Game Maker's Garage Forum

Game Maker's Garage => Announcements => Topic started by: Tireas Dragon on April 29, 2008, 11:52:56 PM

Title: Labyrinth Progress Topic
Post by: Tireas Dragon on April 29, 2008, 11:52:56 PM
Well if you have been reading the Dead man's cave forum you would know that I talked about a game called labyrinth and I have been working hard to complete it.
Here a link to a demo I made.
 http://www.mediafire.com/?u0j3vxh5zoa
Well the reason for the hard interface is that making a good interface would be increasingly difficult on 1 card. This way I can have 200 mazes and room to spare. It is very card efficient and easy to program. But I still had to make the original code which was difficult. But now that I have the code I can make mazes in minutes.
If you are wondering the battle engine is gonna be unlike anything you have ever seen in gm. So prepare for your eyes to pop out of their sockets. Actually don't, cause that would be gross. If you have any questions please post them in the forum.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 01, 2008, 01:24:33 PM
I have Truly wonderful news  ;D I have just finished making a fully functional and amazingly powerful battle engine for the labyrinth. But I might need some help in completing the game. My battle engine works in the 1st person shooter mode, (If you don't know what I mean play doom or quake or Wolfenstein) and being such I need the monster to appear, the monster appears but I don't want just 1 monster. I know some on you people have real mad skills in drawing stuff so if you would draw some monsters up close and far away for me that would be great. Plus you get to have the honor of being put in the credits.
P.S. If you want to see my battle engine I can show you it.

Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 01, 2008, 03:08:42 PM
Quote
I know some on you people have real mad skills in drawing stuff so if you would draw some monsters up close and far away for me that would be great.
Why not just draw a single large monster image and then resize it a couple of times for the farther away images?

Quote
If you want to see my battle engine I can show you it.
Cool, post a link! :) What do you mean by powerful? What can the monsters do?
Title: Re: Labyrinth Progress Topic
Post by: Charlo on May 01, 2008, 04:21:35 PM
I downloaded the demo.  It seems unique, but hard to figure out.  In other words, too difficult.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 01, 2008, 11:50:25 PM
That the link to the battle demo. The monsters can cut you into pieces so running up to them and just standing their fighting (by pressing a) won't end to well.
http://www.mediafire.com/?u0j3vxh5zoa

I know what you mean Charlo. I am going to try to develop a code for looking at walls at least 1 square to your right and left.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 02, 2008, 06:46:18 AM
It would be better if you could see the corridor in front of you, rather than just a brick wall. The navigation system looks good though.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on May 04, 2008, 08:22:01 AM
how the hell do i play this? i think i press a to attack but is that it? cani move around? why is the brick wall a circle?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 04, 2008, 09:57:06 PM
The brick wall is a circle because you are using an ultra-phosphorescent flashlight, and it makes circles of light. Unfortunately this light would get wider as you got farther away from a wall, and thus see more than just the wall in front of you. Also you use the arrowkeys to move.
P.S. I still am trying to make it possible to see walls to the right and left of you.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on May 08, 2008, 11:02:25 AM
someone did that in one of the games in the contest
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 08, 2008, 07:44:37 PM
Yes but I believe Charlo used multiple cards. I am trying to develop a code with stores whole mazes on 1 card. BTW I finally created my code and it works. ;D There is just 1 problem. The game gets very glitchy in long hallways. :( This problem will probably be fixed in GM4. Anyways I now have to get this imported to the battle engine.
Title: Re: Labyrinth Progress Topic
Post by: Charlo on May 08, 2008, 08:10:37 PM
Yeah, I used multiple hand-drawn cards.  I didn't feel like putting in the effort to actually code a "3D" engine.  I'm glad somebody's doing it.  :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 08, 2008, 11:20:51 PM
Trust me it isn't easy. But I have made much progress but when I convert it to the battle engine it is taking to many lines of code so I have to find ways to lessen the code. But I am doing fine at this.

Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 09, 2008, 03:26:15 AM
Sounds good so far TD. How much LoC does the nav system have?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 09, 2008, 09:11:44 AM
Well after spending much time trying to figure out what LoC means (lines of code) I finally came to the conclusion that it means lines of code. So to answer your question the navigation system has about 356 lines of code. I also have better news the Battle Engine is up and running at 496 LoC ;D
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on May 09, 2008, 09:32:57 AM
instead of useing seperate cards just use sprites

someone else also made a 3d nav system that used sprites and there was a working demo for it too, anybody know what im talking about?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 09, 2008, 09:41:54 AM
No offense but did you read the stuff before this EQ I am storing the whole maze on a single card (it has not been mentioned that I was using sprites). Charlo made his maze game that uses multiple cards. It inspired me to work on a game that uses 1 card. Also I have no idea what game you are talking about. I actually have finished the Navigation system too it just gets kinda glitchy in long hallways, plus I got the Battle engine to work and it works perfectly.
P.S. Thanks for pointing out that the interface needed work.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 09, 2008, 04:18:20 PM
Quote
I also have better news the Battle Engine is up and running at 496 LoC ;D
Wooooow... very impressive, but what exactly is the computer doing that requires such a monstrous amount of code? Have you done a rigorous compression job on it yet?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 09, 2008, 05:04:21 PM
I try to know what part of the code is what so I have about 25 REM statements. It is actually quite compressed before is was about 550 lines.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on May 11, 2008, 09:17:08 AM
yes! i found it, its an sc game though, check it out http://www.savefile.com/files/1551200
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 11, 2008, 10:10:28 AM
Since I am primitive in understanding Silver Creator don't think much of my opinion but, I think this is using a different card for every square. Doing it this way is very easy In comparison to what I am doing. If only GM had methods than my script wouldn't take so many lines of code. (well actually it would still take the same lines of code just a little more organized.)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 11, 2008, 10:13:31 AM
Quote
Wooooow... very impressive, but what exactly is the computer doing that requires such a monstrous amount of code? Have you done a rigorous compression job on it yet?
Its not what the computer is doing but what you are doing. I think I am going to use buttons for attacking tho so I can insert spells and such.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 11, 2008, 10:15:52 AM
Quote
yes! i found it, its an sc game though, check it out http://www.savefile.com/files/1551200
I've played that before. It's very impressive. :)

Quote
Its not what the computer is doing but what you are doing.
Yeah, but what is the computer doing when the player clicks the left or right arrow for example?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 11, 2008, 10:20:04 AM
I have it set up so that the Computer does everything separate from what you do that way if you stand still he will walk over to you and cut you into pieces. This saves enormous amounts of code. If I put the Computer AI script in the ONKEYDOWN command this would be pushing on 700 lines of code.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 11, 2008, 10:35:23 AM
Ok, but that still doesn't answer my question. I mean, what is the computer literally doing that takes 365 LoC to execute? I mean, is it revalueing dozens of variables or what?

(revalueing should be a word)
Title: Re: Labyrinth Progress Topic
Post by: Charlo on May 11, 2008, 01:25:13 PM
Quote
yes! i found it, its an sc game though, check it out http://www.savefile.com/files/1551200
Impressive.  Puts my game to shame.   :D
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 11, 2008, 01:36:34 PM
Quote
Ok, but that still doesn't answer my question. I mean, what is the computer literally doing that takes 365 LoC to execute? I mean, is it revalueing dozens of variables or what?

(revalueing should be a word)

Well the computer really is only moving and attacking that take about 100 LoC. But the interface takes more than 300 lines of code. Inputing these things and doing all this takes a lot of code. With methods my battle engine would only take about 150 lines of code in the card script
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 12, 2008, 09:00:36 AM
I was just wondering with my code complete it should only take a few minutes to make mazes (even tho monster sprites are still tough) How many levels should I put in Labyrinth.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 12, 2008, 09:04:36 AM
Anywhere between 5 to 10 would make a good GM game. :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 12, 2008, 09:23:47 AM
I'll work on a beta version with 5 levels and see if there are any needed features. Then the whole game with features included with 10 levels.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 12, 2008, 09:45:42 AM
Sounds good. :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 19, 2008, 12:26:08 AM
Well if you want to know how progress is going I have just completed making the fireball spell which works quite well. [Warning: Casting fireball close to enemies or walls may cause self damage.]
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 20, 2008, 10:35:25 PM
Alright, The moment we've all been waiting for.
I present to you.

