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#21 |
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Join Date: Jan 2017
Location: London, UK
Posts: 433
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I've used the assets posted here to start a build using the Godot engine, I want to put it up on a shared space so we make a fun little tech demo/scene game with them.
Last edited by bloodline; 15 January 2020 at 11:06. |
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#22 |
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Join Date: Jan 2017
Location: London, UK
Posts: 433
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I wrote a Tracker Module player for Godot and have the original music in there too now.
The map isn't using the tile set yet, as I can't seem to get the tiles to match up quite right yet... so I'm just using the HoL map. Just for fun: For MacOS: https://drive.google.com/open?id=1bu...pRwPiBgMLUa4GN For Windows: https://drive.google.com/open?id=1d5...bud4XTcZ9nb4mt |
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#23 |
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Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,059
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I will post the sprites I did rip long ago in case anyone has use for them. I think I added some variants here and there, at least Aarbron's crouch attack frame is a custom one. For the chain, you can make it as long as you want.
EDIT: WARNING; WATERFALL TILEMAPS MIGHT BE OBSOLETE; UPDATED ONES CAN BE FOUND HERE: http://eab.abime.net/showpost.php?p=...1&postcount=38 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Here they are in a zip file, with their proper names intact. beast2sprites1.zip Last edited by Cherno; 17 February 2022 at 18:31. |
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#24 |
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Join Date: Jul 2005
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Thanks.
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#25 |
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Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,059
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Found some more sprites, including assembled worldmaps with zone and grid overlays.
The names I gave the monsters etc. are just made up. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() beast2sprites2.zip |
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#26 |
Moderator
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,454
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Nice find!
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#27 |
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Join Date: Sep 2012
Location: N/A
Posts: 309
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@cherno: well done, nice effort.
also like that nicky boom link, a game that passed me by. @bloodline: skimming through the game even works under wine, good fun ![]() |
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#28 |
Zone Friend
Join Date: Sep 2005
Location: Basement/Gdansk/Poland
Posts: 86
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Wow, just wow! Thank you!
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#29 | |
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Join Date: Jan 2017
Location: London, UK
Posts: 433
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Quote:
@Nova, would you like a Linux build? Last edited by bloodline; 04 June 2020 at 08:13. |
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#30 |
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Location: London, UK
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Ok, using the assets posted here I have build a new game engine! (Window only, message me for Mac or Linux)
Just an alpha right now, so missing the MOD player and the intro screens. https://we.tl/t-cNOdVy1nXU -Edit- Link now Expired -Edit- Now I have the sprites working it's interesting to see the the original game ran about 20 frames per second, this what I have it running at... My initial guess was 25 FPS, but that ran too fast! The next version I’ll add an option to change the FPS rate. -Edit2- Hmmm, after some playing I think it is 25 FPS, but I have added the ability to set the frame rate using the plus and minus keys, so you can choose what you like Last edited by bloodline; 11 February 2022 at 13:32. |
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#31 |
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Join Date: Jan 2017
Location: London, UK
Posts: 433
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New Alpha, this time with physics!
As you can see I had originally structured the physical engine around how the original game worked, where the world moves and the player stays in one place... But this build is using the GodotEngine Physics which doesn't work like that so this is a bit of a mess in that regard. Anyway have fun! https://we.tl/t-R6ixyrUhtt |
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#32 |
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Location: London, UK
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Ok, I rewrote the physics engine to work in a way that is compatible with the Godot4 physics model. Aarbron now moves, and the landscape remains static... This is a bit of a faff with SOTB since that's not how the game was designed. But it should look and feel pretty authentic now!
Notes: The D key put Aarbron into a dead state so you can see the cool death animation, and then comes back to life ![]() The + and - keys alter the update FPS rate, please let me know what the default is preferred. I've removed the "MiniMap" present in previous versions as it doesn't really make sense. Known Issues: Aarbron's state engine is a bit of a mess (gonna need a rewrite... if anyone cares? ![]() I think Cherno's tile map is missing a few tiles... As such I've drawn a small part of the total Karamoon map so far... Mac and Windows versions here for 7 days! https://we.tl/t-LnH8CDRmWX |
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#33 |
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Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,059
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Hm, I have all SOTB maps as TilED maps using the tilesheets I posted here, and from what I can see now (and remember when I first made them), there are no missing tiles.
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#34 | |
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Join Date: Jan 2017
Location: London, UK
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Quote:
![]() You are correct I see the tiles now. You have done a great job with all the assets for this game, it has been joy to code with ![]() -Edit- Still can't find a tile which matches this part of the map!! Last edited by bloodline; 11 February 2022 at 14:58. |
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#35 |
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Join Date: Jan 2017
Location: London, UK
Posts: 433
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Also Here is section from the Amiga game, notice the map error to the right of the acid pool!!! I never noticed it until I had to try and build the map myself!
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#36 | |
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Join Date: Dec 2011
Location: Dortmund, Germany
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Quote:
Here is the TilED map of Karamoon: https://www.dropbox.com/s/pxurlnh9tx0uocu/Karamoon.tmx |
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#37 | |
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Location: London, UK
Posts: 433
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Quote:
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#38 |
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Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,059
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Seems like I have used a slightly updated version that includes the tile. Here are the most recent ones:
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#39 |
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Join Date: Dec 2011
Location: Dortmund, Germany
Posts: 1,059
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More
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#40 |
Registered User
Join Date: Jan 2017
Location: London, UK
Posts: 433
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![]() Cheers Cherno, I'll update my tileset with your newer gfx ![]() |
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