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Post by Ivanzx on Aug 30, 2015 14:57:06 GMT
Hi rmartins, I only have mockup tiles and sprites which won't be the final ones. I'm just putting them together to test things like collisions, sprite movement, frame animation, animated tiles (the torchs), enemies moving as bots (the little rhomboid thing underneath the third torch), map generation, etc. Once I complete the routines for all this features, I'll start working on the final graphics, gameplay, puzles, map, etc.  For some reson the image was not properly displayed, I'm inserting the image via its URL but it does not work, any idea anyone to get this fixed? Javi, I think Rui (rmartins) had the same problema, and some images at the beginning were not displayed, but in the end he managed to do it correctly, maybe he could enlighten us on this 
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Post by rmartins on Aug 30, 2015 16:59:36 GMT
It does, work, since I placed all my pictures, using the insert picture feature, and entering an external URL. Maybe using internal forum storage is not working.
NOTE: I never tried forum internal storage.
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Post by rmartins on Aug 30, 2015 17:04:31 GMT
Testing your URL, after selecting ("original file"), and grabing that URL javiperez edit your post with this new URL. P.S. Forum Manager: Please change link colors, to either standard, or at least different from regular text. I say this, because "grabing that URL" on top of this message is a link, but doesn't look like one (missing distinct color).
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Post by rmartins on Aug 30, 2015 17:13:13 GMT
That is a tall character  Since your character seems to have similar color to background, are you planning for smooth movement, like in game "Renegade" ? Are you planning to use a mask for you character bitmap ? This allows to remove empty space around your character, and hence background (floor or bushes) can be seen, making it look seamless.
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Post by Ivanzx on Aug 30, 2015 18:20:13 GMT
Testing your URL, after selecting ("original file"), and grabing that URL javiperez edit your post with this new URL. P.S. Forum Manager: Please change link colors, to either standard, or at least different from regular text. I say this, because "grabing that URL" on top of this message is a link, but doesn't look like one (missing distinct color). Thanks for that, Rui, now we can see the image, which also actually looks good, I like the aesthetics, Javi! By the way, Rui, I have changed the settings for the Links, now they should look "orang-ish". Keep it up! 
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Post by javiperez on Aug 31, 2015 7:42:11 GMT
That is a tall character  Since your character seems to have similar color to background, are you planning for smooth movement, like in game "Renegade" ? Are you planning to use a mask for you character bitmap ? This allows to remove empty space around your character, and hence background (floor or bushes) can be seen, making it look seamless. Not that tall :-) It's just 4x2 characters, note that image represents a snip of the entire screen, not a full screen shot. To your second question, yes, for the moment I'm planning for movement at pixel level, hence havinf same attributes for sprite and background. Yes I'm also plannint to protect the background with a mask. @ivan - the graphics (sprite and tiles) are just mock-ups, final ones will be different. i just built these ones for testing purposes...
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Post by rmartins on Aug 31, 2015 12:54:39 GMT
Can you grab a small animated gif, so we can see how it works ? NOTE: You can extrac a GIF animation using ZXSpin emulator. And here is a simple example of how to apply a mask.  NOTES: Yellow and Black images, Yellow is "paper" (bit reset), and Black is "Ink" (bit Set). Black and White images, black is ZERO (bit reset), and white is ONE (bit set).
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Post by javiperez on Sept 1, 2015 8:36:32 GMT
Can you grab a small animated gif, so we can see how it works ? NOTE: You can extrac a GIF animation using ZXSpin emulator. And here is a simple example of how to apply a mask.  NOTES: Yellow and Black images, Yellow is "paper" (bit reset), and Black is "Ink" (bit Set). Black and White images, black is ZERO (bit reset), and white is ONE (bit set). I'll try to convert an AVI to GIF (I only use Spectaculator). About the masks, thanks for sharing that, it's precisely what I use with the SP1 functions.