Labyrinth BETA [cheers]
 http://www.mediafire.com/download.php?by1eos5rn32

P.S. Its ten times better than before.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 21, 2008, 03:27:17 AM
Wow! This is really, really cool! :D I haven't entered combat yet, but the nav is excellent!

To stop the jumpy loading of wall sprites, give each sprite a negative sprite number except the last one that's loaded. Then they should all load at the same time. Like this:

SPRITE -1 sprite1X sprite1Y wall1.gif
SPRITE -2 sprite1X sprite1Y wall2.gif
SPRITE -3 sprite1X sprite1Y wall3.gif
SPRITE -4 sprite1X sprite1Y wall4.gif
SPRITE 5 sprite1X sprite1Y wall5.gif
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 21, 2008, 05:09:37 AM
Quote
 SPRITE -1 sprite1X sprite1Y wall1.gif
SPRITE -2 sprite1X sprite1Y wall2.gif
SPRITE -3 sprite1X sprite1Y wall3.gif
SPRITE -4 sprite1X sprite1Y wall4.gif
SPRITE 5 sprite1X sprite1Y wall5.gif
I don't understand how would loading a single sprite load other sprites at the same time.
Title: Re: Labyrinth Progress Topic
Post by: Mystor on May 21, 2008, 06:14:53 AM
A negative number doesn't load the sprite until another SPRITE command is called.

Mist
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 21, 2008, 09:10:15 AM
Can negative number sprite do something other than hide the sprite? Cause I still don't see how all the sprite would load at the same time.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 21, 2008, 10:24:58 AM
You will if you use the code. ::)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 21, 2008, 11:00:44 AM
Wow thanks silver wind although this code take more lines than the previous it works a whole lot better. You can move forward in long hallways.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 21, 2008, 11:45:25 AM
Cool. :) Can't wait to see the finished game. It looks like it's gonna have one of the greatest interfaces ever made in GM.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 21, 2008, 02:36:41 PM
Inserting this new code into the BE has been a nightmare!! Most of the time I am at 500 lines or just 2 below it.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 21, 2008, 03:27:01 PM
You mean the negative value sprite thing? How does it take up more code?

You should post up another demo when you've got the jumpy sprite thing fixed, as I'd love to see it running smoothly. :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 21, 2008, 06:04:02 PM
Doesn't matter its so much better the extra lines is worth it. Also to abide to your request. of   "I'd love to see it running smoothly. :) "
 Here you go http://www.mediafire.com/download.php?by1eos5rn32 This should run better.

EDIT: All Links have been updated.
Title: Re: Labyrinth Progress Topic
Post by: WarHampster on May 21, 2008, 07:05:44 PM
Pretty amazing... its like a one of those old DOS rpgs, or a fake raycaster! I'm going to steal your wall sprites (if I may) and try to make something like this in SC.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 21, 2008, 07:13:41 PM
Well you can steal them as long as you don't steal them and ask for my permission which you already have so yes you may borrow them.
Title: Re: Labyrinth Progress Topic
Post by: WarHampster on May 21, 2008, 08:22:16 PM
Thanks :)
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 22, 2008, 02:19:00 AM
Quote
Doesn't matter its so much better the extra lines is worth it.
... ok. Seriously though, the code shouldn't take up anymore lines. Did you have to rearrange the order the sprites were loaded in to assure a positive was loaded last or something? If so you could get around that with a mere 1 more line of code by loading a transparent sprite last.

