Topic:   Epic Scrolling Nav Engine For SilverCreator   (Read 14315 times)


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Gan


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Epic Scrolling Nav Engine For SilverCreator
« on: May 28, 2008, 06:42:14 PM »
Well, here it is. This is the Nav system I had in my Space Game. It is not only simpler, but also runs smoother and faster. This system might just revolutionize Sc and Gm games, you will be able to create RPGs, 2D side-scrollers, and arcade games instantly.

I have made two examples of the nav.
The first is the Space Example. You move a space ship through space using the arrow keys.

Here is the Code:

Open Card :

Code: [Select]
LET movex = 0
LET movey = 0

CREATESPRITE 1, "star", TRUE  //This is the background
MOVESPRITE 1, -1250, -1350, true

CREATESPRITE 3, "ship", TRUE  //The Player's Sprite
MOVESPRITE 3, 285, 130

ON TIMER 2 //The background moves every 2 miliseconds
 Â  PUSHSPRITE 1, movex, movey //Moves the Background
END TIMER

Key Down:

Code: [Select]
SELECT CASE KEY$ 
CASE UPARROW$
 Â  RECREATESPRITE 3, "ship" //changes ship direction to Up
 Â  IF movey < 20 THEN  //Max speed of ship
 LET movey = movey + 1 //Acceleration of Ship
 Â  END IF
CASE DOWNARROW$
 Â  RECREATESPRITE 3, "shipdown" //changes direction to down
 Â  IF movey > -20 THEN
 LET movey = movey - 1
 Â  END IF
CASE LEFTARROW$
 Â  RECREATESPRITE 3, "shipleft" //changes direction to left
 Â  IF movex < 20 THEN
 LET movex = movex + 1
 Â  END IF
CASE RIGHTARROW$
 Â  RECREATESPRITE 3, "shipright"//changes direction to right
 Â  IF movex > -20 THEN
 LET movex = movex - 1
 Â  END IF
END SELECT
« Last Edit: May 30, 2008, 01:30:46 PM by Gandolf »

Gan


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Re: Epic Nav System
« Reply #1 on: May 28, 2008, 06:45:20 PM »
Sorry, my post was too long, had to double post.

Here is the Second Example, it is a rpg/roaming example:
(Sorry, the code is a bit messy)

Here is the Open Card:

Code: [Select]
LET movex = 0  //X axis movement variable
LET movey = 0  //Y axis Movement variable
LET up1 = 0  //walking animation for up
LET down1 = 0 //walking animation for down
LET left1 = 0  //walking animation for left
LET right1 = 0  //walking animation for right
LET tup = 1  //variable to allow sprite to turn immediately
LET tdown= 1  //variable to allow sprite to turn immediately
LET tleft = 1  //variable to allow sprite to turn immediately
LET tright = 1  //variable to allow sprite to turn immediately

CREATESPRITE 1, "scrollbg", TRUE //background
MOVESPRITE 1, -750, -1150, true
CREATESPRITE 2, "mandown", TRUE  //player sprite
MOVESPRITE 2, 285, 130

ON TIMER 2
 Â  PUSHSPRITE 1, movex, movey //moves background
 Â  IF dir$ = "up" then  //If the Direction of the player is up then...
 Â     IF movey > 1 THEN  //If speed of Player is greater then 1 then...
 Â        IF up1 = 0 then  //This is checking which walking animation it is on...
 Â           RECREATESPRITE 2, "manup" //This changes the animation to look like it is walking
 Â        END IF
 Â        IF up1 < 4 then  //Now it repeats for the other direciton
 Â           LET up1 = up1 + 1
 Â        ELSE IF up1 = 4 then
 Â           RECREATESPRITE 2, "manup1"
 Â           LET up1 = -3
 Â        END IF
 Â     END IF
 Â  END IF
 Â  IF dir$ = "down" then  //Now this does the same animation for the down direction
 Â     IF movey < -1 THEN
 Â        IF down1 = 0 then
 Â           RECREATESPRITE 2, "mandown"
 Â        END IF
 Â        IF down1 < 4 then
 Â           LET down1 = down1 + 1
 Â        ELSE IF down1 = 4 then
 Â           RECREATESPRITE 2, "mandown1"
 Â           LET down1 = -3
 Â        END IF
 Â     END IF
 Â  END IF
 Â  IF dir$ = "left" then   //Now this does the same animation for the left direction
 Â     IF moveX > 1 THEN
 Â        IF left1 = 0 then
 Â           RECREATESPRITE 2, "manleft"
 Â        END IF
 Â        IF left1 < 4 then
 Â           LET left1 = left1 + 1
 Â        ELSE IF left1 = 4 then
 Â           RECREATESPRITE 2, "manleft1"
 Â           LET left1 = -3
 Â        END IF
 Â     END IF
 Â  END IF
 Â  IF dir$ = "right" then //Now this does the same animation for the right direction
 Â     IF movex < -1 THEN
 Â        IF right1 = 0 then
 Â           RECREATESPRITE 2, "manright"
 Â        END IF
 Â        IF right1 < 4 then
 Â           LET right1 = right1 + 1
 Â        ELSE IF right1 = 4 then
 Â           RECREATESPRITE 2, "manright1"
 Â           LET right1 = -3
 Â        END IF
 Â     END IF
 Â  END IF
 Â 
 Â 
 Â  IF movex > 0 then  //If positive X-Axis speed is greater than Zero then...
 Â     LET movex = movex - 1  //This decreases the speed to stop.
 Â  END IF
 Â  IF movex < 0 then  //does the opposite as the one above.
 Â     LET movex = movex + 1
 Â  END IF
 Â  IF movey > 0 then  //This does the same as the movex but it is for the Y axis
 Â     LET movey = movey - 1
 Â  END IF
 Â  IF movey < 0 then
 Â     LET movey = movey +1
 Â  END IF
END TIMER

