UnderwareDESIGN

General => Competitions => HeroesQuest => Topic started by: thaaks on June 03, 2008, 08:29:16 AM

Title: WIP: Tommy's Tomb
Post by: thaaks on June 03, 2008, 08:29:16 AM
Okay, okay, no WIP yet - just an empty project and a working title  ;)

I will use this thread to ask questions, mention progress and so on as I am definitely joining this compo  8)

Right now I'm thinking about level design in general:

What are your suggestions, guys and girls? Do you have recommendations? What works best with PB?

BTW: What tool was used to create the level for the 2D platformer in the Projects\Games directory of PB (the one with the ice tiles)?

Cheers,
Tommy
Title: Re: Tommy's Tomb - WIP
Post by: ATLUS on June 03, 2008, 10:35:04 AM
hm i dont know 8-(
Title: Re: WIP: Tommy's Tomb
Post by: reno on June 03, 2008, 02:10:27 PM
You can include the editor into the game. Didn't tried something with PB, but it should not be too hard to add I think ;)
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on June 03, 2008, 04:04:27 PM
Yes, an ingame editor is always pretty good - increases the replay value  ;)
And I had a quick browse through the "Platform_Game_Example_Update" game - the level is created by the game itself, based on two text files where the level is defined. It can be so simple  ::)
Title: FlexiGUI questions
Post by: thaaks on June 23, 2008, 03:56:00 AM
I'm currently coding a little tool using FlexiGUI to extract and play back some animations from BlinkOk's graphics files (I'll email it to you Blink, as soon as it's done). It shall help me to generate config files that describe the animation frames which I will then load and use in the game.

I have some simple FlexiGUI questions that hopefully someone here can answer:

I think FlexiGUI is nice to implement some tools - I'd just need more docs  ::)

Thanks in advance,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: kevin on June 23, 2008, 07:59:13 AM
 Flexi is WIP... There's no doc's

Wip Thread (http://www.underwaredesign.com/forums/index.php?topic=507.0) has some tidbits.



Title: Re: WIP: Tommy's Tomb
Post by: thaaks on June 23, 2008, 08:21:09 AM
Aah, thanks. Will read a bit  ;)
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on July 08, 2008, 05:44:58 PM
Just to show you a screenshot of my Flexi helper tool.
It's some PB animation mapper where you can specify rectangles on your base image and make animation frames from them.
Frame sequences can be given comma separated or in ranges with a minus sign.
So a frame sequence "1,3,4-7,9" would contain the frames 1,3,4,5,6,7,9.

It's nearly done and I only need to save the animation infos to some file that can be loaded back in later in the game.

Should help BlinkOk to verify his images and me to load them for the real game  ;)
Title: Re: WIP: Tommy's Tomb
Post by: BlinkOk on July 08, 2008, 06:36:17 PM
wow! that looks awesome tommy. very handy for me
Title: Re: WIP: Tommy's Tomb
Post by: Green7 on July 09, 2008, 12:33:45 AM
glad you're making some progress. looks good! this way it feels far more like a compo. :) gives me some extra motivation...
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on July 09, 2008, 03:49:17 AM
@BlinkOk: Will send it to you end of the week I guess. Lots of private life ahead...

@Green7: I am sure there are some lurkers working in closed cabinets on their secret project...be prepared for more competition  ;)

Cheers,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on July 16, 2008, 10:13:47 AM
The PB AnimMapper is in some usable beta state. Have a look or a download here (http://www.haaks.net/gamedevcode/page6.html).

Hope it helps some people.

I'll provide some PB loader source code to get a useful image array from the generated UFF files in the next days as soon as time permits  on the tool's page ::)

I just have to mention: the FlexiGUI and the PBDialogs stuff was really helpful and pretty easy and straightforward to use. Thanks, Kevin! I really do appreciate all your efforts more and more  8)

Cheers,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 01, 2008, 02:17:40 PM
The UFF file loading for levels is basically finished. Just need to copy parts now for new level elements and add the appropriate ingame creation function.

Now for the player and the monsters and some behavior and game play  :P

And only four weeks left - sigh.

For the fun of it: the UFF file for the shown level screenshot:

<map>
<background>
image=gfx\docks\bg.png
</background>
<platform>
image=gfx\mountain\platform.png
</platform>
<images>
nr=3
<image1>
idchar=L
x=238
y=60
w=40
h=20
fx=false
afx=false
</image1>
<image2>
idchar=M
x=278
y=60
w=40
h=20
fx=false
afx=false
</image2>
<image3>
idchar=R
x=318
y=60
w=40
h=20
fx=false
afx=false
</image3>
</images>
<mapdata1>
type=platform
imagesequence=LMMMMR  LMR
x=10
y=450
depth=50
</mapdata1>
<mapdata2>
type=platform
imagesequence=L M R
x=100
y=250
depth=50
</mapdata2>
</map>


Cheers,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: BlinkOk on September 01, 2008, 08:57:40 PM
looks good tommy. :)
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 02, 2008, 06:32:31 AM
Quote from: BlinkOk on September 01, 2008, 08:57:40 PM
looks good tommy. :)
Of course it does - it's your graphics :)

The overall progress of the game itself is too slow for me. But real life always strikes first ;)
Title: Re: WIP: Tommy's Tomb
Post by: BlinkOk on September 04, 2008, 03:16:52 AM
haha. i was talkin bout the xml. lol :)
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 14, 2008, 04:01:48 AM
Just a quick update:
I got the player movement working last night. So my player can walk left and right and jump. Collisions with platforms are working so he can even fall down.
Best of all: the routines should be usable by the enemies without any changes.
Very pleasing and motivating for me  ;)

Cheers,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: Green7 on September 14, 2008, 06:55:20 AM
good to hear that!  ;)
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 18, 2008, 03:30:32 PM
Some more progress.
Now I can load the animations created with my PBAnimMapper. Improved my UFF file format to store all animations in one data file and load them on startup.
All pretty pleasing.