Quote
Also to abide to your request. of   "I'd love to see it running smoothly. :) "
 Here you go http://www.mediafire.com/?ymti2wadjyx This should run better.
That was cool. :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 22, 2008, 09:02:27 AM
I was using a variable to show sprites so I had to rewrite a lot of code but it was surprisingly easy to do this.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 22, 2008, 09:23:45 AM
Well anyway as I said before I am going to make 5 levels and see if any new features are needed then I make the last 5 levels with features included making a good 10 level game. So what features are needed or is it fine the way it is.

P.S. The current level 5 will be removed. It was only inserted to ensure a good last level battle.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on May 22, 2008, 11:29:59 AM
this is good but the walls are glitchy, in sc you can put "true" at the end of each sprite command to "hold" the command untill it reads a sprite command that reads "false" and all sprite commands that are being held execute simultaniously, is there something like that in gm?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 22, 2008, 12:24:29 PM
No I don't think gm has while loops. Like
 While x = y
  DO THIS UNTIL X <> Y
 NEXT
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 22, 2008, 12:43:23 PM
Wow I just found a major glitch in labyrinth that causes the monster to not do anything. I think I have solved the problem tho. It will take further testing to see if it worked.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 22, 2008, 01:32:21 PM
Quote
No I don't think gm has while loops. Like
 While x = y
  DO THIS UNTIL X <> Y
 NEXT
That would be useful indeed.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 22, 2008, 01:43:52 PM
Ok the Battle Engine is fixed. Heres the link
  http://www.mediafire.com/download.php?by1eos5rn32
Now not only will the first monster attack but all the monsters their after.

P.S. Don't press the tester button. All links have been updated.

Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 22, 2008, 01:56:38 PM
Quote
I was using a variable to show sprites so I had to rewrite a lot of code but it was surprisingly easy to do this.
I'm not sure if this helps, but the ABS command returns the positive value of a negative and visa-versa.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 22, 2008, 02:07:46 PM
I don't think that helps but I never use ABS for that purpose, in fact i never even used it. When ever I wanted to make a negative positive or vice versa I just (*-1) the variable.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 22, 2008, 03:02:04 PM
Yeah, that would produce the same result. :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 22, 2008, 03:04:39 PM
To repeat what I said

Quote
Well anyway as I said before I am going to make 5 levels and see if any new features are needed then I make the last 5 levels with features included making a good 10 level game. So what features are needed or is it fine the way it is?
Title: Re: Labyrinth Progress Topic
Post by: Al Staffieri on May 23, 2008, 04:15:06 AM
Quote
this is good but the walls are glitchy, in sc you can put "true" at the end of each sprite command to "hold" the command untill it reads a sprite command that reads "false" and all sprite commands that are being held execute simultaniously, is there something like that in gm?

In GameMaker you do that by using a negative number for the sprites as Silverwind said. The negative sprite number will tell GameMaker not to show the sprite until a sprite with a positive number is used. Then it will show all of the sprites at once. This is the same thing SilverCreator  does with the true and false at the end of the command.
Title: Re: Labyrinth Progress Topic
Post by: Al Staffieri on May 23, 2008, 04:16:31 AM
Quote
No I don't think gm has while loops. Like
 While x = y
  DO THIS UNTIL X <> Y
 NEXT

You can use a REPEAT loop to do the same thing as a WHILE loop would do.

REPEAT
  ' blah blah
  IF X <> Y THEN EXIT REPEAT
END REPEAT

You can also use the Loop Script option if it's in a card script to keep looping through the script.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on May 23, 2008, 08:42:43 AM
Quote

