CodeWalrus

Development => PC, Mac & Vintage Computers => Topic started by: mazhat on March 15, 2017, 02:50:12 pm

Title: MOS: A game that has been in development for 3 years.
Post by: mazhat on March 15, 2017, 02:50:12 pm

I don't work on this game religiously, because I don't want to get burned out :)
The game has gone through a few iterations,
the first engine is way more different than the latest edition.
 



(https://mos.neocities.org/ss%20(2017-03-15%20at%2010.18.54).jpg)
Above is a screenshot of the graphics. Hope you likey.



The game started as an RPG which was a ripoff of Liberal Crime Squad.
Now it's a rip off of X-COM Apocalypse!

The game so far only has the technical stuff. Like path finding (A Star), Line of sight (As you can see in the picture),
and it even has a level editor, but the editor was made in a day, so you can guess what the quality of it is ;)

Desc:
*The game takes place in a city and you must protect it from damage,
so basically just think of X-COM Apocalypse.
*If I can, I will add dwarf-fortress-like limb detachment and damage!
*The sprites are (hopefully) just place holders, but I have no idea where the art direction is going.

Thanks for viewing, and hopefully this belongs in this section!

p.s. If you have any ideas or questions, then please do share. I'm excited to hear about it.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on March 15, 2017, 04:31:23 pm
Hm I like the art style actually, plus the Atari sprites somehow fits well in the isometric environment. :)

Does MOS stand for something as acronym?
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on March 15, 2017, 04:45:56 pm
Thanks, I like the minimalist art style, but I think for practicality sake, there should be detail.
For example, you can't really tell what weapon the guys are holding.

The art style is inspired by Rebel Star Raiders, a game built on the zxSpectrum (Z80 CPU :) )
And laser squad.

MOS used to stand for something, but I don't recall it.
I'm thinking of Mail Operations and Services. (The guys wear pseudo-mailmen uniforms :^) )
Title: Re: MOS: A game that has been in development for 3 years.
Post by: p4nix on March 15, 2017, 05:17:06 pm
This looks interesting. While I like the art styles which are featured in the game, I don't like the mix of them to be honest. Try to decide for one art style and if you are not a good pixel artist, ask some cool guys here or someone else :p
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on March 15, 2017, 05:24:34 pm
I do like consistency. I have some concepts for transitioning out of the pixel-mix,
 but for now I'll keep it because it's easy to change and debug :)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on March 15, 2017, 06:47:31 pm
If you add more details, you could keep the same character art but add extra colors so that they look like they're holding guns and clothed
Title: Re: MOS: A game that has been in development for 3 years.
Post by: p2 on March 15, 2017, 07:06:08 pm
what language is it written in and how do you do the map management like compression of map data? :)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on March 15, 2017, 07:09:47 pm
I've though about it, but since I've only got 1 set of characters, I'll just make remake the old set and create new sets too!

Here's what I've come up with:

(https://mos.neocities.org/megapol1a.png)

what language is it written in and how do you do the map management like compression of map data? :)

It's written in C++, maps are handled in a .MOS file. I actually don't know how to compress data, but I've always been excited to learn.
The map data itself uses strings instead of integers. It's easy to read, but I'm pretty sure it bulks up the file size.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on April 23, 2017, 05:51:45 pm
I used strings before for maps and it does the work well. Njce job on those sprites by the way. :)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on April 24, 2017, 08:41:06 pm
Thanks again DJ

Also Update!
Some people may actually die before MOS is finished,
so I got a side-project which p2 inspired me to do,
it's an RPG like LOZ and it's for the ti-83+ and ti-84+!
If it's not finished it will at the very least be something playable because it's not too complex.
Right now I've got movement, 1 screen worth of level and stabbing (With downtimes)!
The name is MOS: Raiders, going with the MOS-theme.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on May 01, 2017, 04:07:32 pm
Interesting. Don't go overkill with the project size, though. :P That way it's manageable.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 01, 2017, 08:09:53 pm
I'm embarrassed to say this so early, but I'm at a halt.
The Axe parser is not very nice, my collisions aren't working!
I know it has to be Axe because I got so angry
that I made a version in sfml/cpp yesterday , and collision works!

