TwoStep for PC[emoji517] Features- Fully scriptable, JIT compiled Lua levels with full engine control and all standard .NET framework classes (Web, Sockets, File, Collections, ...)
- Custom blocks, Textures, Players and Levels definiable from Lua
- Awesome textures from
@AliceIsDead - Great sounds from
@DJ Omnimaga - Fast, dynamic game engine
- SFML framework, which is written in C++, fast, multiplatform, simple and powerfull
- Portability
- Awesome space levels and animated graphics
- Completely written in efficient C#
- Fully extendable engine framework
- Runs on Windows, Mac and Linux
- And many more...
[emoji613] Current Versionalpha-150416-a
[emoji334] DownloadPlease keep in mind that the amd64 verison doesn't work for all 64 bit machines. If the game doesn't start, please try the i386 version instead.
Windows, i386 (http://media.muessigb.net/TwoStep/PC/Alpha/TwoStep-alpha-150416a-i386.zip)
Windows, amd64 (http://media.muessigb.net/TwoStep/PC/Alpha/TwoStep-alpha-150416a-amd64.zip)
[emoji560] Screenshots(http://media.muessigb.net/TwoStep/PC/Screenshots/TwoStep-a-150415a.PNG)
(http://img.codewalr.us/TwoStep-a-150416.PNG)
[emoji452] ControlsThey are pretty easy. Right now the character is controlled by the Up, Down, Right and Left keys.
Will this game require some external dependencies or will the final download come with everything required to run it? I would definitively like to see a PC version myself. :)
Quote from: DJ Omnimaga on April 06, 2015, 09:46:09 PM
Will this game require some external dependencies or will the final download come with everything required to run it? I would definitively like to see a PC version myself. :)
It always depends on the platform. Windows users (>= Win 7 SP1) normally don't have to download anything. The only requirement for Windows users is .NET Framework 4.x, which is installed on Win 7 SP1 and Win 8.x by default. All other dependencies and native libraries are in the download package for x86 or x64.
Mac and Linux users do have to install sfml-bin and mono framework to run the game. Then they have to create a few symlinks to the native files, but I assume somebody who uses Linux is able to do such things ;)
I can't test it on Mac, as I don't have one and I don't know anybody with one so I can't provide any support on that.
Nice that there will be PC users like you! I hope that it will become a great game once :)
It will be free right now, but I will put ads on the download site to get a little revenue for my paid hosting (only a few cents probably, but still).
I already coded a good part of the game engine today, as I am very familiar to C# and SFML and even gave a lesson at school about it (On two special days, students could teach other students things).
Ah nice it will work on Linux too :D. I assume there might be a way to get it to work in Mac, if it doesn't work already via Wine or something, though. But yeah it can be hard to test when we don't have an extra $2500 to spend on a logo and a computer :P
Quote from: DJ Omnimaga on April 07, 2015, 12:29:02 AM
I assume there might be a way to get it to work in Mac, if it doesn't work already via Wine or something, though. But yeah it can be hard to test when we don't have an extra $2500 to spend on a logo and a computer :P
Yeah, if somebody here in the community had already spend so much money on
a logo and a computer this person would be greatly appreciated to provide some sort of a tutorial or atleast a note, if it works on mac.
Maybe you could get Adriweb or Elfprince to test it when it's out? Both have a Mac IIRC.
Quote from: DJ Omnimaga on April 07, 2015, 06:43:11 AM
Maybe you could get Adriweb or Elfprince to test it when it's out? Both have a Mac IIRC.
Yes, that could be an option. I am going to ask them.
I made a good amount of success with the engine so far.
It renders quickly and a basic map is showing up. I am already further than I was with the Android version so far.
And the code is not hacked together like the one in the Android version ;)
I am away for 3 days, so don't expect anything to happen during this time, but I will continue coding later this week.
Glad to hear. By the way, will the PC version have some levels with much larger maps, such as 40x40 tiles and scrolling?
See you again soon :)
Quote from: DJ Omnimaga on April 08, 2015, 06:35:33 AM
Glad to hear. By the way, will the PC version have some levels with much larger maps, such as 40x40 tiles and scrolling?
See you again soon :)
Well the tile size will be the same as the Android one will be (64x64).
But yes, scrolling and larger maps are completely possible. I will probably even allow extending the levels options via inline lua support, but the lua thing is not completely sure right now.
Thanks for the greetings. I am still on vacation but the hotel has free WiFi :)
Why not allowing bigger levels on calculators?
