CodeWalrus

Development => PC, Mac & Vintage Computers => Topic started by: 123outerme on October 15, 2017, 08:11:30 PM

Title: Gateway to Legend [pc]
Post by: 123outerme on October 15, 2017, 08:11:30 PM
Gateway to Legend is an open-source Puzzle-RPG. The main focus of the game will obviously be solving puzzles to get experience, as any Puzzle-RPG would have it, but the mechanics that make this game unique is that most puzzle mechanics will be based off doors or gates! Switches and door pairs allow you to gain access to rooms, teleporters provide gates between two places on the map, and more! It also supports the development and easy integration of user-generated content, as well; you can make puzzle map-packs for this project! I've done quite a bit of work on this engine so far, and I'd like to show it off. Here's what I have so far:

https://www.youtube.com/watch?v=Jqf-65WExY0
In this video, I show off the work I've done with enemies and pathfinding, music, and sound effects! Bosses, the toolchain, and abilities are also shown off!

There are 3 enemy types: Fast but low damage and HP moving straight to you, slow but higher damage and HP, taking a slower, more methodical path, and a third, which totally ignores collision.

There's also a map-pack wizard that helps user-generated content, as far as the programs go. I have my Github repository over here (https://github.com/123outerme/Gateway-to-Legend), and I would very much appreciate any suggestions from the community!

Other Stuff:
* Join my Discord! (https://discord.gg/7SE9k4n) I post more frequent updates there.
* Take a look at my website I wrote! (https://123outerme.github.io/Gateway-to-Legend/)
* See my GameJolt Page! (https://gamejolt.com/dashboard/games/311830)
Title: Re: Gateway to Legend [pc]
Post by: gameblabla on October 15, 2017, 08:59:09 PM
I see that you are reusing a lot of your previous code from Sorcery PC.
In fact, it looks like you are instead attempting to revamp your old code rather than start from scratch.

Btw, you forgot to put the fonts from previous game in Gateway.

Title: Re: Gateway to Legend
Post by: 123outerme on October 15, 2017, 10:19:21 PM
Quote from: gameblabla on October 15, 2017, 08:59:09 PM
I see that you are reusing a lot of your previous code from Sorcery PC.
In fact, it looks like you are instead attempting to revamp your old code rather than start from scratch.

Btw, you forgot to put the fonts from previous game in Gateway.
Yeah I'm trying to reuse what worked and rework what didn't. No need to reinvent the square wheel on this one. I did forget to include the font in here, let me change that now.
Title: Re: Gateway to Legend
Post by: 123outerme on October 19, 2017, 01:25:43 AM
https://www.youtube.com/watch?v=91QdFtowGN4

Here's my new progress! You can see that all the "event" tiles, or puzzle mechanics, are displayed onscreen. I also implemented button and door behaviors, with framework to do the same thing for each tile. I also did a lot of work on the map toolchain, making it so that each program can be compiled with the same header file(s), meaning no extra bloat in the build directory, among other changes like always displaying event tiles there too.
Title: Re: Gateway to Legend
Post by: Dream of Omnimaga on October 20, 2017, 04:26:22 AM
I like the idea so far and I definitively notice the inspiration from SoU. The graphics look cool together by the way.
Title: Re: Gateway to Legend
Post by: 123outerme on October 20, 2017, 08:52:13 PM
Quote from: xlibman on October 20, 2017, 04:26:22 AM
I like the idea so far and I definitively notice the inspiration from SoU. The graphics look cool together by the way.
Thanks! I actually took my tiles from quite a few cancelled projects including 2Arms, my failed RTS/Turn-based Strategy and a cancelled platformer called Fisiks, both being started before SoU. The player sprite is the only one I may not keep for my main map pack. I think he'll fit in with the story just fine, but I'm not quite sure.
Title: Re: Gateway to Legend [pc]
Post by: 123outerme on October 21, 2017, 10:57:38 PM
https://www.youtube.com/watch?v=_9e_5yKCHtk

I have some new progress to display! This screenshot, I made some decently big progress on the engine! I added the ability to write scripts for your maps. Scripts are versatile lines of data that define behavior of a certain map. In this case, I showed a script that warps the player to any other map, in any other coordinates. This is a "use portal" script, which, when stepping on a warp gate tile with defined behavior, shows a fading animation like I displayed, then puts the player in a new map. The warp gate script will be used to very good effect in the main map-pack, and map-makers will obviously be allowed to use this script to its fullest as well! You may ask how the warp gate is a mechanic worth showing, and I concede, it's not exactly a mechanic. However, the freedom that the warp gate script, and scripts in general, provide is enough to get me excited. When I start developing the main map-pack for real, you will be convinced on how to effectively use such a device.

Other script behavior has already been defined, such as a dialogue script, which displays the specified line of text upon triggering the event. I haven't written it yet, but there will be some sort of script editor. Whether that's included in the map editor, its own seperate tool, or whatever, it will exist.
Title: Re: Gateway to Legend
Post by: Dream of Omnimaga on October 23, 2017, 01:12:09 AM
I like so far. My suggestion would be to add a character animation when he walks around ^^
Title: Re: Gateway to Legend
Post by: 123outerme on October 23, 2017, 08:52:39 PM
Quote from: xlibman on October 23, 2017, 01:12:09 AM
I like so far. My suggestion would be to add a character animation when he walks around ^^
That's a good suggestion! My only concern with that is that map-makers will have to define at least one more sprite in their map-pack file (which is an automated process, thanks to the map-pack wizard, but still, not optimal). If I did that, I'd probably have only two or three frames of animation total, just to keep things simple.
Title: Re: Gateway to Legend
Post by: 123outerme on December 01, 2017, 10:40:18 PM
https://www.youtube.com/watch?v=qAI4QzvIFrc

