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AdventureWalrus! [CSE] [xlibC]

Started by Unicorn, April 04, 2015, 05:03:56 pm

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DJ Omnimaga

That could work, but the probleem is that it would kinda make the game too simple and render any story obsolete, since all you would do is move in random directions and fight anything on your path with no goal.

I prefer games with objectives, so the boss, for example, would need to be located in a specific location (or randomized at the game start?) or perhaps you could make Walrii find crystals, which would each hide one of the bosses but in order to summon said boss, you would need to find a special item for each crystal?

You wouldn't really need a tilemap I think. Just a list and two variables that gets incremented or decremented as you move from a map to another. It would scan through the list on screen loading to check if one of the boss matches your location, and pxl-test would check if you are trying to walk on the crystal.

Unicorn

Quote from: DJ Omnimaga on October 07, 2015, 03:09:06 am
That could work, but the probleem is that it would kinda make the game too simple and render any story obsolete, since all you would do is move in random directions and fight anything on your path with no goal.

I prefer games with objectives, so the boss, for example, would need to be located in a specific location (or randomized at the game start?) or perhaps you could make Walrii find crystals, which would each hide one of the bosses but in order to summon said boss, you would need to find a special item for each crystal?

You wouldn't really need a tilemap I think. Just a list and two variables that gets incremented or decremented as you move from a map to another. It would scan through the list on screen loading to check if one of the boss matches your location, and pxl-test would check if you are trying to walk on the crystal.

Hmmm... Maybe, I just have a menu, or a certain place where you find the boss, like just south of spawn. You would be able to teleport to spawn, if you need to, though it would cost coins.



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DJ Omnimaga

That could work, so we don't get stuck and stuff. Also, I wonder if xLIBC supports color hue change for background pictures? Because when you progress past a certain point on the map you could change the hue of the map to make it look like you are in a new area.

Unicorn

I would have to create a whole new map, I think.
Is there any way to do this, @tr1p1ea  ?



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DJ Omnimaga

October 07, 2015, 03:48:23 am #154 Last Edit: October 07, 2015, 03:54:37 am by DJ Omnimaga
Try running real(0,3,5,25 before displaying your map to see what happens. Does it look any different? (Don't forget to run real(0,3,5,0 afterwards, though. If my guesses are right, then it should look like this:



It's also possible to draw parts of a picture, so you could draw the map and HUD separately so the HUD wouldn't have the color hue change.

DJ Omnimaga

@Unicorn , have you gotten the chance to try my suggestion above to see if it works?

Unicorn

Quote from: DJ Omnimaga on October 10, 2015, 07:08:25 pm
@Unicorn , have you gotten the chance to try my suggestion above to see if it works?

Sorry I didn't see your post. It does work, in a way, it on does weird things to the walrii sprite, not to the background.



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DJ Omnimaga

October 10, 2015, 08:48:08 pm #157 Last Edit: October 10, 2015, 08:54:15 pm by DJ Omnimaga
Strange, I guess @tr1p1ea didn't had color hue changes to bgpics.

An idea could be to add extra graphics in each map corner using sprites. An idea I have in mind are castle pilllars to make it looks like you are navigating through ruins and stuff. Those could have different colors in different areas, maybe?

tr1p1ea

Yeah I don't think that feature was added, I'll have to look into the possibility of adding it if there are any future releases.

DJ Omnimaga

That would be cool, although I guess it's not 100% necessary. If @Unicorn wanted to, then he could just convert his picture into a tilepic, get rid of duplicates then make a tilemap out of it. Then he can take advantage of color hue changes. Since his map is so simple I bet that the result would end up being smaller.

Unicorn

Would it be worth the time to set the map into a tilemap? Should I just leave it as a bg?

In any case, I'm going to restructure enemy fights and leveling. Then, I guess I'll do the hard stuff in the map.



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DJ Omnimaga

I think you should make it a tilemap, but first of all, could you post a PNG of your background picture and your sprite sheet as PNG? I might have a tool that can separate big pictures into 8x8 chunks.

Question, how will enemy stats and levels work? That is stuff that you should maybe consider writing down in Notepad. Planning is better for such project and you should also write down each variable you use and what they are used for.

DJ Omnimaga

@Unicorn now that I got your PNGs I have converted them into a sprite sheet them appended the result to your existing sprite sheet. Sorry, but the tiles are scrambled so to form your map you'll have to do some puzzle-solving or make a map editor :P



But at least your sprite sheet will remain the same file size, while you'll save memory on a background picture.

Unicorn

You know what, I just need to work on re balancing fighting and leveling up, then I'll work on this, hand in hand with boss fights. I'm thinking that if I need to, I'll just create an extra background. This is an RPG after all, 3 AppVars won't be TOO much of a big deal.



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DJ Omnimaga

Do you mean background scene for boss fights? ALso what do you plan the experience/level up curve to be, such as how much experience is needed per level, HP, MP and attack power per level?

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