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#1 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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Discussion: XILEF
Title: XILEF
Genre: Platform/Infinite Runner Original concept: Yes So original I've not entirely decided on what it's going to do. Expected game size: Infinite is the plan - it should procedurally generate new levels until you die (or maybe reach some MacGuffin) Team members (Real or forum names): Just me. I may use some open-source MODs if I run out of time/skill. Will be credited accordingly Targeted spec: A500 512k+512k Tools to be used: blitz2 & notepad++ Description of game: I'm no artist or game designer so my plan is to procedurally generate as much content as I can. Taking inspiration from Rogue and Temple Run, the plan is to generate a new level each time based on a random seed, then you have to get to the end of that level, and generate a new seed, etc. I've not really worked out the mechanics of it yet. This will be my first Amiga game and I have no expectations that it will win, or even be playable. At the moment I have some purple blobs wandering about the screen, which I consider a major coding achievement - this should give you some idea about how successful this endeavour may be. |
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#2 |
Global Moderator
Join Date: May 2001
Location: Derby, UK
Age: 46
Posts: 2,304
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Good luck on your maiden voyage in Amiga coding, sounds promising.
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#3 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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Can anyone recommend a tool for sprite creation? I've had a go with DeluxePaint but I can't seem to get one with it. Maybe something for Windows?
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#4 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
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GraphicsGale is freeware and very good:
https://graphicsgale.com/us/ Cosmigo Promotion has a free, limited version that might suffice: https://www.cosmigo.com/pixel_animation_software |
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#5 |
Registered User
Join Date: Sep 2007
Location: Stockholm
Posts: 4,381
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RedShapeZ is part of Ultimate Blitz.
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#6 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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This may look unexciting but I've got infinite scrolling (horizontal) working. I've had to put in a couple of hacks I don't fully understand but it seems to be scrolling and not jumping about anywhere.
For those interested, I'm using a wide bitmap and using the draw-behind-and-ahead method. I seem to be around vpos 64 so that gives me quite a bit of margin for the rest of the game. Ideally I'd scroll both horizontally and vertically, but that might have to be something of a stretch goal. If anyone know how to easily turn winuae output into an animated gif, I can show you scrolling in all its glory. |
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#7 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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Also - I'm trying to make a bootable disk image, for testing.
I've formatted a disk, run "install df0:", created s:startup-sequence on it which just contains the name of my executable... and it hangs on reboot. Do I need some blitz libraries or something? |
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#8 |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 1,017
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You didn't format it in FFS? Cause that'll work only on ks2.0+
Most likely you'll need diskfont.lib and mathtrans probably. |
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#9 |
Moderator
Join Date: Jul 2004
Location: Norwich, Norfolk, UK
Age: 37
Posts: 11,168
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Yes, you will be needing the mathrans.library for sure. Diskfont.library I think is only needed if you're loading in a different font.
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#10 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,464
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Did you get any further?
I rather liked some of the infinite runners I've played so one for the Amiga would be nice. So, I've been hoping for an update ![]() |
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#11 |
Registered User
Join Date: Mar 2014
Location: Leeds
Posts: 141
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if you need gfx, i might be able to help
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#12 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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I've been a bit distracted by work but the latest is the infinite scrolling works fine, and I have an idea for the procedural generation of levels.
I was having a think about controls. Let's assume we are always running in a given direction. There will be two sorts of obstacle - things to duck under and things to jump over. We cannot reverse direction but can turn 90°. And shoot baddies. So... Code:
UP UL UR LL RR DL DR DN UP = rotate 90° left UR = rotate 90° right & jump RR = jump DR = rotate 90° left & jump DN = rotate 90° left DL = rotate 90° left and slide/duck LL = slide/duck UL = rotate 90° and slide/duck Fire button = fire in the direction of travel The controls would themselves rotate 90° when the direction of travel does, such that pushing towards the direction of travel jumps, away slides/ducks and orthogonal turns. I hope that makes sense. Graphically I want a chaos engine style top-down-ish projection. I may steal the sprites for a test. aszu Definitely yes please but I want to get to a certain level of development before asking others to commit their time. It wouldn't be fair to ask for graphics if I don't complete the game. |
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#13 |
Registered User
Join Date: Mar 2014
Location: Leeds
Posts: 141
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ok. let us know when you're ready
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#14 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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Crap playable demo now available! http://eab.abime.net/showpost.php?p=1269734&postcount=6
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#15 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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I should probably clarify- the finished game will have a proper map rather than randomly generated blobs. For me, the hard bit was getting the smooth scrolling to match with the underlying map data and vice-versa. Now that bit's finished I can put some more effort into actually making an interesting map - the graphics & collision detection code will be the same as it doesn't care what it's drawing.
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#16 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
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Found a bug: once I got past 400 or so points, it stopped doing collision detection.
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#17 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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Ooh thanks for letting me know!
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#18 |
Banana
Join Date: Jul 2016
Location: Darmstadt
Posts: 1,217
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I've not given up, work has been relentless of late. I plan to get back to this over Christmas.
I tried to knock up some graphics and I've come to the conclusion that I'll steal repurpose some from elsewhere if I can. Appropriately credited of course. |
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