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Post by Ivanzx on Oct 4, 2015 23:19:54 GMT
I have the feeling that even if there is a lot of silence here lately, Javi is working hard on the game  --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Tengo el presentimiento de que, aunque no haya mucho movimiento en este hilo ultimamente, Javi esta trabajando duro en el juego 
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Post by javiperez on Oct 5, 2015 12:47:42 GMT
I have the feeling that even if there is a lot of silence here lately, Javi is working hard on the game  --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Tengo el presentimiento de que, aunque no haya mucho movimiento en este hilo ultimamente, Javi esta trabajando duro en el juego  You are right ;-)...I have more or less drafted the history and gameplay. I will put it here once finished, but as an appetizer I can say it´s an adventure set in Scotland, mixing some Scottish and Gaelic deities, and a puzzle we need to solve within a fixed deadline. My concern is that the storyline and gameplay is quite broad and the physical resources of the Speccy may become scarce to implement everything! On the software implementation standpoint, I´m struggling with few issues. At this point in time I´m only working with mock-up graphics, I´m making this game from scratch and there´s no code I can reuse. Building and debugging the engine is taking a significant amount of time...
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Post by javiperez on Nov 28, 2015 17:33:33 GMT
Esto va más lento que el desarrollo de una berza  No consigo sacar el tiempo que me gustaría, pero al menos estoy consiguiendo cierta continuidad. El desarrollo sigue su curso, os cuento la historia en torno a la cual gira el juego, fruto de fumar cosas raras durante toda una tarde: Brian es descendiente directo de la deidad gaélica Gwydion, el gran mago, héroe, y embaucador de la mitología gaélica. Aunque nacido y criado en la Isla de Skye (Escocia), Brian conserva la parte de su linaje que representa el poder mágico heredado de los antiguos druidas celtas. Sin saber cómo, Brian despierta desorientado dentro de una formidable fortaleza del siglo XIV, rodeado por inexpugnables murallas de 15 metros de altura y 4 de grosor, con tres de sus laderas dando hacia los afilados acantilados del Mar del Norte, y la cuarta adentrándose en el misterioso y oscuro páramo a través del profundo foso que rodea al castillo. Poco se sabe acerca del Cù Sìth. Según la leyenda, el perro mensajero de la muerte tiene el tamaño de un toro, la forma de un perro, su pelaje es lanoso y verde y habita por los páramos y entornos rocosos de los Highlands escoceses. Sólo sabe que no hay tiempo que perder, dispone de 6 días y 6 noches antes de que el Cù Sìth aúlle tres veces, en cuyo caso entrará en el castillo para llevarse el alma de Brian. El fatal desenlace parece inevitable, y la única forma de no morir tras su encuentro es llevar los tres objetos mágicos al santuario del druida del páramo quien a cambio realizará el ritual que alejará al Cù Sìth, impidiendo que se lleve el alma de Brian. Dichos objetos se encuentran desperdigados por el castillo y el páramo, conseguirlos no resultará fácil ni evidente. Brian no posee las dotes de guerrero de su antepasado Gwydion, pero sí es capaz de realizar pequeños conjuros, que junto a su astucia le van a permitir ir resolviendo puzles necesarios para conseguir su objetivo y salvar su alma. Nadie nos va a decir nada, nadie nos va a explicar nada, tenemos que ir atando cabos a medida que nos vamos sumergiendo en el juego…
Los personajes secundarios son: Brian (prota principal) El Druida Los Brownies (elfos domésticos), en el castillo El Wulver (hombres lobos benévolos), en el castillo La Korrigan (mujer fatal), en el páramo El Bugul Noz, en el páramo
Creo que lo comenté al principio, pero como ha llovido mucho, os recuerdo la caracterización del juego: 1.Juego de exploración/aventura en vista 2D/plataformas 2.Pantallas estáticas 3.No hay saltos ni disparos. Sí hay botón de acción 4.El acceso a las plataformas es mediante escaleras 5.El cambio de pantalla es mediante puertas, agujeros en el suelo o en el techo 6.Movimiento al píxel, monocromo (excepto barra de indicadores) 7.Además del personaje principal, habrá personajes secundarios con los que interactuar y que serán clave para resolver la historia 8.Ambientación centrada en la mitología de los Highlands Escoceses 9.No demasiadas pantallas para disponer de memoria suficiente para puzles y sprites de personajes secundarios :-(
Cosas que tengo hechas: 1.Renderizado de sprites de 16x32 pixeles 2.Animación de frames de los sprites 3.Renderizado de pantallas en base a los tiles del mapa (16x16 pixels) 4.Navegación entre pantallas 5.Control de movimiento por teclado 6.IA básica de los personajes secundarios 7.Diálogo basados en mensajes 8.Lógica implementada para recoger el primer objeto mágico (el Tarnhelm)