Here's a look at a little bit of work I did on this today! I added an HP display, removed FPS counter (you can bring it back by pressing a certain key, although I haven't decided which key yet), and added the functionality to spikes! Spikes reduce 1/4 of a heart in damage per contact, and you are also thrown back in the direction you moved. This is done by increasing your velocity so that you are automatically moved. This velocity system I put in place will also be used for enemies and maybe some more puzzle mechanics.
Title: Re: Gateway to Legend
Post by: Dream of Omnimaga on December 02, 2017, 07:16:24 AM
This looks cool. I lol'ed at the Stop Dying text tho XD

I'm glad this is still being worked on
Title: Re: Gateway to Legend
Post by: 123outerme on December 02, 2017, 06:15:36 PM
Quote from: xlibman on December 02, 2017, 07:16:24 AM
This looks cool. I lol'ed at the Stop Dying text tho XD

I'm glad this is still being worked on
Thanks! I'm glad I'm still making progress too, however slow. I made that map pack entry when testing my map-pack header wizard, and I liked the name, so I think that's one I'm going to make. I have at least one more idea that I'm keeping secret for now, but I think both will turn out great. Of course, I need to make the main campaign first.
Title: Re: Gateway to Legend
Post by: 123outerme on January 13, 2018, 12:42:28 AM
https://www.youtube.com/watch?v=JG0TJ1kSa78

Here's my new update! I finally bit the bullet and implemented enemies in their entirety, after months of practically radio silence on the matter. Yes, if you're wondering, POTY 2017 did motivate me to get working again, among other things. Enemies can collide with you, knocking you back and dealing damage, collide with the sword, dying (although in the future I will have some enemies have more HP, taking damage and getting knocked back as well), and not shown here and not implemented quite yet, collide with the environment. Every enemy will have some sort of special attributes.

For right now, the implementation of the special attributes is: the bird does not collide with the environment and does minimal damage, while flying straight at the player. The stone ent attacks like a rook; it tries to line itself up with the player's left-right, then attacks, does good damage, and moves rather slowly. The slime enemy has yet to be implemented fully.

I think I may change this around, especially as map-packs will be using different tiles for the enemies. I would like to make each enemy's behavior individual, yet generic enough so that a multitude of enemy appearances can fit the same type.
Title: Re: Gateway to Legend
Post by: Dream of Omnimaga on January 13, 2018, 12:49:33 AM
I liked when you got hit by an enemy and bounced off very fast. You should also add special moves where you dash into a certain direction ^^
Title: Re: Gateway to Legend
Post by: 123outerme on January 13, 2018, 12:51:24 AM
Quote from: xlibman on January 13, 2018, 12:49:33 AM
I liked when you got hit by an enemy and bounced off very fast. You should also add special moves where you dash into a certain direction ^^
That's a really good idea! I was trying to think of some sort of rewards for the progression system that I could add, and special moves sounds like a really good idea! I'll definitely write that down.
Title: Re: Gateway to Legend
Post by: 123outerme on January 14, 2018, 03:49:03 AM
https://www.youtube.com/watch?v=vk7_W1R1Sdo

I have successfully implemented my own home-grown (yet not really unique) pathfinding algorithm! Enemies 1 and 3, or the bird and the stone giant. The 2nd enemy, the specter, can walk through collision. They (mostly) take the shortest path to the player from their starting position, and do it pretty fast too! With 2 enemies utilizing the routine, and a 3rd one moving without it, I get an uncapped FPS of about 450, which I find very impressive.The algorithm I used was just a flash-fill that takes data from the eventmap and plots a path through without colliding with walls, although I may extend that to not collide with other things such as portals, spikes, etc.

I'm really proud of it, as in 8 hours I went from not knowing anything about pathfinding to implementing my own into my game. I'm glad I could get it to work and the euphoria after realizing it worked was gold.
Title: Re: Gateway to Legend
Post by: 123outerme on January 17, 2018, 09:27:42 PM
https://www.youtube.com/watch?v=bvnO3Z9Sf5E

Here I've implemented sound effects! No music yet, that's coming real soon, though! I bitcrushed royalty-free sound effects and did other wacky things to give them the feel I wanted. I have sound effects for doors, gateways, sword swings, selecting menu options, walking, with more coming soon! Finally, no more silent-treatment from my PC games. Let me know which sound effects you like and dislike, and I'll do my best to make them better.
Title: Re: Gateway to Legend
Post by: 123outerme on January 20, 2018, 09:35:19 PM
So right now, I'm reworking the main tilesheet to be 48x48, instead of 8x8 (upscaled x6). I figured I might as well show off everything the engine can do, including the resolution it can play at. I haven't made every tile yet, but I have done a few. I updated the spike tile in the upper left, the heart icon, the portal sprite (although I may not be done with that one), the sword, and the grass. I still have most of the tileset to do, but I figured I'd show off this progress. Here's some of my work so far:

(https://i.imgur.com/NQbLpYSh.png)


I intend to keep this cartoony style for the most part. It's not only easier for someone who isn't really an artist, not only the way my 8x8 tiles looked, but I think it fits pretty well. I would like to hear any criticisms or suggestions you have to offer! Any praise is welcome, as well ;)

As for work on the engine, nothing crazy has been added or removed, yet. I have big plans for features, such as fully-customizable boss behaviors, implementing new events and puzzle mechanics, adding dialogue, and more. The maps featured right now in the Main Adventure map pack are mostly test maps. The work on the real Main Adventure will come in time, mostly once I'm finished a lot of the big features.