In GameMaker you do that by using a negative number for the sprites as Silverwind said. The negative sprite number will tell GameMaker not to show the sprite until a sprite with a positive number is used. Then it will show all of the sprites at once. This is the same thing SilverCreator  does with the true and false at the end of the command.
this is what i was talking about dragon. instead of executeing each sprite command individually it would execute all simultaniously
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 23, 2008, 09:20:32 AM
I am still trying to get rid of the blinking but since the negative sprite feature hides all the sprites for a moment it has been difficult coming up with a way to do so.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 23, 2008, 09:28:31 AM
OH MY GOSH!!! I just came up with the most brilliant idea. This will allow me to cut my lines down by about 250. I got to go do this right now.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on May 23, 2008, 09:36:36 AM
Quote
OH MY GOSH!!! I just came up with the most brilliant idea. This will allow me to cut my lines down by about 250. I got to go do this right now.
Hehe. ;D Any elaboration?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 23, 2008, 10:11:08 AM
OH right of course. I just figured out how to put all the levels onto 1 keydown command that extends through cards. isn't it amazing? Well if it works correctly all my cards should be able to lose their onkeydown command lines which should lower all the cards lines by about 250.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on May 23, 2008, 12:02:18 PM
Well getting rid of the wall blinking seems to be an unfixable error. But none the less. This new way of programming can be applied to all V6 engine programmers. You should probably use this new way for moon fable or something all you have to do is put on a loop script so it checks your position all the time so when you move onto the spot the script activates.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on June 25, 2008, 09:44:09 AM
cant you just do a select case to identify the players position on the grid then identify the direction then recreate the wall sprites?


first hide all wall sprites with a loop script, then youll only have to recreate sprites. the "true" next to hidesprite will hold off hideing the sprites untill you use a sprite command without "true", then all sprite changes execute simultaniously without blinking, gm has its own version of this

for x=1 to 10
hidesprite x, true
next

select case gridx
case 1
select case gridy
case 1
select case dir$
case "right"
recreatesprite 1, "wall1", true
recreatesprite 2, "wall1", true
recreatesprite 3, "wall1", true
recreatesprite 4, "wall1", true
recreatesprite 5, "wall1"             //sprite changes take effect here
end select
end select
end select
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on June 25, 2008, 12:56:57 PM
Wouldn't that take an extremly long time to program. I don't have that many lines of code I think a slight blink every step is a small price to pay for nearly unlimited combinations of walls without having to program every step.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on June 25, 2008, 05:20:18 PM
what does your code look like?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on June 25, 2008, 11:30:18 PM
Well it pretty much figures out where the walls are and put those into strings and then it translates the string and places everything.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 07, 2008, 10:22:51 AM
Well just so you know I have not abandoned Labyrinth. I have just stopped working on it. No need to worry I have started working on it again, and I have 8 levels done. 2 more + bad guys and I will be done after I run through it a few times and check for balancing of items and such I will be done and ready to release it. That puts it release sometime within this month hopefully.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 07, 2008, 11:00:55 AM
Wow, 8 levels is huge. I don't think I even got past the first. Nice work TD!
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 07, 2008, 11:21:25 AM
You didn't get past the first?
Did the spinner get you turned around?
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 07, 2008, 12:02:07 PM
I'm not sure. In fact, I'm not sure if I have the most up to date version, could you post a link so I don't download an older one?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 07, 2008, 12:17:19 PM
All the links are updated to the latest demo beta
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 07, 2008, 05:40:19 PM
I figured out why I can't fix the blinking. It's because whenever you use the PICT command the screen refreshes.
Title: Re: Labyrinth Progress Topic
Post by: Gan on July 07, 2008, 05:52:17 PM
How does the pict command work?


-Gandolf
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 07, 2008, 06:00:26 PM
But why do you need the pict command in the first place? Aren't you loading all the walls as sprites?
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 07, 2008, 06:01:39 PM
Quote
How does the pict command work?
"PICT cardnumber" will display the graphic area of the specified card.

Quote
I figured out why I can't fix the blinking. It's because whenever you use the PICT command the screen refreshes.
But why do you need the pict command in the first place? Aren't you loading all the walls as sprites?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 07, 2008, 06:13:54 PM
The wall at the end of the screen I used as a pict the wall to your right and left are sprites.
Title: Re: Labyrinth Progress Topic
Post by: Gan on July 07, 2008, 07:06:06 PM
Could you set the wall to load with the sprites or directly after the sprites?