Cosas pendientes... 1.Diseño del sprite del personaje principal (Brian) 2.Diseño de los sprites de los personajes secundarios 3.Diseño del tileset del mapeado 4.Diseño de la pantalla de carga 5.Diseño del mapa
Os muestro la barra inferior de estado, prácticamente definitiva:  La parte de la izquierda representa el avance del Cu Sith hacia Brian. Conforme pasa el tiempo, se irá acercando hacia nosotros y menos tiempo tendremos para recoger los tres objetos y salvarnos. En amarillo se representan diversos objetos auxiliares que vamos recogiendo necesarios para poder completar el puzle y llevar los tres objetos mágicos (representados en azul a la derecha) al druida y así salvarnos del Cu Sith. Y por el momento, nada más. Seguiré posteando progresos... =========================================================================== This is progressing at a pretty low pace, but at least I´m able to keep up the work on the game and few progresses are being made. This is the history behind which the game is being programmed: Brian is a direct descendant of Gwydion Gaelic deity, the great magician, hero and trickster Gaelic mythology. Although born and raised on the island of Skye (Scotland), Brian retains part of its lineage represents the legacy of the ancient Celtic Druids magic power. Somehow Brian wakes up disoriented in a formidable fortress of the fourteenth century, surrounded by impregnable walls 15 meters high and 4 thick, with three of its slopes leading to the sharp cliffs of the North Sea, and the fourth deep into the mysterious and dark wasteland across the deep moat surrounding the castle. Little is known about Cu Sith. According to legend, the messenger of death dog the size of a bull, the shape of a dog, his coat is woolly and green and inhabit the moors and rocky environments Scottish Highlands. Just know that there is no time to lose, it has 6 days and 6 nights before the Cù Sìth howl three times, in which case you enter the castle to take the soul of Brian. The fatal outcome seems inevitable, and the only way not to die after meeting is to bring the three magical objects to moor sanctuary Druid who in turn held the ritual alienate Cu Sith preventing Brian's soul takes. These objects are scattered around the castle and the moor, get them will not be easy nor obvious. Brian does not have the qualities of his ancestor warrior Gwydion, but is able to make small spells, who with his cunning will enable him to go solving puzzles needed to achieve your goal and save his soul. Nobody is going to say anything, nobody is going to explain anything, we have to go tying ropes as we go dipping in the game ...
Secondary characters are: Brian (main character) El Druida The Brownies (house elfs), in the castle The Wulver (benevolent werewolf), in the castle The Korrigan (femme fatal), in the moor The Bugul Noz, in the moor
I think I already mentioned this about the game context, it´s been a while so there it goes again:: 1.Exploration/adventure game in 2D 2.Static screens 3.No jumps nor shootings. There will be an action button to interact with the environment 4.There will be stairs to go up and down 5.Screen navigation via doors, holes on the ground or stairs to supper screens 6.Pixel movement, monochrome (except status bar at the bottom) 7.Aside from the main character, there will be secondary characters which will be key to solve the puzzles and succeed in the game 8.Atmosphere on the mythology of Scottish Highlands 9.Not as many screens as in standard 2D platformers, I need memory for game logic and secondary characters sprites :-(
Things which are done: 1.16x32 pixels sprites rendering 2.Multi-frame sprite animation 3.Screen rendering as defined in the map tiles(16x16 pixels) 4.Screen navigation as per the map 5.Key-based movement control 6.Basic AI for secondary characters 7.Message-based dialogues 8.Logic to pick the first magic element (the Tarnhelm) already implemented
This is pending: 1.Sprite design of main character (Brian) 2.Sprite design of secondary characters 3.Design of map tileset 4.Design of loading screen 5.Map design
This is how the lower status bar looks like:  The rigth hand size provides a graphical representation of the Cu Sith moving towards Brian as the time ticks on. The glose it gets to us, the lesser time we have to collect the three magic objects and hence save our life. Then in the middle, different auxiliary objects (in yellow) are needed to solve the puzzles that will allow us to pick the 3 magic objects, which are represented in blue on the bottom right of the screen. So far so good, will keep posting progress and challenges in case I need support...
