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Old 02 April 2011, 00:57   #41
r0ber7
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He's basically friendly, but also slightly drunk, so he attacks when you come near his ship. Plus, I needed something to respond to a fireball. :P

edit:



B = wizard's position
A = fireball destination
C = wizard_y, fireball_dest_x

i know the values of hypotenuse and opposite, so I think I could calculate the angle of casting with sin-1(AC/AB)

Then after I code that in, I could rotate the fireball shapes according to the angle of casting. :-)

I have no idea if this will work, I just felt like if I could pull it off it might look cool. :P

Last edited by r0ber7; 02 April 2011 at 01:17.
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Old 02 April 2011, 00:59   #42
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Okay, that sounds like a good enough reason
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Old 02 April 2011, 05:38   #43
Djay
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Quote:
Originally Posted by TheCyberDruid View Post
*snif*
Shouldn't the viking chief be a good guy? I mean... vikings are awesome, ain't they?
maybe you start off on bad terms, since they dont like invaders (or wizards for that matter).... then you help one out in an ambush, you save him and take him back to the viking village from there you go missions for them and they reward you for finishing their quest line by offering you a magic staff which blows freezing cold air at enemies... called Cold Rush
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Old 03 April 2011, 21:16   #44
r0ber7
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Quote:
Originally Posted by Djay View Post
maybe you start off on bad terms, since they dont like invaders (or wizards for that matter).... then you help one out in an ambush, you save him and take him back to the viking village from there you go missions for them and they reward you for finishing their quest line by offering you a magic staff which blows freezing cold air at enemies... called Cold Rush
Different storyline, I'm sorry.
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Old 04 April 2011, 00:30   #45
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Update

[ Show youtube player ]

The fireball's shape gets rotated according to the angle it's being cast at, and it's looking pretty cool if you ask me, hehe.

As you can see the chief suffered some palette damage while being converted to a sprite, so I'll have to fix him up some time. Weird thing I haven't figured out with the fireballs yet is why they travel faster when you shoot up than when you shoot horizontally. Any thoughts on this?

They also stop traveling when mouse is clicked after casting. So, this is far from finished, but when I finish the casting stuff I'll start on storyline and characters.

I also like the idea of the Little Computer People offered in this thread earlier, so besides there being a straight story the world should be "alive" doing its own thing, not static. Don't know how this will turn out, but it's fun doing it.
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Old 05 April 2011, 16:07   #46
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All sprites are now correctly paletted.
Thanks to DJCruicky, whom I messaged seeing how Alien Fishfinger had sweet physics, I can now make things bounce around.

Next thing my focus is on now is how to use arrays and newtypes in blitz. This will allow quick level building, and prevent a whole lot of confusion later on.

Also looking at how to set up the casting system, where you can choose which spell to use, or other actions like talking. This, combined with a newtype for objects, will make interaction a lot easier once implemented.

But for now, there's other things to do for me. See you next update.
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Old 05 April 2011, 21:00   #47
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Quote:
Originally Posted by r0ber7 View Post
Weird thing I haven't figured out with the fireballs yet is why they travel faster when you shoot up than when you shoot horizontally. Any thoughts on this?
Presumably, it's being blitted? Perhaps it's something to do with the different shapes (e.g. vertical travelling vs. horizontal)?

Not sure. I did a quick 3x7 object and calculated that the horizontal object would be blitted faster than the vertical object (after rotation, of course).

Perhaps someone else has thoughts on this, or have you already figured it out?


Regards,
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Old 05 April 2011, 23:18   #48
r0ber7
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It's a sprite, and it was doing this before I added the rotation of shapes. Whatever direction you cast at, it uses the same shapes, then rotates those shapes according to casting angle, and then assigns those to the sprite. I'm using the hypotenuse calculation given here:

http://www.azillionmonkeys.com/qed/realtimemotion.html

I could add some compensatory calculation, I'm just wondering why it does this in the first place. It's not that big of a deal though.
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Old 06 April 2011, 05:12   #49
Vairn
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maybe there are less pixels on vertical then horizontal, so it looks faster?
no idea though.
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Old 07 April 2011, 21:44   #50
r0ber7
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for the blitz coders out there:

remember how i said this is my first blitz project ever? yeah...

i'm trying to do a fade in. i'm using palette 1. i write:
use palette 1
use bitmap 1
fade in 1
blitz answers with: "No currently used object!"
is this because i'm using the display library instead of the slices approach? because i've had this error before, when i tried to do a showsprite (which shows sprites in the slice lib) but had to change it to a displaysprite (display lib).
i can't find any fade in command specifically for the display lib in the manual though.
i'd like to be able to do fade in and out, for creating more ambience. any ideas?
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Old 07 April 2011, 23:47   #51
Graham Humphrey
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I used code like this in a project once...

Code:
; Fade palette in...
For f=0 to 1 step 0.25
 FadePalette 0,1,f
 DisplayPalette 0,1
 VWait
Next f
The FadePalette syntax is: source palette, dest palette, brightness.
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Old 11 April 2011, 02:52   #52
r0ber7
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Thanks, I could use that almost literally.

