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Wednesday, October 27, 2010 - 18:57

For collisions:

0 means no collision

1 means blocks all

2 means blocks movement only (so you can still have line of sight and missile spells across these tiles).

Tartos: nice work on these generated maps.  I think you're the first to post algorithmically generated maps for OSARE.  I need to make a good outdoors tileset that has more features.

Tuesday, October 26, 2010 - 17:30

I've been getting lots of great feedback. Thanks everyone!

Tuesday, October 26, 2010 - 15:52

pennomi, eventually all the powers will be customizable.  There will be a few "base types" of powers to build from.

Current base power types:

  • Missile (used by Shock, arrows, slingshots, etc.)
  • Ground Ray (used by Freeze, creates a series of animations along the floor)
  • Multi Missile (used by Multishot)
  • Single (an animation takes place and it creates a hitbox for a "single" frame.  Used by Quake, Burn, Timestop, etc.)
  • NoHazard (similar to Single but has no attack roll.  Used for special effects like blood spurts, Heal, etc.)

Eventually you'll be able to set the animation file, sound effect, speed, etc. for new powers.  And you can tack on modifiers like causes bleed/stun/slow, damage type fire/ice/etc.

Right now the current powers are fixed.  In a future update they will all be moved to config file, where it will be relatively easy to change them or make entirely new ones.

If I get requests for new base power types, and it makes sense for there to be a new base power type, I'll add it to the engine.

 

Tuesday, October 26, 2010 - 14:54

Tartos,  I found that for the grass/water tiles, a threshold alpha of 144 got me closest to what I wanted.

I uploaded two "noalpha" versions of the tileset here http://opengameart.org/content/grass-and-water-tiles

Tuesday, October 26, 2010 - 13:47

Tartos,

To convert from a RGBA image to RGB with pink as the background, I use this technique.

In GIMP:

  • load the RGBA image
  • Choose pink (255,0,255) as the background color in the Toolbox dialog
  • Layer -> Transparency -> Threshold Alpha (set it to 32)
  • Layer -> Transparency -> Remove Alpha Channel

If the result doesn't look right, it could mean the original render wasn't done carefully.  I made those grass/water tiles a long time ago and have learned new techniques since then.

(edit)

Yeah I can't get the grass/water tiles to look right.  The grass particles are a much lighter color when not against the brown dirt background, so it's causing the tile edges to appear prominently.  I'll experiment to see if I can make better grass tiles.

Tuesday, October 26, 2010 - 10:12

Tartos,

I create tileset_dungeon.txt manually.  The columns are: id, x, y, width, height, offset_x, offset_y.  Offset (x,y) assumes the anchor point is the center of the tile, and subtracting the offset puts you at the top-left corner where you draw the tile sprite (I use this to have various-size tile images).

The last number for spawns is orientation/direction.  0 through 7.  0 is facing the left side of the screen, which corresponds to (-x,+y) on the map I think. 

Tuesday, October 26, 2010 - 09:50

Tartos,

I need to write up some documentation on the file structures.

If you're mostly interested in making maps, you don't necessarily have to do it by hand.  I use Tiled to created the tile layers.  Here are the map files in google code.  Download the tmx files and those two images and you should be able to edit the maps to see how they work.  I use Tiled's "CSV" format for map data when saving.  Then I copy those CSV chunks into my map format.  Finally, I add enemies and events directly into the map text file.

Eventually I'll write a Tiled plugin to read/write my map format natively.

Monday, October 25, 2010 - 15:23

Thanks anon, that's high praise!

The code is good enough for Alpha, perhaps.  During the Beta phase I'll be moving everything into config files so that a complete transformation of the game (say, into a zombie game or space marine game) can be done without recompiling.  By then the code will be much cleaner.

My goal is to make it fun first, then configurable/moddable later.  I think the "fun" part is slowly starting to happen.

 

 

 

Monday, October 25, 2010 - 12:02

Thanks Lamoot!  I feel like I'm inching closer to a real game.  I'm glad the current demo is playable and somewhat fun, if just for 30 minutes or so.

Here are the next major milestones in my to-do list:

  • Smarter enemies, plus enemies with special powers
  • NPCs with dialog, simple quests, and items for sale
  • Main menu, new/load/save game menus, maybe basic cutscenes

I'll also be putting a lot of effort into moving the game configuration into plaintext files so that most everything about the game can be changed.  To test that this works I'll try to make a total conversion into a completely different genre, maybe post-apoc or cyberpunk or modern day zombie survival.

Also I'll try to include new art in each release.  v0.10 adds the Minotaur.  Next release I'll probably shoot for a new overworld tileset.

Monday, October 25, 2010 - 11:32

Thanks for the feedback Tartos!

  • There's no real way yet to change key bindings.  If you want to do it in the source, edit InputState.cpp and look to see where the binding[] and binding2[] variables are set.  They are assigned SDLKey values, you can see a list here http://iie.fing.edu.uy/ense/asign/tap/obrar05/santiagoackermann_comp/web...
  • If I can capture half the magic of Diablo I, I'll be thrilled!
  • It should be easy to build out more levels and make variations on monsters.  Once I'm done with the basic engine I'll be making lots of new tilesets and enemies.
  • I probably don't realize how fast the game is because I'm playing it every day.  Diablo I was a bit slow, I think Diablo II had a better pace.
  • Pathfinding will come soon.  I'll probably add A* to the next release, and use that when a creature realizes he doesn't have a direct path to you.
  • Yeah right now I'm using regular enemy graphics for bosses.  It's easy to render them larger or colored, but I'll try to have unique creature models for bosses at the end of various dungeons
  • I do need to allow selecting creatures so you can see their name and current health.  That'll come eventually
  • I have an idea of how to hide secret rooms.  I started using it to at least hide the hallways.  The minimap is automatically created based on the collision data for the map.
  • Good to hear that loot is fun!  I still get excited every time I get a blue drop, even though I made the items :)

 

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