Monsters are next (tomorrow night I hope).

Screenshot attached.

Still so much to do  ::)
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 21, 2008, 04:29:51 PM
And some more progress:
Enemies can be defined in the map, they are loaded, animated and updated.

Started with sponsor screen.

Next will be title screen with main menu and collisions between player and enemies.

Menu sounds are created, ingame sounds are also coming soon.

I'm still missing some music.

Must hurry...

Title: Re: WIP: Tommy's Tomb
Post by: slayer93 on September 21, 2008, 09:25:05 PM
Looking cool ;D.

QuoteI'm still missing some music.

I dude on the TGC forums has some great music and if you email him with some shots of your game I'm sure he will let you use some of his music. I actually did email him today and I'm able to use his music in my entry. A link to one of his threads - [plink]http://forum.thegamecreators.com/?m=forum_view&t=135459&b=34 (http://forum.thegamecreators.com/?m=forum_view&t=135459&b=34)[/plink] and this is his soundclick page where he has all his music at - http://www.soundclick.com/bands/default.cfm?bandID=396117 (http://www.soundclick.com/bands/default.cfm?bandID=396117).

Good Luck :)
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 22, 2008, 02:28:56 AM
Thanks for the nice hint, slayer93. Will listen to the sounds tonight. Maybe I'll find something that fits the mood of the game.

Good luck to all of us - I get the curious feeling that Calypson is joining the competition fun. He won the 2006 competition and made second place last year...
This guy is pretty quiet on the forums but the last few days he started to post  ;)

Calypson, what about a WIP thread to depress us?  ;D

Still a week left! Go go gadget coder brain!
Title: Re: WIP: Tommy's Tomb
Post by: Green7 on September 22, 2008, 03:39:06 PM
Quote...I get the curious feeling that Calypson is joining the competition fun...
got the same feeling here... ok, i moaned about lack of competitors, so i think i deserve it. ;)
Title: Re: WIP: Tommy's Tomb
Post by: kevin on September 22, 2008, 03:45:10 PM

ermm.. did I mention that i'm also entering ?  :)

Title: Re: WIP: Tommy's Tomb
Post by: Green7 on September 22, 2008, 03:55:46 PM
Quoteermm.. did I mention that i'm also entering ?
what the...? ;) serious? is that allowed?
Title: Re: WIP: Tommy's Tomb
Post by: kevin on September 22, 2008, 04:05:03 PM
Quotewhat the...? Wink serious? is that allowed?

erm... nope.   Was just going to use the compo to knock up  a new game demo though, but time has got away from me
Title: Re: WIP: Tommy's Tomb
Post by: slayer93 on September 22, 2008, 06:46:01 PM
QuoteThanks for the nice hint, slayer93. Will listen to the sounds tonight. Maybe I'll find something that fits the mood of the game.

Glad I could help. :)

Would also be interesting if you entered Kevin :D
Title: Re: WIP: Tommy's Tomb
Post by: kevin on September 23, 2008, 11:29:18 AM

Wouldn't want to embarrass anybody :)..  I did mean to knock together a tech demo, but 1.64 took way too long and VM2 is firmly in the way.

Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 23, 2008, 05:07:53 PM
Again some update:
Collisions between player and enemies and player and "bombs" are in. Even added some of the collision results to the game behavior.
Bombs like enemies can also be defined in the level file (all represented in UFF file format).
So you can create your levels with any text editor!

That's it for tonight. Time to get some sleep. Off to a bar with some big boss and some mates from my company tomorrow night - let's see if I can do some drunk coding afterwards  :P

Cheers,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 25, 2008, 05:10:17 PM
Pixel perfect collision is working with 1.64b Beta. Let's see if I can get an executable later on.
Basic HUD is started. Added scoring, timing mechanism, health bar and some more game logic (decrease health on collisions, increment score for collecting items and so on).

Right now I see some screen garble when the next level is loaded - must be related to my deleting images and sprites before the next level is loaded...

I also chose a game music - just need to get the approval from the composer. Should work.

Must go to bed now.

Later,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 28, 2008, 05:52:59 PM
Some progress over the weekend:
Fixed the graphics bug (removed and reloaded images, but sprites where still storing the old image index), added game state transitions (life lost, game over), added game message which pauses the game for a while (enter level, life lost) to allow player to "refocus", added highscore table (no score entering yet) and some sounds. Also added a credits scroller on the title screen.

What's left to do?


I doubt that I'll manage all of this in the last two nights left. So I need to drop some stuff and add it to the "final version"...

Good night,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: thaaks on September 29, 2008, 06:02:57 PM
Progress tonight:

Skipped for the competition entry (but not for the final release after the competition ended!):

Left for tomorrow night (my last coding night):

So, one o' clock in the morning again, out of bed at 6:30 - good night, fellas!

Cheers,
Tommy
Title: Who stole Waldo?
Post by: thaaks on September 30, 2008, 05:44:26 PM
I'm done. I got all my todo's for tonight done and declare the game ready for the judges  ::)

So I just sent the email to Kevin containing the zip of "Who stole Waldo?".
Again it's way past midnight but who cares  ;)

Some screen shots to wet your appetite!

May the best entry win - wish me luck  ;D

Cheers,
Tommy
Title: Re: WIP: Tommy's Tomb
Post by: slayer93 on September 30, 2008, 07:03:41 PM
Ha, looks awesome, nice job ;)