RPG mechanics will most likely be present. I'm thinking pretty much just money and Exp as the two point systems in place, but probably nothing more, if just that. I don't exactly know if I even want Exp in the first place, and I'll have to see how it will play out. The money will for certain be in, and will most likely be used to buy techniques, items, and other goodies I haven't yet decided on.
Title: Re: Gateway to Legend
Post by: 123outerme on January 22, 2018, 03:38:43 AM
https://www.youtube.com/watch?v=rEs1FGD37nw

I finally finished my work on my tileset after a weekend of working on it, so here it is! I took what little art talent I have and upscaled the graphics. I previously used 8x8-sized tiles for the "main" map-pack, but figured I could do better. After all, if the game can display up to 48x48 tiles, why limit myself? I agree that some things may need work, and I will continue to look at and improve the tileset. Another point of potential ugliness is the maps I'm using right now; the maps will soon be remade and will look better than they do now!

Here's a list of things that are coming up in the somewhat short-term, in no particular order:

* Redoing the menu palette
* Script editor; "scripts" are lines of data that dictate where and when certain things like warping, etc. happen, so a easy-to-use editor for myself and other map-pack creators is coming!
* More sound effects
* Music
* Currency and the currency store, as well as potentially Exp
* Actual options to change the FPS, volume, etc.
* Bosses and customizable boss behavior
* Local saves holding more data so that some sort of permanent state is kept between rooms
* More types of events such as dialogue, scene scripting (!), etc.
* More engine work
* Probably redoing some of my 48x48 tiles


As well, here's my goals for the long term, in the same unordered fashion:

* Release a beta version with a complete toolchain to give everyone a head-start on making maps
* Finish the main map-pack
* Release the finished version alongside a few more map-packs (secret projects!)
Title: Re: Gateway to Legend
Post by: Dream of Omnimaga on January 31, 2018, 06:48:29 PM
This is progressing very nicely 123. :3=
Title: Re: Gateway to Legend
Post by: 123outerme on February 10, 2018, 08:16:27 PM
Quote from: xlibman on January 31, 2018, 06:48:29 PM
This is progressing very nicely 123. :3=
Thanks xlibman! I have taken a long break and got pretty sidetracked. I recently fully implemented dialogue boxes, and now there are two types: infinitely available, and one-time-read boxes. One-time-read boxes reset when you save & quit out of the map-pack, but I probably won't leave it like that. All you have to do to see the dialogue is stand inside the script's bounding box and press Interact (default Space) and you get a nice text box!

However, I have been working on something a little better. I'm making a webpage for my game! So far it's extremely basic and a little bit void of interesting things. I'm adding screenshots, information, my personally-authored map-packs, and more. If you want to see what it looks like so far, I've got it right here: https://123outerme.github.io/Gateway-to-Legend/
Title: Re: Gateway to Legend
Post by: 123outerme on February 25, 2018, 03:26:20 PM
Gateway to Legend gains an important feature today: Programmable bosses! Bosses have now been implemented, which exist as script objects. They can be virtually any size (although largest I recommend is 4x4 or maybe 5x5), use any tiles from your tileset, and move in any pattern!
Boss movement is programmable, so you can define any way that the boss moves! An easy one would be back and forth, which is: [(6,0) for 20 frames / (-6,0) for 20 frames]. Although in the script it would look like this: (6|0|20|-6|0|20)
For this video I defined a 2x2 boss that moves in a square. Bosses don't have to be square too, they can be any rectangular shape.

https://www.youtube.com/watch?v=1iTloSgHxTw

In the video, I also show off the new menu "click" sound, the dialogue script, the hurt/healing field script (which was where I got damaged randomly in the ice world), and older features as well.

Here's what my progress list looks like now:

* Redoing the menu palette
* Script editor; "scripts" are lines of data that dictate where and when certain things like warping, etc. happen, so a easy-to-use editor for myself and other map-pack creators is coming! (just needs one more feature to be fully functional)
* More sound effects
* Music
* Currency and the currency store, as well as potentially Exp
* Actual options to change the FPS, volume, etc.
* Bosses and customizable boss behavior
* Local saves holding more data so that some sort of permanent state is kept between rooms
* More types of events such as dialogue, scene scripting (!), etc.
* More engine work
* Probably redoing some of my 48x48 tiles


Here's my goals for the long term:

* Release a beta version with a complete toolchain to give everyone a head-start on making maps
* Finish the main map-pack
* Release the finished version alongside a few more map-packs (secret projects!)
Title: Re: Gateway to Legend
Post by: 123outerme on March 18, 2018, 03:32:52 AM
I've been working on this still, even though I've been rather silent. What's here isn't even a big update, but I've been preparing the engine for several more big things. After those, almost all work on the engine is finished, and then off to map-pack making, which should hopefully be easy after all the work I did on the toolchain program.