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Post by javiperez on Nov 28, 2015 17:36:53 GMT
Por alguna razón la imagen no se ve, os paso la URL: 1drv.ms/1HvabWB== This is the URL to the image, doesn´t display properly in the post: 1drv.ms/1HvabWB
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Post by rmartins on Nov 29, 2015 4:20:05 GMT
Here is the image, using link, extracted from the cloud download service used.  NOTE: it's the same problem as before, the correct URL is associated with link "view original" or similar, in the cloud storage page you gave us: 1drv.ms/1HvabWB And this is the actual link you should use: jb4niw-bn1305.files.1drv.com/y3mkN4fyarmarnYs57KdDw3bi4oywzEbcYmRoE6f5nR0gh-rTTA6dtH0bmt8TMndB7jD9Y3GvxENkZy6iDLKNh8y04K6tsHUcI8jIIdwFG87goGYpZe1jAwUddQ3f3vpspMvyAF2aLj-gtMG2KuGU3ubMJDWFCEkJUJkIdL0PrW8Kg/Capture.PNG?psid=1Doing the engine from scratch, takes a lot of time, and sometimes feels like a burden, because it may take away the fun But keep at it, and brake the features into small chunks, so that you can feel that you are making progress. This strategy helps to keep pushing along, until it's finished. Nice Magicyan Nice Fish/Piranha Nice Cake Nice Necklace with cross Suggestions: - Magicyan cape, should drape more vertically, like cloth does, and not away from character. It looks like it's sticking out - You should also provide some pseudo 3D look to the wine glass, so that it remains coherent with the cake and similar items. - That "death dog"/"dire wolf" needs a review And I know it's not easy, with so few pixels to accomplish it.
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Post by javiperez on Nov 29, 2015 9:45:22 GMT
Here is the image, using link, extracted from the cloud download service used.  NOTE: it's the same problem as before, the correct URL is associated with link "view original" or similar, in the cloud storage page you gave us: 1drv.ms/1HvabWB And this is the actual link you should use: jb4niw-bn1305.files.1drv.com/y3mkN4fyarmarnYs57KdDw3bi4oywzEbcYmRoE6f5nR0gh-rTTA6dtH0bmt8TMndB7jD9Y3GvxENkZy6iDLKNh8y04K6tsHUcI8jIIdwFG87goGYpZe1jAwUddQ3f3vpspMvyAF2aLj-gtMG2KuGU3ubMJDWFCEkJUJkIdL0PrW8Kg/Capture.PNG?psid=1Doing the engine from scratch, takes a lot of time, and sometimes feels like a burden, because it may take away the fun But keep at it, and brake the features into small chunks, so that you can feel that you are making progress. This strategy helps to keep pushing along, until it's finished. Nice Magicyan Nice Fish/Piranha Nice Cake Nice Necklace with cross Suggestions: - Magicyan cape, should drape more vertically, like cloth does, and not away from character. It looks like it's sticking out - You should also provide some pseudo 3D look to the wine glass, so that it remains coherent with the cake and similar items. - That "death dog"/"dire wolf" needs a review And I know it's not easy, with so few pixels to accomplish it. Thanks a lot for the useful tips, although not sure I understand how you manage to get that link from the OneDrive URL that I originally used. To your other comments: My main justification for entering this compo, rather than trying to create a winning masterpice, is to develop a game from scratch. I know that I could reuse pieces of code here and there or even using an engine and focus on game design, but that´s not my goal at this point in time. As you say, it´s very time consuming and need a considerable amount of time to see partial results. I´m also putting features in packages, just like Agile methodologies in large projects. That´s very useful to have complete sets of features fully completed and tested ;-) Thanks also for the suggestions on the graphics. These are small icons at the bottom of the screen, and as you rightly mentioned, trying to reflect things with such a small amount of pixels is a real challenge. Will keep updating those, or even "outsource" the work ;-)
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Post by rmartins on Nov 29, 2015 10:18:56 GMT
Thanks a lot for the useful tips, although not sure I understand how you manage to get that link from the OneDrive URL that I originally used. ... Ok, let me try to explain in a hopefully simpler way. When we access the URL: 1drv.ms/1HvabWB It automatically redirects to another URL, which presents a page, showing the image. But if you mouse over the image, 3 links appear on the top left corner in white: "slideshow", "Download" and "Show original" (from left to right). NOTE: These links might present other text, for a specific language, depending on browser settings and country of access. My browser, for example, shows these 3 links text, in Portuguese, like this: " Reproduzir apresentação de diapositivos", " Transferir", " Ver original" So in your default language it might be different. If you click on the third link (in my case " Ver original"), you will ONLY get the image, which is what the forum wants. Get the correct link to use on the forum, from the browser URL address field. NOTE: I'm not sure if this is a permanent link, or a temporary one. You should check if there is a way to get a permanent link, that could be used in a web page.
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