Hello Hello, this is my first stab at a Blog, hopefully it will give me a push to actually finish something.
Game Name: OUT OF SHAPES
The game is going to be a logic puzzle type, based on manipulating shapes, where each shape has a certain ability.
squares can climb walls
circles can roll with a small burst of energy
triangles can be used as ramps ???
I'm not much of an artist, so don't expect much.
I'm trying to concentrate more on giving each shape is own character, the way it moves and reacts to its environment.
I'll have more soon
Deano 8)
that sounds interesting...good luck
yeah. very interesting idea.
that sounds like a fun game idea... wonder how the math in that will work
sounds cool :)
Hi Deano
Yep sounds a great idea , sounds quite involved as well
good luck with game , look forward to a screenie or demo
mick :)
Quotehopefully it will give me a push to actually finish something
Great, good luck with it.. As this one sounds like an interesting idea.
My game is slowly moving forward. My computer bites! >:(
I'm still working on character control and collision.
here's a screen of my rnd background generator.
It's looking nice so far.
Hi Deano
QuoteI'm not much of an artist, so don't expect much.
looks very nice here ,
yes looking very interesting and nice gfx's , i'm on hold at the moment with a stinking cold and hot flushes , looking at your piccy is making me sweet even more , :)
good luck , keep up the good work
mick :)
Thanks Micky and Kevin,
I'm having a lot of fun with this one. My gfx's is just combination of paint shop pro and free tubes. I'm using the game Poco Roco as a graphic inspiration, I like the simple shape and the real lack of real detail.
I'm finding character movement and collision much more difficult than I first thought.
I think my problem is, I'm trying to code the finished product and getting frustrated, Like I always do.
I have to keep reminding my self......Baby steps...Baby steps...
Well of to the Santa Parade.
Deano
This is my main character's walk test, took me a while, but I think I have it.
Tell me what you think?
Deano 8)
zip fixed ::)
UPDATE WALK CYCLE NEXT PAGE
I like it.
i've downloaded up to v1.74 and it's not accepting the syntax +=. when i change that to the old style it crashes.
what version am i meant to use here
Hi Deano
yep coming alone nicely , i used PlayBASIC V1.64k Beta #17 and it works fine , Blinkok
mick :)
humour me here. where would i be able to download that from?
Hi Blink
here
(REMOVED)
mick ;)
thanks
animation is awewsome. this is gonna be one really cool game!
This is my latest update ;D.....source is in the zip.
I really like the feel of this update, I added total mouse control to my character and pressing the LMB
unleashes his super magnetic power ;D
It contains a little of everything, not much game play but you can get the jest of it.
I'm thinking of changing my game too just two shapes. less headaches.
If you see something I could be doing differently please comment, I always learning.
over and out
DEANO 8)
Nice... I like the look and the feel already. Looking forward to how this turns out.
QuoteIf you see something I could be doing differently please comment, I always learning.
Not much to say really. You could turn filtering (SpriteFilter) on the main character i guess.
Although is there any reason why the map is 3D ? Are these for future levels ?
QuoteAlthough is there any reason why the map is 3D ?
yes, I have a couple in mind
QuoteYou could turn filtering (SpriteFilter) on the main character
kevin what would this do?I'm clueless
Filtering just adds some softening (smoothing) it as rotates.. Although it prolly spins fast enough that most people wouldn't notice..
[pbcode]
loadfximage "gfx\1.png",1
Spr=NewSprite(400,200,1)
SpriteDrawmOde Spr,2
CenterSpriteHandle spr
; ScaleSprite Spr,2 ( scale it up to make it more visible)
setfps 60
Do
Cls 0
print GetSpriteFilter(spr)
TurnSprite Spr,1
if Spacekey()
SpriteFIlter Spr,1-GetSpriteFilter(spr)
flushkeys
endif
drawallsprites
Sync
loop
[/pbcode]
wow. that is lookin very cool deano. great work all round mate.
Thanks for the kind words :)
My project has taken another turn, I soon will be starting a new job.Good news for me, Bad news for my project. I don't know how much time I can devote to the game but ill try.
so that being said, my game will only feature my square dude and Ill focus more on game play.
GO! PATS
DEANO 8)
Hi Deano
Yep looking quite nice now , well job comes first , glad to here your good new , dont get much of that these days ,
i could be quite the opposite the way things are going at work , turnover is going back to what it was 30 years ago when i joined firm
but hope you get enough time to get project finished by the deadline as its coming alone nicely
mick :)
This looks really cool. It's a great start!
I'll have some pics up later, maybe a demo. Time is my enemy right now.
Kevin, can you tell me what Im doing wrong, I'm simply rotating and redrawing my character and using getimage. I cant for the life of me figure how to get it right.