Key Down:

Code: [Select]
SELECT CASE KEY$ 
CASE UPARROW$
IF tup = 1 then  //checks if sprite has just turned to up direction, if so, changes direction immediately
RECREATESPRITE 2, "manup"
 LET movey = movey + 4 //gives a speed boost to look natural
LET tup = 0
LET tdown = 1
LET tright = 1
LET tleft = 1
END IF
 Â  IF movey < 5 THEN  //Top speed player can move
 LET movey = movey + 2  //acceleration of player
 Â  END IF
LET dir$ = "up"

CASE DOWNARROW$
IF tdown = 1 then
RECREATESPRITE 2, "mandown"
 LET movey = movey - 4
LET tup = 1
LET tdown = 0
LET tright = 1
LET tleft = 1
END IF
 Â  IF movey > -5 THEN
 LET movey = movey - 2
LET dir$ = "down"
 Â  END IF

CASE LEFTARROW$
IF tleft = 1 then
RECREATESPRITE 2, "manleft"
 LET movex = movex + 4
LET tup = 1
LET tdown = 1
LET tright = 1
LET tleft = 0
END IF
 Â  IF movex < 5 THEN
 LET movex = movex + 2
LET dir$ = "left"
 Â  END IF

CASE RIGHTARROW$
IF tright = 1 then
RECREATESPRITE 2, "manright"
LET movex = movex - 4
LET tup = 1
LET tdown = 1
LET tright = 0
LET tleft = 1
END IF
 Â  IF movex > -5 THEN
 LET movex = movex - 2
LET dir$ = "right"
 Â  END IF
END SELECT

That is the code for both the Space and the RPG examples.

Here is the download for them, I packaged them both in one download:
http://www.mediafire.com/?l1av1ge5eax    (790.51 KB)

Hope you guys enjoyed this topic. If you have any questions or comments, please post here.


Also...   I need to ask a big favor from a very Experienced GameMaker and SilverCreator Coder to convert this code to GameMaker. The only person I can think off the top of my head that is most suitable for this task is EqwanoX.

Thanks,

-Gandolf

P.S. I can't wait to see what kind of new games you guys will make from this engine. I hope this increases Sc and Gm Production in games. Possibly someone will even make a Physics Engine where you have an object that is pulled down by gravity and can do some neat things. Just giving some ideas...
« Last Edit: May 30, 2008, 12:59:21 AM by Gandolf »

EqwanoX


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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #2 on: June 01, 2008, 06:31:49 PM »
the download didnt work for me, i was looking at the code and it doesnt even look like it can handle boundries. you should at least expain what makes it so advanced

i can convert gm to sc, but not sc to gm, silver probly can
« Last Edit: June 01, 2008, 06:32:49 PM by EqwanoX »

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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #3 on: June 01, 2008, 11:06:38 PM »
Quote
the download didnt work for me, i was looking at the code and it doesnt even look like it can handle boundries. you should at least expain what makes it so advanced

I can convert gm to sc, but not sc to gm, silver probly can
How can you not convert both ways?? Thats a bit weird.
I could probably learn SC and convert it, it looks alot like the old basic languages so it shouldnt be to hard. Especially not next to objective-C which i have to learn for school.

Silverwind


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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #4 on: June 02, 2008, 03:32:50 AM »
Quote
i can convert gm to sc, but not sc to gm, silver probly can
Indeed I can.

Quote
Code: [Select]
LET movex = 0
LET movey = 0

CREATESPRITE 1, "star", TRUE  //This is the background
MOVESPRITE 1, -1250, -1350, true

CREATESPRITE 3, "ship", TRUE  //The Player's Sprite
MOVESPRITE 3, 285, 130

ON TIMER 2 //The background moves every 2 miliseconds
 Â  PUSHSPRITE 1, movex, movey //Moves the Background
END TIMER
Code: [Select]
backgroundsprite$ = "Star.gif"
playersprite$ = "Ship Up.gif"
moveX = 0
moveY = 0
playerX = 285
playerY = 130

SPRITE 1 -1250 -1350 $backgroundsprite$$
SPRITE 3 playerX playerY $playersprite$$

ON TIMER 2
 Â SPRITE 2 moveX moveY
END TIMER


Quote
Key Down:

Code: [Select]
SELECT CASE KEY$ 
CASE UPARROW$
 Â  RECREATESPRITE 3, "ship" //changes ship direction to Up
 Â  IF movey < 20 THEN  //Max speed of ship
 LET movey = movey + 1 //Acceleration of Ship
 Â  END IF
CASE DOWNARROW$
 Â  RECREATESPRITE 3, "shipdown" //changes direction to down
 Â  IF movey > -20 THEN
 LET movey = movey - 1
 Â  END IF
CASE LEFTARROW$
 Â  RECREATESPRITE 3, "shipleft" //changes direction to left
 Â  IF movex < 20 THEN
 LET movex = movex + 1
 Â  END IF
CASE RIGHTARROW$
 Â  RECREATESPRITE 3, "shipright"//changes direction to right
 Â  IF movex > -20 THEN
 LET movex = movex - 1
 Â  END IF
END SELECT
Code: [Select]
ON KEYDOWN
 Â IF keydown$ = "UPARROW" THEN
 Â   playersprite$ = "Ship Up.gif"
 Â   SPRITE 3 playerX playerY $playersprite$$
 Â   IF moveY < 20 THEN moveY = moveY + 1
 Â END IF
 Â IF keydown$ = "DOWNARROW" THEN
 Â   playersprite$ = "Ship Down.gif"
 Â   SPRITE 3 playerX playerY $playersprite$$
 Â   IF moveY > -20 THEN moveY = moveY - 1
 Â END IF
 Â IF keydown$ = "LEFTARROW" THEN
 Â   playersprite$ = "Ship Left.gif"
 Â   SPRITE 3 playerX playerY $playersprite$$
 Â   IF moveX < 20 THEN moveX = moveX + 1
 Â END IF
 Â IF keydown$ = "RIGHTARROW" THEN
 Â   playersprite$ = "Ship Right.gif"
 Â   SPRITE 3 playerX playerY $playersprite$$
 Â   IF moveX > -20 THEN moveX = moveX - 1
 Â END IF
END KEYDOWN

Quote
i was looking at the code and it doesnt even look like it can handle boundries.
It doesn't handle boundaries, which is why I haven't taken much interest in it. It's not a collision nav, it's a visually nice looking nav.

EDIT:

The RPG nav is quite long, but I might have a go at it later. It seems to contain allot of unnecessary sprite direction related code as well.
« Last Edit: June 02, 2008, 03:51:20 AM by Silverwind »
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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #5 on: June 02, 2008, 09:48:38 AM »
Yes, the sprite direction code isn't necessary, its just for looks.

Though I have been working on a sprite collision code, it doesn't use a grid though. Its actually turning out pretty well.

Also, TD and I have already converted the Space ship code and are working on making it better in Gm.

-Gandolf

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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #6 on: June 02, 2008, 03:49:13 PM »
Quote

Though I have been working on a sprite collision code, it doesn't use a grid though. Its actually turning out pretty well.
what about the sprite collision system in that rpg you made? thats a complete system right there

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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #7 on: June 02, 2008, 04:38:59 PM »
Yeah, I have currently created a very beta version of the sprite collision system from that RPG you helped me make and a Physics Engine I had converted from Gm to Sc.

Here is the link to the topic of it: http://www.silvercreator.net/cgi-bin/yabb/YaBB.pl?board=sccode;action=display;num=1212084200

Here is the download of the RPG with Sprite Collision:
 http://www.mediafire.com/?je9hwm190mm

-Gandolf

Also, here is the physics engine I converted from Gm to Sc. It runs faster and smoother on Sc. Gm should get the command "Pushsprite".
http://www.silvercreator.net/cgi-bin/yabb/YaBB.pl?board=sccode;action=display;num=1212285200
« Last Edit: June 02, 2008, 04:39:17 PM by Gandolf »

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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #8 on: June 02, 2008, 05:54:41 PM »
wheres the sourse for the sc version of the space nav?

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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #9 on: June 02, 2008, 07:32:30 PM »
In my opinion, the rpg nav feels too floaty... I think that this is better suited for a space game.

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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #10 on: June 02, 2008, 09:44:46 PM »
Quote
wheres the sourse for the sc version of the space nav?

http://www.mediafire.com/?yymw5zwyovt

Quote
In my opinion, the rpg nav feels too floaty... I think that this is better suited for a space game.

It would be good if you made a car racing game or used RMXP tiles + Sprites with this engine. Or possibly made a arcade, or tetris game. Pacman even works, or a sidescroller.


-Gandolf

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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #11 on: June 03, 2008, 04:29:33 PM »
Quote
Gm should get the command "Pushsprite".
GM has the SPRITEPATH command to make up for that.
I must be dreaming (wake up me wake up) How could this have happened. Tireas' cry when he found his computer fallen over in his chair with it's screen shattered.

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Re: Epic Scrolling Nav Engine For SilverCreator
« Reply #12 on: June 03, 2008, 04:39:13 PM »
Ah. That makes sense. Thanks.


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