64x64 is quite large for a calculator. 4096 bytes of RAM would be required unless you can read directly from archive fast enough in real time, or 2048 if he uses half-byte tiles. The 84+ only has 24 KB of RAM.
Quote from: DJ Omnimaga on April 09, 2015, 06:52:14 PM
64x64 is quite large for a calculator. 4096 bytes of RAM would be required unless you can read directly from archive fast enough in real time, or 2048 if he uses half-byte tiles. The 84+ only has 24 KB of RAM.
No, the texture size is 64x64 PX in the PC and android versions.
The textures are read from ram directly using a lookup table in the calc version and are only 8x8 PX in size there.
The android and pc versions will have animations so only the base will be 64px.
Quote from: Duke "Tape" Eiyeron on April 09, 2015, 07:22:33 AM
Why not allowing bigger levels on calculators?
Well its just hardcoded like this and the levels are designed to work like this but it is probably possible to make them bigger sometime.
Oh I was talking about the tilemap data being 64x64, not the textures themselves. :P
Quote from: DJ Omnimaga on April 10, 2015, 05:37:06 AM
Oh I was talking about the tilemap data being 64x64, not the textures themselves. :P
Oh yeah, my bad :(. Well, currently the size of one tilemap (on the calc version) is 10x6 blocks or 30 bytes of memory plus 10 bytes of an individual level header.
The level is copied into ram and is then modified there (like when you collect something or use a key). When the level restarts somehow or a new level starts the temporary data is overwritten with the base level again.
Aah ok, thanks for the info. :) I am curious if the level sizes could be expanded in size eventually for more challenge, although very large levels might be quite confusing to complete O.O
It would be cool if there was some kind of level editor too. Are the level formats the same for every platform actually?
Quote from: DJ Omnimaga on April 11, 2015, 01:01:31 AM
Aah ok, thanks for the info. :) I am curious if the level sizes could be expanded in size eventually for more challenge, although very large levels might be quite confusing to complete O.O
Well, for the sizes for the Android and PC versions: yes; for the calculator I must say no. You can still "chain" levels together to create larger ones, but 10x6 is actually the best level size possible for the calculator.
Quote from: Cumred_Snektron on April 11, 2015, 07:27:29 AM
It would be cool if there was some kind of level editor too. Are the level formats the same for every platform actually?
For what platform?
The PC version has a different format than the android version will have and those will have a different format than the Calculator version.
But every level that is possible for the calculator *will* be possible for the PC and Android versions.
Heres a small comparison over the versions:
| PC | Android | TI-84+ / TI-83+ |
Level pack format | Lua | JSON | 2LPSL markup language |
Level size | Dynamic | Dynamic | Fixed to 10x6 |
Texture size | 64x64px | 64x64px | 8x8px |
Architecture | x86, x64 | ARM, x86 | z80 |
Programming language | C#, C++ | Java | Axe, Assembly |
Level editor | Planned | Planned | In Progress |
Project state | Active development | Development halted | Active development |
Oh okay. Thanks for the Chart :)
Since lua is part of the level does that mean that you could have custom blocks?
Quote from: CKH4 on April 11, 2015, 02:03:32 PM
Since lua is part of the level does that mean that you could have custom blocks?
Yes, you have full control over the underlaying engine :)
You can do custom blocks and custom textures pretty easily.
Very cool. So does lua have built in texture routines or do you use a library or is it part of the C# or C++?
Quote from: CKH4 on April 11, 2015, 02:08:29 PM
Very cool. So does lua have built in texture routines or do you use a library or is it part of the C# or C++?
Well, Lua has access to a big subset of the C# commands. It can do all sorts of stuff. Play music, manipulate and load textures, create sprites and texts, download stuff from the web. You can even write your level in VB.NET or C# and use the lua function: import('mydll.dll', 'my_namespace'); to load the custom class.
Cool, I'll see if I can learn some lua to make levels.
Quote from: CKH4 on April 11, 2015, 02:15:23 PM
Cool, I'll see if I can learn some lua to make levels.
That sounds great :)
By level chaining do you mean putting the exit right next to the screen edge and then having the next level on the complete opposite edge?
Quote from: DJ Omnimaga on April 11, 2015, 04:10:07 PM
By level chaining do you mean putting the exit right next to the screen edge and then having the next level on the complete opposite edge?
Exactly.
So, I wrote another big part of the engine.
It now displays three blocks and allows the player to move around using the arrow keys.
If anybody downloads it, it would be great to know if it runs or crashes on their pc and what architecture and os your pc has.