-Gandolf
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 07, 2008, 07:21:07 PM
It doesn't work that way but I found out if I use the IMAGEFILE command it loads incredibly faster. It just doesn't put them all up at once.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 08, 2008, 01:14:38 PM
Can you have more than 1 image at once with IMAGEFILE though?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 08, 2008, 02:12:32 PM
Yes you go into options and you check the "IMAGEFILE command uses overlay" button
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 08, 2008, 04:46:17 PM
Things are looking up. If everything works out I might have labyrinth ready by the end of next weak.
EDIT: Because I don't want to triple post,
I just added a new feature to labyrinth it is now possible to have dungeons that loop so it could seem like it goes on forever, But you guys will only see 2 of these type of dungeons so its possible for you to map them out. (Assuming you don't stand on a spinner and mess up your map making.)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 11, 2008, 01:20:43 AM
I am very sorry for triple posting but, The Labyrinth is finished. It's compiled and ready to be played, just a few things I need to do then I will release it. (Maybe before QoM [Gives cold stare to Silverwind])
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 11, 2008, 04:42:06 AM
Nice one, can't wait to play it. :) What size is it?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 11, 2008, 07:46:09 AM
much smaller than QoM, 2.5 megabytes.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 14, 2008, 12:31:31 PM
Alright Its ready. I hope you like it. If you get stuck I inserted a hint book to help you. http://www.mediafire.com/download.php?by1eos5rn32 I would really like some ratings this time. No one gave me ratings last time. Well its not using sprites this time its using the IMAGEFILE command instead because sprites were WAAAY to glitchy for the minotaur and his walls for his level.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 15, 2008, 03:40:40 AM
I can't get past the first level. I found a key and some gold coins but no door.

The game would be considerably easier on the eyes if the walls loaded at the same time. Have you tried using negative valued sprites?
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on July 15, 2008, 10:04:41 AM
yea the wall loading ruins the game, its to annoying, you should make this in sc so you can load the sprites simultaniously.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 15, 2008, 10:50:09 AM
If I knew SC's code well enough I might try it. I did try the Negative sprite thing but it was very glitchy and slow I could rewrite the entire code and try other things but that might take a while.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 15, 2008, 11:07:40 AM
I have taken your proposal into consideration and I have decided to do it.
EDIT: Not put labyrinth in SC.
EDIT: Put everything into sprites and see if I can make it load Incredibly fast.
EDIT: Without the blinking.
EDIT: Although it would help if AL released his version so compiled games could have more than 20 Sprites.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 15, 2008, 12:36:15 PM
How will I know when there's a door in front of me? Will it have a different image or will it look like a regular wall?

EDIT: You've started a trend.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 15, 2008, 02:05:53 PM
Actually I already did that when the door is in front of you it shows it.
EDIT: Its actually kinda funny all those edits are separate too.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 15, 2008, 03:34:42 PM
Well the code is almost done. All I have to do now is make all the doors and stuff work and all the additional code work. Actually this code seems to be working decently OK in comparison to how well it worked before. All of  the walls and stuff are loaded at the same time so its very good.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 15, 2008, 04:09:09 PM
Good stuff. :) Will there be a few days of work involved in the conversion?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 15, 2008, 05:20:33 PM
Probably not I might even get it done today. (in my time zone)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 16, 2008, 12:48:40 AM
Well I got it done but I am going to have to do some testing and other important things I should have a good version out tomorrow.
P.S. Silverwind the reason you can't be level one is because when you go down the main hallway you land on a spinner and get turned in a circle so you have no idea where you are.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 16, 2008, 04:15:36 AM
Oh. Shouldn't there be an indication of some sort? That makes the mapping element of the game considerably harder.

Perhaps you could implement a compass?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 16, 2008, 08:50:28 AM
Wow I actually thought of that. I guess I could do that but only if everyone's for it.
Title: Re: Labyrinth Progress Topic
Post by: Gan on July 16, 2008, 10:03:14 AM
I'm all for it.