I want the top just like the bottom ???
thanks
[pbcode]
global screenw=800
global screenh=600
OpenScreen screenw,screenh,16,2
loadafximage "tt.png",10
loadafximage "face.png",11
DRAWplayer(10)
Do
cls rgb(128,233,255)
for i= 1 to 4
drawimage i,i+(80*i),200,1
next
drawimage 10,300,300,1
drawimage 11,300,300,1
Sync
loop
Function DRAWplayer(IMG)
RotAngle#=0
for II=1 to 4
drawimage 10,0,0,1
DrawRotatedImage 11,40,40,RotAngle#,1,1,-40,-40,1
getimage II,0,0,80,80
RotAngle#=WrapAngle(RotAngle#,90)
next
Endfunction
[/pbcode]
Here's a hint, what the 'colour depth' is your example using ? looks to me like it's 16bit. 16bit doesn't have alpha channel.
Kevin both images 'colour depth' is set at 24 bit....???
Well, when you load an AFX image, then internally this image surface is 32bit regardless of the system display depth. So it's uses 8bit A, 8 bit R, 8bit G, 8bit B (8888=32bit). However, what you need to be aware of, is that if you draw 32bit surface to another surface depth (that isn't 32bit). Such as the screen in this case, with is 16bit as per the open screen command. Then the 32bit pixels are remapped to the whatever the destination surface format is.
In 16bit there's two supported formats 15bit (1555) ARGB (1bit alpha, 5 bits R, 5 bits,G,5 bits Blue) and the other is 16bit (565), which is Alpha=0, R=5 bits, Green = 6 bits, Blue = 5 bits.
Upon closer inspection, you seem to want to draw blend two AFX images together and get an AFX result. Only way to do this is manually, create the merge on a 32bit surface. However, when you draw a AFX image over another surface the all channels blended together. SO even if both surfaces are 32bit, the contents of the A channel are not reliable. So you'd have to mask the original A channel back onto the new image.
something like this
[pbcode]
global screenw=800
global screenh=600
OpenScreen screenw,screenh,16,2
loadafximage "tt.png",10
loadafximage "face.png",11
DRAWplayer(10)
rendertoscreen
Do
cls rgb(128,233,255)
for i= 1 to 4
drawimage i,i+(80*i),200,1
print getimagedepth(i)
next
drawimage 10,300,300,1
drawimage 11,300,300,1
Sync
loop
Function DRAWplayer(IMG)
RotAngle#=0
w=80
h=80
for II=1 to 4
createfximageex ii,w,h,32
rendertoimage ii
drawimage 10,0,0,0 ; copy image to dest
; create rotated temp surface
createfximageex 1000,w,h,32
rendertoimage 1000
CopyRect ii,0,0,w,h,1000,0,0
; strip the RGB channels and leave the A channel
rgbmaskimage 1000,$ff000000
rendertoimage ii
; blend it with the dest
DrawRotatedImage 11,w/2,h/2,RotAngle#,1,1,w/-2,h/-2,1
; merge the original alpha channel with the combined image
dim row(w)
for ylp=0 to h-1
rendertoimage 1000
lockbuffer
for xlp=0 to w-1
row(xlp)=point(xlp,ylp)
next
unlockbuffer
rendertoimage ii
inkmode 1+512
lockbuffer
for xlp=0 to w-1
dotc xlp,ylp,row(xlp)
next
unlockbuffer
next
prepareafximage ii
inkmode 1
RotAngle#=WrapAngle(RotAngle#,90)
next
rendertoscreen
Endfunction
[/pbcode]
Thanks kevin, that works great! I've spent way to much time trying to figure that out(ask my wife ::))
I can imagine :). . There really needs to be channel merge command of such situations.
:-[ I'm out of the competition , my computer finally DIED. I'm trying to build a new one, with old parts, with very little progress. I'm writting this on my kids PS3. Good luck to all and I'll be back
Deano 8)
Hi Deano,
well no one here likes to here that your out of compo :'(, bad news mate , hope you get a p.c made up as soon as you can and get the time to get game to an end version state , with all that work ile be a bit cheesed off now ,
well good luck with building an other p.c with your old parts , and see you back here very soon..
mick :)
Got my puter back up sort-of, got to run in safe mode and I somehow ruined my 3d video card.
I'm going to keep plugging away. I'm having a little trouble with mini-game ideas, I thought I grasped the concept until I saw the other entries. Oh well I'll keep working.
Deano
woot! that's awesome. really looking forward to this one
QuoteI thought I grasped the concept until I saw the other entries.
I wouldn't let your self get too influenced by the others here. While there's a some nice screen shots/blogs tidbits, but i'm too sure how well they all fit the competition guidelines. But we'll see I guess, that is
assuming they get their entries finished..
if an entry did not fit the guidelines i would hope that you would advise them of it.
I'm referring to the scope. Contestants are meant to run theme clarification though Here (http://www.underwaredesign.com/forums/index.php?topic=3244.0)
vague. if you suspect that someone is outside the guidelines in any way it would be in your interest to advise them.
well now I completely, totally out of the compo. My computer froze and now it won't respond AT ALL. What do you want with a 10 year old computer. Well thanks for your support and i'll be back sometime after christmas when I get a new computer.
Thanks Again
Deano
That's depressing :(