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I'm not sure how to delete this pole.

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Topic:   Retro games   (Read 348007 times)


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Gan


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Re: Retro games
« Reply #240 on: January 19, 2012, 01:49:04 PM »
Yeah, I'm fairly sure I can handle what you want. If the player's 2D, he's gonna look flat if I zoom from above.

I'll change the lighting a bit.

I can also make fancy door swishes.
Also, on the doors I can add a light that runs across the top. It'd be red or blue signifying the key color so the player would know from looking above.
« Last Edit: January 19, 2012, 01:57:41 PM by Gan »

Gan


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Re: Retro games
« Reply #241 on: January 19, 2012, 02:15:19 PM »
http://cl.ly/1v1q1B0v3q2s0w011j2v

Lights are a bit changed, the video runs at 60fps(really smooth) instead of the previous 24fps.
Added rotating ammo. I guess I can make the ammo move a different way or not animate at all.
« Last Edit: January 19, 2012, 02:53:13 PM by Gan »

Zoo


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Re: Retro games
« Reply #242 on: January 19, 2012, 03:35:34 PM »
Oh my. I was only exploding ideas like a potato in a microwave, but good job.
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Circuit


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Re: Retro games
« Reply #243 on: January 19, 2012, 04:12:46 PM »
Looks good!  And the game is pretty fun.  It needs more levels though.  You know, if there was a tool that made level-making easier, then people might be more inclined to make them.  Hmm...

EqwanoX


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Re: Retro games
« Reply #244 on: January 19, 2012, 06:24:55 PM »
Looks good!  And the game is pretty fun.  It needs more levels though.  You know, if there was a tool that made level-making easier, then people might be more inclined to make them.  Hmm...
i thought about that, but dude, it couldnt BE easier. you literally just place the digit corrosponding to the item, and thats it. would you consider makeing a level?

LET line$(1)=  "00000000000000000000000"
LET line$(2)=  "00000000000000000000000"
LET line$(3)=  "00000000000000000000000"
LET line$(4)=  "00000000000000000000000"
LET line$(5)=  "00000000000000000000000"
LET line$(6)=  "00000000000000000000000"
LET line$(7)=  "00000000000000000000000"
LET line$(8)=  "00000000000000000000000"
LET line$(9)=  "00000000000000000000000"
LET line$(10)="00000000000000000000000"
LET line$(11)="00000000000000000000000"
LET line$(12)="00000000000000000000000"
LET line$(13)="00000000000000000000000"
LET line$(14)="00000000000000000000000"
LET line$(15)="00000000000000000000000"
LET line$(16)="00000000000000000000000"
LET line$(17)="00000000000000000000000"

p=player spawn point

1=wall             //objects
2=false wall
R=red door
T=blue door
9=goal

a=ammo       //pick-up items
b=bomb
d=armor
h=health pack
F=rifle
g=boots
L=xtra life

K=red key      //keys
U=blue key

x=green zombie    //enemies
y=blue zombie
z=red zombie
6=demon

Circuit


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Re: Retro games
« Reply #245 on: January 19, 2012, 06:52:48 PM »
Sure, I'll make a level.  But I'd like to make a level editor as well.  ;D  I'm not criticizing the lack of an editor, I'm offering to make one, if that's OK.  I don't want to argue, but I think it would be a LOT easier than typing in letters/numbers and trying to imagine what the level looks like.

Zoo


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Re: Retro games
« Reply #246 on: January 19, 2012, 07:11:51 PM »
I agree. A level editor would be cool. Would there be any way to import them without closing the game, and playing it right away? Like a professional game?
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Connors


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Re: Retro games
« Reply #247 on: January 19, 2012, 07:33:27 PM »
It would just read from a text file so you could do it whenever you needed to in the code. I think I could work out how to make it... I just need to read up on SC's file commands.
« Last Edit: January 19, 2012, 07:35:50 PM by Connors »
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
 - Tim Rogers

http://connorspuzzles.tumblr.com/

Gan


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Re: Retro games
« Reply #248 on: January 19, 2012, 09:12:30 PM »
I'd say go for it!

A bit more on the 3D cutscene... Eq, if you could make a full detailed front of the main character I have 2 ideas. We could (1) add in the 2D character to the cutscene or (2) I could try and make him 3D using the image as reference and a texture.

I've attached an attempt of making his top armor.

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Re: Retro games
« Reply #249 on: January 19, 2012, 09:45:10 PM »
I made a level editor for my work-in-progress SC game.  It's just for my own personal use at the moment (debating on whether or not to include it in the game), but it does save the level to a text file so I can copy it into SC's code editor.  It would not be too hard to have it load the level from that text file...

So if somebody wants to give it a shot and runs into a problem, just let me know.   :)

EqwanoX


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Re: Retro games
« Reply #250 on: January 20, 2012, 10:33:52 AM »
Sure, I'll make a level.  But I'd like to make a level editor as well.  ;D  I'm not criticizing the lack of an editor, I'm offering to make one, if that's OK.  I don't want to argue, but I think it would be a LOT easier than typing in letters/numbers and trying to imagine what the level looks like.
you can make one if you want. when using the source you can test the level as you make it though, you dont have to imagine what it looks like. i did a quick screen cast on how to make levels
http://screencast.com/t/JD7gzJmF

Gan


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Re: Retro games
« Reply #251 on: January 20, 2012, 04:33:52 PM »

The plan here was to work on his armor, extend it to full body armor, give it a head and some arms and bam. He'd be completely 3D. Needs a lot more tweaking but I'm gonna devote more time to the HTML5 GM.

Circuit


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Re: Retro games
« Reply #252 on: January 21, 2012, 01:07:48 AM »
Looks good Gan.  I'm continually amazed by all of the things that you can do with computers.  Sometimes I think that you must actually be an advanced AI or something.   ;)

I've finished version 1.0 of the level editor.  Click an icon on the right to select a type of sprite, and then click in the grid area to set it in the level.  Drag to set several tiles at a time.  Use the File menu to erase, load, and save level files, and click the "Export Code" button to save a code file.  (It's the same thing as a level file, but with LET statements and variable names.)


UPDATES: "Export Code" button replaced with "View Code", which shows the level code in a text window.  You can remove a sprite by clicking it while the same type of sprite is selected.  The editor's row$() array is now called line$(), the same as the game, so that code can be copied into the project file and viewed that way (although that's not the best way).  The New, Open, and Save features from the File menu are duplicated by buttons named "Erase Level", "Open Level", and "Save Level".  The program prompts you to confirm when you try to erase a level, and it should also prompt you when you quit, but for some reason the quit prompt doesn't appear in the compiled program.
« Last Edit: January 21, 2012, 06:22:48 PM by Circuit »

EqwanoX


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Re: Retro games
« Reply #253 on: January 21, 2012, 07:33:13 AM »
wow, nice. well i guess ill be useing this to make levels from now on. think ill add a textwindow command to display the level in text so i can just copy and paste it into the game. shweet

EqwanoX


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Re: Retro games
« Reply #254 on: January 21, 2012, 09:07:58 AM »
The plan here was to work on his armor, extend it to full body armor, give it a head and some arms and bam. He'd be completely 3D. Needs a lot more tweaking but I'm gonna devote more time to the HTML5 GM.
it might be easier to have a different still action pic at the end of each episode?