Heres the download:
http://media.muessigb.net/TwoStep/pc/Pre_Alpha/TwoStep-amd64-pa150411-a.zip (http://media.muessigb.net/TwoStep/pc/Pre_Alpha/TwoStep-amd64-pa150411-a.zip)
Seems to be running well on my Win7 64-bit system :)
This is what I get D:
(http://img.codewalr.us/errorts.png)
Windows 7 64 bit
1st gen Intel i7 processor
AMD Radeon HD 6700 series
Quote from: DJ Omnimaga on April 12, 2015, 04:31:34 AM
This is what I get D:
Windows 7 64 bit
1st gen Intel i7 processor
AMD Radeon HD 6700 series
Looks bad. Have you tried both, the amd64 and the i386 version. On my 64-bit i3 only the i386 version works for some reason.
Feel free to download the new update, where you can move, and with the new Lua JIT compiler.
You can edit the script in Scripts\Main.lua and see what heppens.
Here are the downloads for Version pa150412a:
EDIT: Downloads removed
I am not really sure how i want to do the lua integration.
ATM you can replace default functions with your custom lua functions and be able to receive all sorts of events and stuff.
So basically you can make a level with no code, but only a Init() function that loads the level data.
But you can also override all default functions and do all sorts of things and manipulate the whole environment.
EDIT 2:
Download and lua removed. They're deprecated now.
New Update!
Here's the changelog:
- Redone alot of the interfaces
- Allow Lua to subscribe to all possible engine events by creating specially named functions
- Redirected print function to log class
- Added a Space class which allows random background generation
- Partially implemented a SimpleLevel class which allows the creation of levels, without being a Lua pro
- Made all Lua event functions optional; Init(), Update(delta), Draw(target, delta) and Destroy() functions are not optional
- Outsourced the character functions to the Lua part
- Added Level lua variable
- Redone Tile and Level interfaces and classes
- Added a rudimentary loading screen class
- Fixed the Main.lua sample level code
Download it here:
Windows, i386 (http://media.muessigb.net/TwoStep/pc/Pre_Alpha/TwoStep-pa-150413a-i386.zip)
Windows, amd64 (http://media.muessigb.net/TwoStep/pc/Pre_Alpha/TwoStep-pa-150413a-amd64.zip)
Nice work! :D I should try it in some free time!
amd64 version not found? O.O
Quote from: Cumred_Snektron on April 13, 2015, 06:32:16 PM
amd64 version not found? O.O
Sorry. Thanks for pointing it out. :)
I accidentally named the file incorrectly.
It should work now.
It still doesn't O.O
ANyway I downloaded the i386 version now and it works (although it took a bit to start). I assume the graphics are temporary, right? (although I kinda like the portal-like sprites :D)
(http://img.codewalr.us/twostepearly.png)
Yep, still can't download it .-.
Quote from: Cumred_Snektron on April 14, 2015, 01:37:57 PM
Yep, still can't download it .-.
Sorry. I made two typos in the file name O.O
They're fixed now.
Quote from: DJ Omnimaga on April 14, 2015, 06:32:32 AM
ANyway I downloaded the i386 version now and it works (although it took a bit to start). I assume the graphics are temporary, right? (although I kinda like the portal-like sprites :D)
Thanks. Well, the textures you see are not temporary. The level and the background are temporary. The blocks will be set on floating isles, there will be a flying animation (see the Jetpack) and most of the blocks need to be implemented. Right now these blocks are not doing anything.
Oh, and
@DJ Omnimaga, try pressing the W key. I made a little easter egg to test the engine into the level.
Oooh I like that jetpack idea. It will make the game original as top-down view game. :D
As for the easter egg I already am betting it will involve :walrii: :P
EDIT: Lol I was right about Walrii. (Although I expected the character to change to Walrii :P)
Maje him fly to the sky while saying "I must go, my people need me".
Something like this : (http://cdn.rsvlts.com/wp-content/uploads/2013/12/khjfj.gif)
"I must go, my forum needs me" ?
Quote from: Duke "Tape" Eiyeron on April 15, 2015, 10:52:19 AM
Maje him fly to the sky while saying "I must go, my people need me".
Something like this : (http://cdn.rsvlts.com/wp-content/uploads/2013/12/khjfj.gif)
Quote from: Cumred_Snektron on April 15, 2015, 02:32:46 PM
"I must go, my forum needs me" ?
