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Author Topic: Gateway to Legend  (Read 4755 times)

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Offline 123outerme

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Re: Gateway to Legend
« Reply #15 on: January 14, 2018, 03:49:03 am »


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.
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Offline 123outerme

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Re: Gateway to Legend
« Reply #16 on: January 17, 2018, 09:27:42 pm »


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.
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Offline 123outerme

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Re: Gateway to Legend
« Reply #17 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:




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.
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Offline 123outerme

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Re: Gateway to Legend
« Reply #18 on: January 22, 2018, 03:38:43 am »


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!)
  • Calculators owned: TI-84+CSE, TI-nspire Clickpad, TI-84+SE

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Re: Gateway to Legend
« Reply #19 on: January 31, 2018, 06:48:29 pm »
This is progressing very nicely 123. :3=
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Offline 123outerme

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Re: Gateway to Legend
« Reply #20 on: February 10, 2018, 08:16:27 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/
  • Calculators owned: TI-84+CSE, TI-nspire Clickpad, TI-84+SE

 


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