https://www.youtube.com/watch?v=SgfTBjMjQ24
I did a lot of "grease" work, aka lots of engine work for things you won't directly see. I've been working to ensure the Linux/GNU version actually runs, reorganizing some code I made before this project, and more stuff. Here, I actually get to show it off. I've added text input, so instead of having to input various data in the command line, you no longer need that. Another thing I did was revamp the Gateway transition slightly and added a boss into transition.
Title: Re: Gateway to Legend
Post by: c4ooo on March 18, 2018, 03:44:33 AM
Quote from: 123outerme on January 14, 2018, 03:49:03 AMhey (mostly) take the shortest path to the player from their starting position, and do it pretty fast too! With 2 enemies utilizing the routine, and a 3rd one moving without it, I get an uncapped FPS of about 450, which I find very impressive
Ideally you should use VBOs and shaders for all rendering and do the enemy AI in a separate thread. Even if not exactly necessary for this project, as you get enough FPS already, learning how to "properly" render with VBOs and shaders will be a big help for more advanced SDL/openGL projects ;)
Title: Re: Gateway to Legend
Post by: 123outerme on April 01, 2018, 06:03:09 PM
I have released the Pre-Release 1 build publicly! This includes the base game, what I have completed of the toolchain, and one map-pack! See it for yourself:

https://www.youtube.com/watch?v=yh4gUomClV8

Download here:
https://github.com/123outerme/Gateway-to-Legend/releases/tag/v4.1.18

Edit: The link above sends you to the April Fools' Day demo, which is a fully-functioning demo, but only had an April Fools' teaser map-pack. To get the real demo, download here: https://github.com/123outerme/Gateway-to-Legend/releases/tag/v4.3.18
Title: Re: Gateway to Legend
Post by: _iPhoenix_ on April 05, 2018, 03:52:55 AM
@123outerme is letting me create (some? most? all? arbitrary amounts?) of the soundtrack for GTL!

Via WalrIRCord, I posted one of my short experiments with creating ambient music. I offered to help 123outerme with the soundtrack because I am going to have decent amounts of spare time in the coming week(s).

Today I made three tracks that are designed to be loopable, so that they can be cut off easily.

I'm not going to post them yet, because it is entirely up to 123outerme to decide which tracks he will use. All tracks he doesn't use will most likely find a home in a certain music thread of mine.

The tracks I created today were a pair of simple ambient tunes, relatively short. The other one is heavily influenced by Japanese music, but I added a Latin twist to it because why not.

Title: Re: Gateway to Legend
Post by: 123outerme on April 05, 2018, 11:58:29 PM
Thanks to my friend, I have released a new update video for Gateway to Legend! I've added music! The main theme plays upon launching the game. There will be 3 overworld pieces, at least some provided by @_iPhoenix_ . The boss theme plays upon triggering a boss. We also have plans for more tracks than just those!
As well, I added some new graphics, including particle effects, a splash screen, and more. Finally, I merged the former toolchain program into the main executable.

Watch here:

https://www.youtube.com/watch?v=wlcb_ouLAyY

As it turns out, I'm getting scarily close to releasing, without realizing! I've completed most of the main engine work. Music is chugging along nicely, sound effects are nearly complete, the toolchain is almost done, and game design work is almost finished! I have to finish creating some map-packs, and then I should be extremely close to being finished!
Title: Re: Gateway to Legend
Post by: 123outerme on April 21, 2018, 02:49:05 PM
I've added smooth scrolling, after much request for it. After two RPGs that handle only screen-sized maps, I have finally added a much-requested feature!

https://www.youtube.com/watch?v=nDlv2Shm5ok

As well, I have added @_iPhoenix_ 's overworld music, fully integrated the map-pack toolchain, and more!

Music is almost done. I need one more track. The engine is almost done. I need to implement one more type of script, fix any bugs, and a few more things. The toolchain is almost done. I need to implement a few more features and allow two more script types to be fully edited. The only facet of the game I have any substantial amount of work left for is map-packs. Again, I have lagged behind making maps. Not because it's hard, but just because every time I go to make maps, I remember a feature that I wanted to implement before making the map :P
Title: Re: Gateway to Legend
Post by: Dream of Omnimaga on April 22, 2018, 05:43:41 PM
I love that sword and logo on the title screen :D

Also I like the music :D

Btw, if the engine already supports NPCs and event blocks/variables/switches, then maybe I could try to do a small game xd
Title: Re: Gateway to Legend
Post by: 123outerme on April 23, 2018, 12:51:05 AM
Quote from: xlibman on April 22, 2018, 05:43:41 PM
I love that sword and logo on the title screen :D

Also I like the music :D

Btw, if the engine already supports NPCs and event blocks/variables/switches, then maybe I could try to do a small game xd

Thanks! I'm happy with the way it's all turning out so far.
As for the engine, NPCs are supported. Events such as cutscenes have yet to be added, but are planned, and variables could be added, but as of now they aren't planned.
Title: Re: Gateway to Legend [pc]
Post by: _iPhoenix_ on April 23, 2018, 07:38:13 PM
The art style is very interesting. It's almost like the halfway point between high-res and the low-res, pixel-art graphics. It would be really cool if you were able to switch between the old, pixel-art graphics and the new, more smooth graphics.


If you do decide to do the high-resolution graphics, I recommend having multiple versions of each tile, each being slightly different in some way. This adds variation against a sea of the same color. I particularly think that natural things, like the grass and trees, should have different variations.


Also, the aliens disappear when you scroll. Is that intentional?
Title: Re: Gateway to Legend
Post by: 123outerme on April 28, 2018, 03:47:01 PM
Quote from: _iPhoenix_ on April 23, 2018, 07:38:13 PM
The art style is very interesting. It's almost like the halfway point between high-res and the low-res, pixel-art graphics. It would be really cool if you were able to switch between the old, pixel-art graphics and the new, more smooth graphics.


If you do decide to do the high-resolution graphics, I recommend having multiple versions of each tile, each being slightly different in some way. This adds variation against a sea of the same color. I particularly think that natural things, like the grass and trees, should have different variations.