-Gandolf
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 16, 2008, 10:16:41 AM
OK compass added. Now I have just found out there is a new glitch. The fireball doesn't work very well. Now when you cast it the whole screen goes black showing only the fireball then after the fireball is done the screen returns to normal. If it showed the monster it wouldn't be so bad.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 16, 2008, 12:10:39 PM
Wow this fireball glitch is really tough to beat.
EDIT: Does anyone mind if the monster disappears while you cast fireball?
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 16, 2008, 12:14:00 PM
I've never seen it cast, but I don't think I'd mind.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 16, 2008, 12:42:08 PM
Well you see if the monster disappears when you cast it looks like the monster dodged it.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 17, 2008, 12:23:16 PM
This Fireball glitch Is proving to be VERY bad I am still trying to fix it.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 18, 2008, 09:22:12 AM
Ok I THINK I have figured out a way to make fireball work, if this works you will be able to cast fireballs.
EDIT: Ok it works but the fireball is showing up behind the monster. I can't fix this glitch.
EDIT: Look like I have to wait for GameMaker 3.9.9a
Title: Re: Labyrinth Progress Topic
Post by: alias on July 18, 2008, 08:08:02 PM
What exactly is wrong with it? I may be able to help...
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 18, 2008, 10:04:08 PM
I think this update has fixed the problem. You see I didn't have enough sprites. But now I get enough sprites.
EDIT: Well actually I had enough sprites there was just no way to organize them correctly.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on July 19, 2008, 12:07:46 PM
yea how could sucha simple glitch be so complicated, whats the code look like
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 19, 2008, 06:27:39 PM
Put it this way I can't get the fireball to be in front of the monster and the monster in front of the walls at the same time. Fireball has to be sprite 11 or it won't work.
Title: Re: Labyrinth Progress Topic
Post by: Al Staffieri on July 20, 2008, 07:24:03 AM
Sprites are shown in number order. Sprites that you want on top need to be higher numbers. The walls should be the lowest sprite numbers and the sprites that you want to be in front of the walls should be the higher ones.

Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on July 20, 2008, 11:22:55 AM
yea so all you gotta do is switch the sprite numbers, easy
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 20, 2008, 03:45:37 PM
lets see is that possible. hmm ok we got the wall in front of you thats 1 then you got the walls up to 4 spaces right and left added together is 8 + 1 = 9 Then we have the monster thats 10 plus the fireball is hmm 11.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 20, 2008, 04:04:40 PM
Eq was suggesting you redo the code and rearrange the sprite numbers. I know how boring a task redoing code can be though. It was due to the frequent updates in grid navs that I sopped working on MF. :P I'll resume taht one day though.
Title: Re: Labyrinth Progress Topic
Post by: EqwanoX on July 21, 2008, 09:55:00 AM
i good precaution i use for this problem is useing variables for the sprite numbers, that way if i ever have to change the spirte number all i have to do is change one variable
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on July 21, 2008, 10:53:15 AM
Good idea Eq! I'm gonna do that in all my future games. :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on July 21, 2008, 11:04:50 AM
I still need 11 sprites no matter what.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 09, 2008, 06:52:23 PM
After all this time Labyrinth is finally done. Download here (http://www.mediafire.com/?u0j3vxh5zoa)
If you encounter any bugs please inform me.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on September 10, 2008, 07:17:32 AM
The Good
Seeing the walls all load at once is awesome! Now it finally feels like you're walking around the labyrinth. Great job. :)

The Bad
Only a few minor incorrect spellings on the intro and battle tips cards.

The Bugly
A dialogue appeared when I started the game saying something about a troll I'd apparently just killed. Is the game starting on a wrong dungeon or something?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 10, 2008, 10:12:36 AM
Ya I keep on forgetting to change the starting card.
EDIT: OK try this (http://www.mediafire.com/?u0j3vxh5zoa)
Title: Re: Labyrinth Progress Topic
Post by: WarHampster on September 10, 2008, 06:20:28 PM
As a game, meh. Maze games tend to get old after a few minutes.