I've been working with a newtype for all objects, starting to get that up and running. Graphics haven't changed much, except for the fade in (yay!) and the viking chief's animation has +1 frame. I have however mastered the art of bouncing things up and down, which, combined with the object newtype, will soon allow me to make a whole bunch of objects that all behave according to "physics". My objective (as a test of the newtype & associated functions) is a ball that bounces away when kicked. ( Maybe I'll pixel it like the EAB ball. ) If I can do that, I can do anything.
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Old 12 April 2011, 13:22   #53
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A question on double buffering:

I'm thinking about using double buffers for all BBlits. For example:

Code:
d_bmp=0
buffer 0, 16384
buffer 1, 16384

[...]
while (1)
   unbuffer 0+d_bmp
   bblit 0+d_bmp, (obj_ball\shape_n), obj_ball\x, obj_ball\y
   d_bmp=1-d_bmp
wend
If I do this, would double buffering the entire bitmap even be necessary? I suspect it wouldn't, which would remove the need to have 2 bitmaps of 1280 width in memory. Which would free up memory, no? Cause I think BBlit buffer mem size < bitmap of 1280 width mem size. Hmm...
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Old 12 April 2011, 15:24   #54
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It seems that I can get away with it, and the game runs a lot more smoothly now. I've left the option to do bitmap double buffering, for testing purposes.

Busy working on interactive objects still. Have to blit em cause I'd run out of sprite channels if I didn't. To do for objects:

- collision detection: 100% done
- physics: 75% done

Once I've set that up, I can make any object appear on screen and make it behave "bouncy" or "slidey", or whatever other x/y response I'd like, and it could be done with just adding a newtype to the array of objects.

Lovin' it. Makes building a level so much easier & quicker.

Last edited by r0ber7; 15 April 2011 at 12:46.
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Old 14 April 2011, 19:39   #55
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I'm looking forward for this. Looks like it's progressing well.
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Old 17 April 2011, 12:34   #56
r0ber7
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Thank you, it is. For music, I've been doing breakbeats on a Korg Electribe synth a friend lent me. Looks like this:

Make breakbeat on synth -> record on laptop -> convert to wavs -> convert to iff samples -> load samples into Protracker -> make mod -> playmod() in blitz

It's quite a process but the beats come out quite nice. Now I gotta record some funky electric riffs too, add a nice deep bass, mix the thing and I hope to get some good tracks out of it.

It's spring, so I'm out in the sun more, but tomorrow will be game-developing day. Purposefully avoided all appointments for tomorrow so I could work on the game. So you can expect another update tomorrow night/ the day after tomorrow.

My mission objectives for tomorrow:
- finish physics of objects (almost done)
- change bblits into qblits (faster)
- set up spell selection system
- add more characters (re-introduce gnome, introduce rastafarian, perhaps a dolphin too, or others)

I've got plenty of pixeled dudes waiting to be coded in, but I'm not sure which ones will end up in the game. Kinda depends on the storyline. So, also:

- decide on (at least the beginning of) storyline.
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Old 19 April 2011, 00:04   #57
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update, added:

- text (characters can talk)
- music
- re-introduced jumping gnome
- yellow ball
- small "puzzle"
- pixel stuff (fireball creation, wizard sprites improvement)
- improved object newtypes (default animation frames in array, automated blitting)
- add objects (bowl of fire)

future:

- objects newtypes: (check for x range)
- optimize code (increase speed, remove unnecessary shapes/ bitmaps)
- spice up background graphics (mountain range, wizard's home, shading)
- intro movie
- pixel stuff (glowing pointer)
- spell selection system
- +1 spell

taking a break for a while. i've got a php coding project for someone, and i get cash for that. will definitely return to this project though, it's fun. i will not rest until i can release a first beta.

Last edited by r0ber7; 24 April 2011 at 14:15.
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Old 19 April 2011, 21:38   #58
Lonewolf10
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Quote:
Originally Posted by r0ber7 View Post
taking a break for a while. i've got a php coding project for someone, and i get cash for that. will definitely return to this project though, it's fun. i will not rest until i can release a first beta.

It's always best to get the work out the way and then you can relax and play

Sounds like its coming along nicely.


Regards,
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Old 03 May 2011, 13:26   #59
r0ber7
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Video update. Check it out. Now with gnomes, a dolphin, and a yellow ball!

[ Show youtube player ]

Having problems with speed & flickering, time to optimize code. Ultimate goal of this world: get off the island to go and meet the king. How, you have to figure out. Any future vids until first release will not give away puzzles.

Also, check out Sniper, a game I made when I was twelve years old: http://eab.abime.net/showthread.php?t=59057
Rescued it from my a1200 today.

Last edited by r0ber7; 03 May 2011 at 13:44.
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Old 03 May 2011, 15:30   #60
Retro1234
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Looking good nice original concept and nice graphics
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