Also, the aliens disappear when you scroll. Is that intentional?
Thanks! I plan on having two tilesheets available to map-pack makers. There's the 48x48 tileset, the one you see in all the screenshots, and the 8x8 (upscaled * 6) tilesheet. I could possibly implement a switching of tilesheets while playing a map-pack, but that might get pretty confusing. I also intend to go back over my tilesheet and add more variations, like you suggested.

The enemies disappearing when you switch maps is actually not intentional. I finished the graphical scrolling of the background, and saw it was done. I'm not sure if I want to keep it like this, though, because if an enemy moves from its starting position while you switch into a new map, the enemy will reappear at its starting postion, which may be a little confusing. The second map will have its enemies in the right place, though.
Title: Re: Gateway to Legend
Post by: 123outerme on May 26, 2018, 04:53:27 AM
While I'm doing background work on the engine (mainly adding features to the Toolchain and adding the last script into the game), I have been working on my related side-project, the GtL webpage. Meant to be a source of information, documentation, and a collection of links, I had a bright idea: why not host map-packs online? So, I set out to working with Firebase to implement this. As I didn't post anything about this along the way, I'll instead recap and explain some Discord announcements and posts I sent to my GtL Discord (http://discord.gg/7SE9k4n). Click the link to join if you're interested!

Quote
So my project has started to take shape, and I've made this website: https://gtlmappacks.firebaseapp.com/index.html
It adds rudimentary map-pack upload and download support. It will support a download counter as well as a like button. Once I actually release Gateway, I imagine this will be used a lot more, but for now we have this
My first announcement of the site. It had just launched with bare-bones upload/download support. It had a dummy download and like counter. No way to post map-packs with a certain type, description, or even see the profile picture of the person who uploaded it.

Quote
I've added the second-to-last script type editor, the one for the BossActions script! Now you can fully script bosses. Related to that, I changed the format of the BossActions script so now, it uses coordinates instead of X/Y velocities. I also revamped text input (and more noticeably, the Change FPS setting) to add just numerical input!
Today, I got back to working on the actual game and added editing to BossActions. BossActions has been functional for months, but I've been putting off creating the editor, since there were so many parts to it. I had to have the player choose what tiles the boss is, how much HP, and then figure out a way to have them define a variable amount of points for the boss to move to. However, I finally put that task to bed. Just one more script to create, and then that should be totally done! Also, I added an input method just for numbers, so you can't try to break the system by inputting text in a number-only input.

Quote
Since I'm feeling productive today, I also updated the map-pack webpage. Now, the Download (now View) button for each listing on the Download Map-Packs page redirects to the View page for each map-pack, where you can read about it, vote on it, and download it. I think I will add more such as an actual forum, as well
===============================================================================
Ok last update (hopefully not for a while like it seems to be). I finally added the ability to like map-packs! The server keeps track of if you have liked or not, and will add or subtract a like depending on which you have done, when you press like. I'm gonna go ahead and style buttons tomorrow, as well as adding more information on the View page, such as likes and downloads. Perhaps I'll make a Comments field as well
I just updated the map-pack webpage (https://gtlmappacks.firebaseapp.com/index.html) to add a lot more to the Download and View pages, as well as making some things auto-load. I still haven't decided what I want on the Index of the page. Most likely a search function and featured map-packs. As you see, I am also debating adding a comments field to map-pack uploads, and adding a full forum! I think it's within my scope, although hopefully it won't become super popular, or my Firebase plan won't be able to handle the traffic!
Title: Re: Gateway to Legend
Post by: 123outerme on June 07, 2018, 02:39:54 AM
https://www.youtube.com/watch?v=GBg9ZrcdTz4

I've added all script types! The one showed off most prominently (and probably a little too much for the final version of that map-pack) is the Animation script! Once the user walks into the trigger area, a sprite will move around onscreen in a pre-determined fashion. According to the map-pack creator, the sprite can initiate a text box after it's done moving, stay onscreen until another is activated, and more.

As well, this marks the first public beta release. I have gone ahead and added it to my Github releases here:
https://github.com/123outerme/Gateway-to-Legend/releases/tag/0.9.0b

This script type also has its editor implemented, meaning all map-pack features planned are now implemented! Some other things are not finished yet, though. As to be expected from a beta release. However, I have more done than I actually have realized up until now, so I'm looking forward to releasing, hopefully within the next couple of months. It could be sooner, or possibly later, though.
Title: Re: Gateway to Legend
Post by: 123outerme on June 25, 2018, 01:07:31 AM
https://github.com/123outerme/Gateway-to-Legend/releases/tag/v0.10.0b

v0.10.0b has been released! The secend public beta release comes with some new stuff. I've added a transition screen between the main menu and playing a map-pack. I've also added proper death handling, including a Game Over menu and relevant options. Menus have received proper click support, so clicking on options will now activate, scroll, etc. as they should. One new event tile has been implemented: the Boss Door! The boss door will open automatically when the boss on that screen is defeated and remain permanently open. As a result, event tile maps have been shifted down by one to add this tile next to the other door tiles. This means maps made before this change will most likely have wrong tiles in place of spikes, gateways, and enemies, as well as a few other tiles.

https://www.youtube.com/watch?v=efDQ3bgpt0o
Video showing off the most recent progress!
Title: Re: Gateway to Legend
Post by: 123outerme on July 02, 2018, 02:33:41 AM
Coming soon: Abilites!