Yeah why not :D
Quote from: DJ Omnimaga on April 15, 2015, 01:35:45 AM
Oooh I like that jetpack idea. It will make the game original as top-down view game. :D
As for the easter egg I already am betting it will involve :walrii: :P
EDIT: Lol I was right about Walrii. (Although I expected the character to change to Walrii :P)
Great that you like it. Creating a real :walrii: character actually pretty easy. If you give me the permission, I will include it as a character in the binary.
We are in alpha stage now!!! ;DDownload the update here:amd64 (http://media.muessigb.net/TwoStep/pc/Alpha/TwoStep-a-150415a-amd64.zip)
i386 (http://media.muessigb.net/TwoStep/pc/Alpha/TwoStep-a-150415a-i386.zip)
Screenshot:(http://media.muessigb.net/TwoStep/pc/Screenshots/TwoStep-a-150415a.PNG)
Changes:- Redone tile interface
- Added TileCollection class
- Added Void block
- Added Solid block
- Added Portal block
- Fixed many bugs and issues
- Cleaned up code
- Optimized the lua routines
- Tiles now check if step is valid
- Tiles are now updated (animations possible)
- Speed improved
- Dynamic background added
- Broke whole tile api compatibility, but it is worth it
- Many conversion functions
- More unlisted improvements and additions
Post #10003 :P
Awesome to hear it's now in alpha :D. You have permission to use Walrii. Just say the sprite is Codewalr.us mascot I guess. Also if your game ever has power ups that lets you jump much further, you could probably use the flying walrii when jumping that far in walrii mode:
(http://img.codewalr.us/flyingwalrii.gif)
The only problem with using Walrii as a character is that there is no Walrii sprite facing north and south (since it was designed for platform games) :P
EDIT: You should put the controls in your post as well as in the first topic post by the way. I ran a search for controls on this forum topic and it matched 0 results.
Also if I was to ever get inspiration , space music or some old school game music that fits the space mood would definitively be nice. :) But of course, there are only slim chances that I do new music in the near future
Quote from: DJ Omnimaga on April 16, 2015, 03:37:06 AM
Awesome to hear it's now in alpha :D. You have permission to use Walrii. Just say the sprite is Codewalr.us mascot I guess. Also if your game ever has power ups that lets you jump much further, you could probably use the flying walrii when jumping that far in walrii mode:
(http://img.codewalr.us/flyingwalrii.gif)
Thanks :)
Yeah I promise that I'll do that ;)
Quote from: DJ Omnimaga on April 16, 2015, 03:37:06 AM
The only problem with using Walrii as a character is that there is no Walrii sprite facing north and south (since it was designed for platform games) :P
Yeah, It will be a easter egg then. If somebody comes up with one from the front and one from the back I will implement Walrii as a real official character.
Quote from: DJ Omnimaga on April 16, 2015, 03:37:06 AM
EDIT: You should put the controls in your post as well as in the first topic post by the way. I ran a search for controls on this forum topic and it matched 0 results.
You're right. I will add them to the description.
Quote from: DJ Omnimaga on April 16, 2015, 03:37:06 AM
Also if I was to ever get inspiration , space music or some old school game music that fits the space mood would definitively be nice. :) But of course, there are only slim chances that I do new music in the near future
That would be great ;D. Please let me know when you make some.
Quote from: DarkestEx on April 16, 2015, 11:57:37 AM
Quote from: DJ Omnimaga on April 16, 2015, 03:37:06 AM
EDIT: You should put the controls in your post as well as in the first topic post by the way. I ran a search for controls on this forum topic and it matched 0 results.
You're right. I will add them to the description.
You should add some settings menu some time.
Quote from: Cumred_Snektron on April 16, 2015, 12:59:47 PM
Quote from: DarkestEx on April 16, 2015, 11:57:37 AM
Quote from: DJ Omnimaga on April 16, 2015, 03:37:06 AM
EDIT: You should put the controls in your post as well as in the first topic post by the way. I ran a search for controls on this forum topic and it matched 0 results.
You're right. I will add them to the description.
You should add some settings menu some time.
Yep, you are completely right! I just started working on it right now.
Alright. A menu has been added to it. Also I renamed the Tile classes to Block, to prevent confusion between the Tile as a block.
