sprites you guys made, in case anyone wants them back, for some reason. They're pretty good.
Title: Re: The iPhone Project
Post by: Gan on April 26, 2011, 11:38:35 PM
I've still got it. It's a map editor I built to... make maps.

Warhampster's tiles were really good. Silver's sprites are good as well. You know, maybe one day this zombie will come back to life.
Just not today.
Title: Re: The iPhone Project
Post by: Gan on October 13, 2011, 10:27:41 PM
Sorry to be dredging up an old thread but I just happened to stumble upon the source and man...

the iRPG looks good. The menus and graphics are beautiful. It's quite unfortunate this died from lack of direction.

Oh man... the guilt is hitting. Ah it hurts...
And now I'm remembering all the other things I've started and never finished. This is sad. I'm tired of not finishing.
Title: Re: The iPhone Project
Post by: Connors on October 14, 2011, 03:24:08 PM
Hey, didn't this thing hit a dead end because you thought you has lost the source code? I think I remember something about Gan's computer crashing...

And you're right. It's a shame to not use any of this stuff.

PS: If we still don't wind up picking up the project again maybe open-source it all for the rest of us?
Title: Re: The iPhone Project
Post by: Gan on October 14, 2011, 05:34:08 PM
Crazy, I thought I did open source it a while ago.

And I do vaguely remember something about dead computers.
Title: Re: The iPhone Project
Post by: GMG Kurt on October 14, 2011, 07:12:09 PM
Exactly what is it? is it a grid nav system, or a full-fledged rpg engine? I regrettably didn't read this part of the fourm :-[
Title: Re: The iPhone Project
Post by: Gan on October 14, 2011, 07:48:13 PM
It's a shell.
It had movement, a very cool loading screen, credits screen, saved game/load game screen, even had bad guys that moved around.
I even made a map editor for it. It was awesome.

We didn't have a good story or backing for the game. Then stuff happened and it died.
Title: Re: The iPhone Project
Post by: GMG Kurt on October 14, 2011, 10:10:35 PM
ah i see, It sad it never got story developed.

if you want I have a cool idea for a story I could lay out... if you want to start this again that is.
Title: Re: The iPhone Project
Post by: Gan on October 14, 2011, 11:35:52 PM
Nah, now isn't the time for this zombie to rise.
Title: Re: The iPhone Project
Post by: Zoo on October 15, 2011, 09:41:40 AM
IT IS time for the zombie game to rise again. I would do it, but I suck at programming.
Title: Re: The iPhone Project
Post by: Connors on October 15, 2011, 11:40:10 AM
I'm telling you we already had some story stuff put together and we CAN build off of it! O_O

Here's what I can remember:
It was about a small recently built town out by the mountains that was being harassed by monsters. You help the town fight them and it gets larger as the story progresses. I thought it was a cool plan.

And there were a lot of details on ideas and if you dig around we had discussed the different areas, dungeons, a couple bosses and how the town could grow.

This is just my opinion:
Even if the group doesn't manage to put together the iPhone game we should try to use these story ideas somehow. Also, this year I'm taking a class on C programming and the second semester is Java. I may or may not be able to help with code later.