The ability I've had implemented for a while and shown off a little bit is the Dash. Double-tap any arrow key to dash in that direction! Perfect for fast movement, dodging, and more!
(https://media.giphy.com/media/5eFQATc0IhewHoZrgc/giphy.gif)


In the next build, these two will be implemented. First is the Spin. Just like Zelda, it is a 360 degree slashing spin attack! Perfect for when you're surrounded.
(https://media.giphy.com/media/229F59Sr77dLo5Pjd0/giphy.gif)


The last ability I have fully implemented is the Illusion. Leave behind a fake copy of yourself and disappear to enemies, even becoming invulnerable for a short time! Perfect for getaways.
(https://media.giphy.com/media/ZO90bQjPCn0mRzq0Zj/giphy.gif)
Title: Re: Gateway to Legend [pc]
Post by: mazhat on July 04, 2018, 12:52:30 AM
Looks like a fun Zelda/Robotron-like game.
Will the enemies get more diverse?
I feel very inspired :)

The double tap to dash makes me nervous though,
That single button feature has made me
die ten billion times in Terraria.
Title: Re: Gateway to Legend
Post by: 123outerme on July 04, 2018, 10:52:07 PM
Quote from: mazhat on July 04, 2018, 12:52:30 AM
Looks like a fun Zelda/Robotron-like game.
Will the enemies get more diverse?
I feel very inspired :)

The double tap to dash makes me nervous though,
That single button feature has made me
die ten billion times in Terraria.
There are only 3 types of enemies planned. This is to make things a little more simple to develop and create map-packs for.
However, the challenge in fighting enemies will mostly come from bosses, as those can be defined to move in any way.

The double-tap to dash is fairly responsive, and I've tried to make it so that it's hard to activate unless you mean to.
All the other abilities will be able to be activated by double-tapping the Special key (default Left Shift).

Speaking of other abilities, I've added one more: Laser! Simply enough, you shoot out a damaging laser in a straight line in the direction you were facing when you fired. You don't get to activate your sword until after the laser disappears off the edge of the screen, though.
(https://media.giphy.com/media/XHwq66nqL6YCwxwJXN/giphy.gif)

Gateway to Legend v0.11.0b coming soon! Many new features are in store. As soon as I finish map-packs and fix a few bugs, I think it's just about done! Stay tuned!
Title: Re: Gateway to Legend [pc]
Post by: _iPhoenix_ on July 05, 2018, 01:36:35 PM
With map packs, I think it would be cool if you could use a preset boss or define your own boss.
Title: Re: Gateway to Legend
Post by: 123outerme on July 07, 2018, 03:54:03 AM
Version 0.11.0b is now out! Lots of new things have been implemented, buggy or confusing behavior has been fixed, and I finally added enemies the transition screens (Although I may not have shown it off fully)!
Download the new release here: https://github.com/123outerme/Gateway-to-Legend/releases

https://www.youtube.com/watch?v=L5eBGIBdVh8

[spoiler=Patch Notes]
* Added three new abilities: Spin, Illusion, and Laser. One more is planned, but I don't see why I can't add more if I find more than one good ability to add.
* Added enemies' proper positions to transition screens (scrolling, Gateway animation)
* Changed pathfinding of Enemy 2 (ghost enemy) to move in a straight-ish line directly towards the player
* Updated water sprite in default tileset.
* Added mouse support to volume changing and different toolchain menus.
* Menus now show which item you are about to select with your mouse
* Added the Settings menu to the Overworld pause menu.
* Added and fixed more maps.
* Fixed bug: Boss action editing and animation editing would display movement patterns inaccurately mostly
* Fixed Linux bug: After the movement part of an Animation script has completed, the game would crash.
* Tweaked the toolchain a bit.
[/spoiler]
Title: Re: Gateway to Legend
Post by: Dream of Omnimaga on July 07, 2018, 04:39:11 AM
I haven't played it for very long but I'll retry for longer later. I'M glad this came along this nicely and that it continues on with the cool custom maps feature.
Title: Re: Gateway to Legend
Post by: _iPhoenix_ on July 08, 2018, 03:29:07 PM
I really like how you implemented fighting. It looks awesome.

I do think that the boss you showed should have more health, because you defeated it in like five hits :P

On bosses, maybe you could show a boss bar or something that shows a visual indicator of the health of the boss.
Also, the fanfare after the boss fight works amazingly.

(Sorry for such a choppy post, I'm in a bit of a rush right now)
Title: Re: Gateway to Legend
Post by: 123outerme on August 16, 2018, 05:25:10 AM
Quote from: xlibman on July 07, 2018, 04:39:11 AM
I haven't played it for very long but I'll retry for longer later. I'M glad this came along this nicely and that it continues on with the cool custom maps feature.
Awesome, thanks! Yeah, the custom maps feature both hold it back as far as how pretty I can make it (can't really do fluid animations all that well with the sprite system), and push it forward into something novel.

Quote from: _iPhoenix_ on July 08, 2018, 03:29:07 PM
I really like how you implemented fighting. It looks awesome.

I do think that the boss you showed should have more health, because you defeated it in like five hits :P

On bosses, maybe you could show a boss bar or something that shows a visual indicator of the health of the boss.
Also, the fanfare after the boss fight works amazingly.

(Sorry for such a choppy post, I'm in a bit of a rush right now)
Thanks! I'm really proud of the combat, although it's very simple. From both a map-maker's and player's perspective, the simple 3-enemy system and Zelda-like combat give it a comfortable feel: nothing is too surprising until the boss, yet through the placement and types of enemies used, a map-maker can make a room as hard or easy for a player as they like. They can also give it certain atmospheres. For example, 6 ghost enemies following the player no matter where on the map they go can be eerie. Or, 6 stone giants can feel like you've hit a brick wall. Mixing the two almost always feels like fighting an army. The birds can just be annoying distractions until a boss, due to their 1-hit nature, and the fact that you can out-maneuver them.