Here's a screenshot of the menu:
(http://img.codewalr.us/TwoStep-a-150416.PNG)
And here are the downloads:
Windows, i386 (http://media.muessigb.net/TwoStep/PC/Alpha/TwoStep-alpha-150416a-i386.zip)
Windows, amd64 (http://media.muessigb.net/TwoStep/PC/Alpha/TwoStep-alpha-150416a-amd64.zip)
If you make Walrii the main character, I wonder if the game should be renamed to TwoStep: Walrii's Puzzle Adventures into Space or some other SNES/Sega-style title instead of TwoStep: The Challenging Puzzle game? :P That said, this would be problematic for the Z80 version since Walrii is 24x24 and your game uses 8x8 tiles.
Quote from: DJ Omnimaga on April 16, 2015, 07:19:14 PM
If you make Walrii the main character, I wonder if the game should be renamed to TwoStep: Walrii's Puzzle Adventures into Space or some other SNES/Sega-style title instead of TwoStep: The Challenging Puzzle game? :P
Well Walrii is not going to be *the* main character, but he will be selectable at the beginning where you are be able to select between the Boy, the Girl and Walrii.
About the title, yeah, I want to slightly change it one day, but TwoStep will always be included.
Oh ok lol. I guess he could be exclusive to color versions of the game then :P.
Quote from: DJ Omnimaga on April 16, 2015, 07:23:28 PM
Oh ok lol. I guess he could be exclusive to color versions of the game then :P.
Yeah. There's just to less space for a character in the calculator version (only 8x8px).
@CKH4 said that he maybe makes me two more :walrii: sprites. One from the front and one from the back, so that I can add him.
Its impossible for the character interface to only have left and right view of it.
But again, the original Reuben Quest series only had facing down sprites for the map engine and I even recall one top-down fan game where the main sprite always faced left and a commercial maze game where the guy faced right and left the entire time (although that last one might not count due to being on Atari 2600) :P
It includes Walrii? I wanna play! I'll try it tomorrow!
Quote from: Unicorn on April 18, 2015, 08:33:24 AM
It includes Walrii? I wanna play! I'll try it tomorrow!
Sounds great :)
Quote from: DJ Omnimaga on April 18, 2015, 07:52:32 AM
But again, the original Reuben Quest series only had facing down sprites for the map engine and I even recall one top-down fan game where the main sprite always faced left and a commercial maze game where the guy faced right and left the entire time (although that last one might not count due to being on Atari 2600) [emoji14]
Interesting. Well this game features graphics from all sites so the engine needs them all.
Wow. what happened to that smiley? o.o
Not sure. Maybe DarkestEx uses another SMF set or a glitch occured.
Quote from: DJ Omnimaga on April 18, 2015, 06:15:59 PM
Not sure. Maybe DarkestEx uses another SMF set or a glitch occured.
Oh yeah I was using Tapatalk.
So I want to announce, that :walrii: is becoming an official character in the game's story line.
I guess you'll spot him when the story line is made into levels.
Actually about your weird smiley, I noticed that you use emoji. I guess it's a secret SMF feature or some default browser feature now that emoji is popular. Most likely a Tapatalk thing too.
As for the game and Walrii that is awesome to hear. :D That would make it two games in which Walrii appears (including First Fantasy, although it's a very rare and random encounter :P)
No Super Walrii Land? :P
Quote from: DJ Omnimaga on April 20, 2015, 04:27:27 AM
Actually about your weird smiley, I noticed that you use emoji. I guess it's a secret SMF feature or some default browser feature now that emoji is popular. Most likely a Tapatalk thing too.
Well I just pressed on Quote in Tapatalk. It probably used its internal name for the smiley.
Yeah, but I clicked Quote on your post and I saw some weird bbcode with emoji in it. I think it's a secret SMF feature. Now if we could have Walrii in Tapatalk by default :P
I just wanted to note that this project is not dead. I am just busy with other things at the moment, and like AliceIsDead, I have alot to do for school, and not much time to work on it.
Glad to hear :) I definitely intend on playing it because I want to get better at puzzle games ;)
That's good. Hopefully you'll find time to work on all of your different projects. I really enjoyed playing the calculator version.
Good luck DarkestEx. :D
Oh geeze, when I read that I was like what? Its dead? But its not! Good luck finishing darkest!
Thanks, Unicorn!
AliceIsDead was working on the textures some more, so I can resume coding soon :)
Good to hear. How will the art be like?
Awesome! i'll send a file with some explanation/code for the star field in the future :P (though you'll have to wait a few weeks, because vacation and im not taking the project with me :P)
Could we get a spritesheet to goggle over?
Quote from: Unicorn on July 06, 2015, 09:23:43 PM
Could we get a spritesheet to goggle over?
A spritesheet for what?
Of the current sprites... Some eye candy?