As a tech demo, great job! It's awesome to see people pushing game maker to do complicated things like this.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 10, 2008, 06:43:22 PM
Maybe it needs music.
Title: Re: Labyrinth Progress Topic
Post by: Mystor on September 10, 2008, 06:51:54 PM
It seems like I can never face east and sometimes even whn I press the keys I don't turn :-/

Mist (Otherwise great game)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 10, 2008, 07:17:01 PM
You are probably standing on a spinner, they turn you in circles.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on September 11, 2008, 02:10:29 AM
There should be some kind of notification when you step on things like that, otherwise players will think it's a glitch.

Music would indeed be cool. :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 11, 2008, 11:36:36 AM
I don't think anybody thought it was a glitch when they stepped on spinners in bards tale.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on September 11, 2008, 11:53:38 AM
I've never played bard's tale, so I wouldn't know. I just know that Mist and I thought it was a glitch when we stepped on the spinner in Labyrinth.

Even just a "Woh, you feel dizzy!" text notification would be cool. :)

Also, the rat killed me!
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 11, 2008, 12:48:26 PM
Use a fire-ball Its POWERFUL
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 11, 2008, 05:26:10 PM
Important Update while I was playing through Labyrinth I found out that on the Spider level you can't see the first wall to your right. This problem has been fixed.

http://www.mediafire.com/download.php?g3n7wrm1jnn
Title: Re: Labyrinth Progress Topic
Post by: Mystor on September 11, 2008, 06:06:09 PM
I haven't even found a rat yet :P

Mist
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 11, 2008, 09:08:57 PM
Whenever walking through the labyrinth use the compass constantly so you know if you walked on a spinner.
EDIT: You might even want to map it out.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on September 12, 2008, 06:26:40 AM
This version of the game starts in the spider dungeon.
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 12, 2008, 12:38:33 PM
AHHHHH How can I keep on forgetting? I fix the glitch but I forget to set the start card back to 2 AHHHHHHH
Try This one right  Here  (http://www.mediafire.com/download.php?u4eb5wjankr)
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on September 12, 2008, 03:51:29 PM
Mapping is fun, but I find the second maze quite hard with all those spinners clustered together. How many levels are there in total again?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on September 12, 2008, 04:05:40 PM
10 mazes, 9 monsters, and 1 time trial.

Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on October 23, 2008, 10:18:25 AM
Well I am just curious did anyone find the stuff Silverwind left in the labyrinth?
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on October 23, 2008, 03:15:17 PM
I quote Neddie Seagoon when I say "Whatwhatwhatwhatwhatwhatwhatwhatwhatwhatwhatwhat?"

Stuff that I dropped in the maze? Might I enquire what these objects are? I frequently attempt the game but never get past level 2 due to those accursed spinners. *posts hate mail to spinners* I'll try again tonight, but until their numbers are decreased I doubt I'll be able to progress very far. :-/

As I said before though, walking around the maze is really cool. One of the best Nav engines yet made in GM. :)
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on October 23, 2008, 04:25:37 PM
You left your Titanium Plate, Death Night Sword, and I believe Titanium Shield. Oh and you do have a compass I suggest you use it to get through. Like this take a step forward use compass. Take another step forward. Use compass and once the compass says something different you stepped on a spinner.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on October 23, 2008, 05:16:44 PM
I use the compass and indeed it's helpful, but it's like rolling a 4 sided dice to determine which direction you'll move in; It gets boring pretty fast. If there weren't so many spinners clustered together it might be less daunting. Maybe that's just me though. How far did everyone else get?
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on October 23, 2008, 05:22:52 PM
Well "I" beat the game. Considering I made it I wouldn't call it that much of an accomplishment.
Title: Re: Labyrinth Progress Topic
Post by: Silverwind on October 23, 2008, 05:30:07 PM
;D

Hmmm... looks like Mist, Hampster and myself are the only ones to have played the finished version.
Title: Re: Labyrinth Progress Topic
Post by: Mystor on October 23, 2008, 05:43:04 PM
I can't get anywhere in it LOL

Mist
Title: Re: Labyrinth Progress Topic
Post by: Tireas Dragon on October 23, 2008, 06:01:53 PM
Do you want a map or something.

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