Actually, you guessed right on the nose, that boss took 5 hits to kill. However, I've upped the number for the next release.
Taking that suggestion, I have added a floating health bar to the bosses.

And finally, thank you for the fanfare! I'm glad it turned out well.



And why, you ask, am I posting now? Other than because it would be rude to ignore these posts, I've gotten back to work on GtL, and have a new build almost ready to go! New maps, features, etc. coming up!
Title: Re: Gateway to Legend
Post by: 123outerme on August 16, 2018, 07:39:26 PM
Version 0.12.0b is hitting digital and metaphorical store shelves! Dropping with new content, fixes, streamlines and more! This update has more changelog entries than any of the past ones so far. Most changes aren't additions to gameplay, but rather changes and minor improvements. These include more SFX, streamlined menus and controls, bug fixes, and more.

https://www.youtube.com/watch?v=Jqf-65WExY0

Download the new release here: https://github.com/123outerme/Gateway-to-Legend/releases

[spoiler=Changelog]
* Added lots more maps & content
* Added 3 new SFX: One for dash, one for pausing, and one for being healed by a HurtPlayer script
* Added Back button to Map Creator's Save/Discard menu
* Added backup keymap to Map Creator's tile switcher ([Q] becomes [-], [E] becomes [=])
*Generated scripts will now include comments to describe roughly what the script does
* Removed some options for keymaps ([LCtrl], [RCtrl], [-], and [=])
* Revamped help menus and added informative screenshots to some Help menus
* Reduced menuing to get to popular options
* Fixed the first boss' fighting pattern to prevent standing in one spot and attacking
* Fixed minor issues with toolchain
* Fixed issue that sometimes prevented user from quitting out immediately when trying to close the window
* Fixed issue where using the sword then shooting a laser while sword's on cooldown removes the laser's hitbox
* Fixed quite a few crashes/accidental immediate quits (where the program would accidentally think you want to close the window)
__________________________________

One bug remains:
* All: After quitting the game, cleanup will sometimes crash (essentially unnoticeable, but I'm still fixing it)
[/spoiler]
Title: Re: Gateway to Legend
Post by: 123outerme on August 28, 2018, 09:40:15 PM
Gateway to Legend v0.13.0b is about to drop! I've been hard at work polishing Main Adventure, and now it's fully completed! I added the final Ability, as well, the Charge! See it in action below:

(https://media.giphy.com/media/KWPBHLBYXc9zB8p0lh/giphy.gif)

As well, two more map-packs are on the way: Tutorial, an obviously-named map pack. Perfect for learning the ropes, testing, experimenting, and more! The other map-pack will be the Map Design pack! This will teach and show you the basics on how to properly design a map, as well as how users will be interacting with your creations.

Finally, when v1.0 does drop, I want to remind everyone to visit the Gateway to Legend Map-Pack website (https://gtlmappacks.firebaseapp.com/download.html), where you can find user-created map-packs! I hope to see a lot of map-packs on that website!

As well, if you want to be on top of the news when it comes to Gateway to Legend, be sure to join our Discord (https://discord.gg/7SE9k4n)!
Title: Re: Gateway to Legend
Post by: 123outerme on September 03, 2018, 04:43:39 AM
Gateway to Legend v0.13.0b finally rolls out! Many new features, improvements, and tons of bug fixes implemented into this (hopefully) final beta version.
Download here: https://github.com/123outerme/Gateway-to-Legend/releases

[spoiler=Changelog]* Added all intended maps for the Main Adventure and Tutorial map-packs
* Added last music track
* Added final Ability: Charge, a headlong invincible sprint, sticking your sword out
* You can no longer switch Abilities from the Pause menu. This is to streamline gameplay and discourage frequent pausing.
* Fixed Continue option on Game Over screen throwing player into a random area
* Fixed glitchy sword hit graphics/particle graphics
* Fixed problems with toolchain
* Fixed lots of crashes on Linux machines (usually involving mismanaged memory)
* Fixed various other small things
* Reworked trigger_dialogue_once script (aka TriggerDiagOnce) into force_dialogue_once (aka ForceDiagOnce)
* Downloads: Added Makefile to GatewayToLegendbin.zip

No known bugs remain.
[/spoiler]

And finally, be prepared...
(https://i.imgur.com/KqTz7Vll.png)
Title: Re: Gateway to Legend [pc]
Post by: gameblabla on September 03, 2018, 08:09:49 AM
Hello 123outerme !Your game does not create the "saves" folder, so it will attempt to write to a directory that does not exist, leading to a crash when starting the game.A fix for that is simply to make sure to create it with mkdir
#ifdef MINGWmkdir("saves/");#elsemkdir("./saves", 0755);#endifThe game works fine after that...

There's also a minor graphical issue with graphics when scrolling between maps...
(https://cdn.discordapp.com/attachments/72803910636548096/486086338496430100/caca.gif)

I had this issue occur for Massage simulator too when using SDL2.Note that it would disappear when running it over Wine if compiled with Mingw, even if only the OpenGL backend is enabled...I haven't found a fix for that issue for my games even.I think the only proper fix for this is to bypass SDL2's own scaler and use your own. welp
Title: Re: Gateway to Legend
Post by: 123outerme on September 03, 2018, 05:06:17 PM
Quote from: gameblabla on September 03, 2018, 08:09:49 AM
Hello 123outerme !Your game does not create the "saves" folder, so it will attempt to write to a directory that does not exist, leading to a crash when starting the game.A fix for that is simply to make sure to create it with mkdir
#ifdef MINGWmkdir("saves/");#elsemkdir("./saves", 0755);#endifThe game works fine after that...