I wish I had more Axe had some more code examples than in the documentation,
because some things just don't parse how i'd expect :'^(
This isn't the first time either.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: p2 on May 01, 2017, 08:25:55 pm
there are a few true axe professionals around, I'm sure someone can help you with that problem :)
Don't give up because of such a little setback :)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: c4ooo on May 01, 2017, 08:27:32 pm
Axe expert here; whats your problem? :3
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 01, 2017, 09:45:03 pm
Ah yes, you're right, p2! Perseverance all the way!

Note: If this belongs in the help section, I'll be sure to post there instead, so please tell me if that's the case.

As for my problem, my collisions aren't working!

I think the problem is how Axe deals with one of the following:
-"If" conditionals using the "and" logic (this has given me a problem before)
    ->This is how I use them: if (x>(z*8)+8) and (x+8<(z*8)) and (y>z) and (y<3)
-How the arithmetic works (I RTFM, but maybe I missed on something?)

Title: Re: MOS: A game that has been in development for 3 years.
Post by: c4ooo on May 02, 2017, 01:38:14 am
"And" is the bitwise function, you want to use the shorts circuit '?' Instead:
x>(z*8 )+8?x+8<(z*8 )?y>z?y<3
However, your real problem seems to be that you don't understand Order of operations ;)
Axe does everything left to right, so x>(z*8 )+8 checks to see if x is bigger then z*8, and then adds 8 to that true/false value. You want to rewrite it as z+1*8<x or something. (z+1*8 'should' be more optimized then z*8+8 )
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on May 02, 2017, 05:20:40 pm
Ideally it's a good idea to make separate topics for programming help, for maximum visibility. I can't help, though, since I haven't touched Axe in years and was never successful in doing map-based collision detection with it. I wish you good luck, though. But yeah, as c4ooo said, order of operation is different in Axe compared to BASIC and ICE. In addition to that, you need to be careful with signed/unsigned integers (I think for example that -1 becomes 65535)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 03, 2017, 08:38:30 pm
Thanks for the advice, c4ooo

Unfortunetly I know about the arithmetic and it doesn't work one way or another :^(
I even mass used parenthesis to bypass order of operations.

Now I've scrapped the old collision to work on an old school western rpg (wasteland) . It's tilebased movement (like uvutu).

Sorry for the hassel guys, I just can't persevere when I can barely indentify the problem.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 05, 2017, 01:47:16 am
Update: The problem has seemed to sorted itself out, I guess it was my fault after all. I'm sorry Axe, I never meant to hurt you.

Anyway, I now need a good way to store and compress maps!
Also there's no dynamic memory in Axe right? (std::vector equivalent)
Title: Re: MOS: A game that has been in development for 3 years.
Post by: xlibman on May 05, 2017, 04:33:31 pm
By dynamic memory, do you mean like with pointers? Because Axe supports pointers.
Title: Re: MOS: A game that has been in development for 3 years.
Post by: mazhat on May 05, 2017, 08:50:42 pm
Not quite, DJ.
In C++ we have a template called std::vector*
It's an array that can grow or shrink! To give you a more hands on example:
Vectors help to spawn and de-spawn enemies and items,
otherwise I have to hard code the enemies into the game.**

Trivial info:
1) *Despite the confusing name, it is not a physics vector. Strange nomenclature!
2) **Unless a sexy smarty pants figured out a way to do this without vectors.
3) Sometimes I write too much stuff, so I made this optional-to-read "Trivial Info" section! I hope you like it, it's in beta!
Title: Re: MOS: A game that has been in development for 3 years.
Post by: c4ooo on May 05, 2017, 11:05:47 pm
Also there's no dynamic memory in Axe right?
There is no abstraction in axe for dynamic variables. You have plenty of free ram areas though, and if you ever run out, you can use GetCalc("prgmTEMP",size) to allocate your self some more free ram.