There's also a minor graphical issue with graphics when scrolling between maps...
(https://cdn.discordapp.com/attachments/72803910636548096/486086338496430100/caca.gif)

I had this issue occur for Massage simulator too when using SDL2.Note that it would disappear when running it over Wine if compiled with Mingw, even if only the OpenGL backend is enabled...I haven't found a fix for that issue for my games even.I think the only proper fix for this is to bypass SDL2's own scaler and use your own. welp

Hey gameblablabla, thanks for testing! My original workaround for this was to add in an empty saves directory in the zip file, and it worked in my testing on my Ubuntu VM (take a shot every time I say that, am I right?). I guess not all systems preserve empty directories when compressing/uncompressing archives, so I've implemented your fix.

I did see those graphical glitches a bit on my Linux VM, but it wasn't from the screen scrolling. Every so often when enemies are moving, there would be a white bar underneath the enemy. I figured this was the lack of video memory allocated to my VM. Unfortunately, this looks like an issue I won't be able to fix, especially since you don't seem to have a fix for it either.

I've uploaded the saves fix to the v0.13.1b release, found here: https://github.com/123outerme/Gateway-to-Legend/releases/tag/v0.13.1b
Title: Re: Gateway to Legend
Post by: 123outerme on September 07, 2018, 02:16:29 AM
Here it is. Finally, after a long public beta, Gateway to Legend releases! Version 1.0.0 is now publicly available. The finished version can be downloaded today! Take a look at how far we've come with this video:

https://www.youtube.com/watch?v=ghyLculI4c8

I want to thank my Discord server (link in the video description), my friends, anyone who contributed ideas, art, music, suggestions, and bug reports. I want to give a special thanks to my best friend Ian, and @_iPhoenix_ , who worked together to create the music for this game.

Download here: https://github.com/123outerme/Gateway-to-Legend/releases
And share any creations you'll make here: https://gtlmappacks.firebaseapp.com/upload.html

And thanks for playing!
Title: Re: Gateway to Legend
Post by: Dream of Omnimaga on September 08, 2018, 03:51:13 PM
Great to see this out! I'll download it to try it soon. :)
Title: Re: Gateway to Legend [pc]
Post by: gameblabla on September 09, 2018, 01:54:12 AM
So far i think it's nothing exceptional as a game itself... though i haven't tried it much i admit.
I think it lacks some oompf ! Attacking enemies is just not satisfying.

Hopefully you work more on it. (or on more games)
Title: Re: Gateway to Legend
Post by: 123outerme on September 14, 2018, 12:26:11 AM
Quote from: gameblabla on September 09, 2018, 01:54:12 AM
So far i think it's nothing exceptional as a game itself... though i haven't tried it much i admit.
I think it lacks some oompf ! Attacking enemies is just not satisfying.

Hopefully you work more on it. (or on more games)
I've been mainly fixing bugs so far, but I will see if there's any energy left to add anything else into the game. I may not even make other map-packs, given how busy I will be this year and how I have another secret project in the works. And by secret, I mean a project with no good graphics for it yet.
Title: Re: Gateway to Legend [pc]
Post by: mazhat on September 17, 2018, 01:19:53 PM
I think it's really good, but sometimes I don't know where to go.
Sometimes I get warped to the unpartitioned memory zone.
Title: Re: Gateway to Legend
Post by: 123outerme on September 17, 2018, 07:30:43 PM
Quote from: mazhat on September 17, 2018, 01:19:53 PM
I think it's really good, but sometimes I don't know where to go.
Sometimes I get warped to the unpartitioned memory zone.
Thanks! As for when you don't know where to go, the flow of Main Adventure is a little more open-world. You can even skip to the final boss, if you want!

When you get warped to the unpartitioned memory zone, is this before or after my fix? I uploaded a new version (but annoyingly enough I forgot to change the version number), where I fixed just this. The final boss warp now works fine. Can you tell me where you get warped?
Title: Re: Gateway to Legend [pc]
Post by: mazhat on September 18, 2018, 02:54:51 AM
Ah, I was on an older version of GtL. Everything is fixed now!
I also forgot that this is a zelda-like game. So I should embrace the openness, ha ha.
Title: Re: Gateway to Legend
Post by: 123outerme on September 30, 2018, 06:58:03 PM
Quote from: mazhat on September 18, 2018, 02:54:51 AM
Ah, I was on an older version of GtL. Everything is fixed now!
I also forgot that this is a zelda-like game. So I should embrace the openness, ha ha.
Yep! Everything is fixed.... now! Unfortunately during testing with some friends I found a few more bugs to squash:

Gateway to Legend v1.0.3 releases with a few minor but important fixes.

[spoiler=Changelog]
Changes from v1.0.2: 
* Fixed an issue with scripts on top of each other not triggering properly
* Fixed an issue in Main Adventure where the second-to-last Gateway wouldn't take the player to the right location
* Fixed an issue where the health upgrade menu text would be cut off before it's supposed to end
* (Not confirmed) Fixed an issue in Linux builds where the edges of the screen would flash during screen scrolling transitions if the window was larger than the map

There are two known bugs: 
* Some Linux distros: White bars appear at random, usually when the screen or enemies (?) are moving. This seems to be a SDL bug, and something I don't believe I can work around.
* Some Linux distros: During screen scrolling transitions, keypresses are stored and the players moves according to those presses in the next map. This also appears to be an SDL bug, and not one that I could figure out how to easily work around.
[/spoiler]

Download here: https://github.com/123outerme/Gateway-to-Legend/releases