Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Discussion / DarkNOOBS Project 3: Adventure Game

Author
Message
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 27th Feb 2009 17:41
If we only have 1 tileset of the terrain, we are stuck to one, and it can become an excessively LARGE image, or we would have limited maps that all begin to look the same. This would also make expansion problematic. Also, if we quickly need to add in some new maps, we can copy a map, change the tileset pointer, and that could change a dungeon map to a mountain map to a Castle Map. With only 1 file, we would have to completely remake every map.

The tilesets themselves, could be saved once and all loaded at the same time, the maps just point to which one to use.


As far as the layers go, I only think we need three. Objects and water are TOTALLY different tile types. I would say that water goes on the Ground layer and objects can go in the wall layer because their function is almost identical. I will try to get my map editor working so you can see how it will work.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 27th Feb 2009 18:08 Edited at: 27th Feb 2009 18:11
Quote: "and it can become an excessively LARGE image, or we would have limited maps that all begin to look the same. This would also make expansion problematic"


But BN2 we are trying to finnish this in a short amount of time, shouldn't we go for the most simple route?

Quote: "As far as the layers go, I only think we need three"

That's what I thought at first but to pull off a decent effect we would actually need 4 or more layers.


This image shows 3 examples all excluding the entity layer:

1. Uses 2 Layers [Ground&Water], [Wall&Object]
2. Uses 3 Layers [Ground], [Water], [Wall&Object]
3. Uses 4 layers [Ground], [Water], [Wall], [Object]

Attachments

Login to view attachments
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 27th Feb 2009 19:42 Edited at: 27th Feb 2009 21:08
Include the walls in the ground layer, since there isn't a point in both overlapping. Honestly, I am steeling the 3 layer design concept from RPG Maker, since it has a pretty good map creation system. It is a little more advanced than we need for some things, but the concepts are good. Think of the layers in this way:

1. Scenery. This is the basic stuff. It will not move and it will take up a whole tile. The difference between walls and floors: passability.

2. Decals. These can be trees or fences or anything else. They go on top of the first layer, but don't necessarily take up a whole tile. Instead they will rely on a transparent color for the parts where you should see whats under them.

3. Entities. Anything that does something. If it moves, gives the player an item (even if it IS the item, it still gives the player that item), or takes the player to a new location, it is on this layer. These can be moved, edited, and can move themselves in very basic ai systems, if chosen. Again, this shouldn't be more complex than stay still, walk towards the character, walk away from character.

Quote: "But BN2 we are trying to finnish this in a short amount of time, shouldn't we go for the most simple route?"


I am a math person, so I will use a math example here. Is it easier to use formulas or algebra? I have found that problems are easier to do using algebra even though it will traditionally require more steps, because they are easier to do and there is less room for error. Fixing an error is as simple as changing one step and ensuring that that error won't carry into the next steps. Formulas are harder to "debug." You must first ensure that you used the appropriate values. Then you have to recalculate the ENTIRE THING. If it still returns an incorrect result, you have to make sure you are using the formula correctly and that you have copied it correctly. Think about everything that CAN go wrong with both:

With 1 file:
-A wrong number could place a Snow Tile in a Volcano Cave, or a Throne in a Wall making obvious errors.

With Multiple Files:
-A wrong number could put the wrong floor in a spot, but it would be less noticeable than the first alternative.

So yes, it may be SIMPLER ie fewer parts for 1 file, but in my mind it would make it more complex. The simpler ie less problematic, would be multiple files.

With multiple tilesets, we can standardize size and other features as well as have multiple choices, so we aren't stuck with a single file that doesn't have what we need.

This engine could turn out to be very versatile and we might even find ourselves coming back to use it again (even to change it to work with an rpg or other game type) , so we don't want to hurry this one.


[EDIT]
Do you have a tileset I can use, preferably a full one or one with blank spaces. I am approaching beta phases for my map editor and I Need to know how the images will be formatted.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Caleb1994
16
Years of Service
User Offline
Joined: 10th Oct 2008
Location: The Internet you idiot!
Posted: 27th Feb 2009 21:14
i agree with bn2 more then one tileset would work so much better
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 27th Feb 2009 23:57
Is the battle sytem going to be like pokemon where you take turn(sorry best example) or like metroid prime where it is in real time.

All fears must be overcome before feeling true happieness.
By Stefan aka me
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 28th Feb 2009 00:06
Real Time. Try out some of the old zelda games. I am sure you can find them online.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
16
Years of Service
User Offline
Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 28th Feb 2009 00:27
hey guys prolly a noob Q but im not understanding most of this stuff, can some1 explain 2 me all this pixel vs tile collsion and all this layers stuff in laymans terms
That1Smart Guy
16
Years of Service
User Offline
Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 28th Feb 2009 00:30
hey sorry 2 double pst but i had to add to my list of cant understands, i kinda understand memblocks but could use a crash course, again sorry to double post
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 28th Feb 2009 00:52
Ill take a memblock tutorial too ( cause i know there some sort oft memory but never had to use them)

All fears must be overcome before feeling true happieness.
By Stefan aka me
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 28th Feb 2009 06:50 Edited at: 28th Feb 2009 07:27
Here is a quick run through with Making Memblock from an Image and modifying it's contents.

The example writes to the memblock and switches all the pixel color from black into red.




Quote: "can some1 explain 2 me all this pixel vs tile collsion and all this layers stuff in laymans terms"


If you played Pokemon on the Gameboy that's an example of Tile Collision. The player is limited to moving from one tile to another. Collision checking is just simply checking the next tile to see if it's passable.

If you played Zelda on the NES or SuperNES, that is an example of pixel collision. The player is free to roam in between tiles. Collision checking for this checks at the pixel level seeing if the player will step into a passable or non-passable area.


Quote: "Do you have a tileset I can use, preferably a full one or one with blank spaces. I am approaching beta phases for my map editor and I Need to know how the images will be formatted"


I posted one ealier that was suposed to be used for the floor layer, I'm not sure if that's the format you need. It's in 100x100 tiles at 32x32 pixels. If you have different needs just instruct and I'll get working on it.

So which ever many layers we decide on it's fine by me, I was just voicing my experience in this complecated mess with layers.

About saving/loading I'm a bit more precise in this specific area and never really encounter any problems, it's why I'd save all in one file, but if the group feels more comfortable with multi file saves then that's the way we'll do it.


@BN2
I think there's a bit of missunderstanding on my part. I re-read what you wrote about your method of saving the map, but just to confirm, are you just using the tiles to ready the map then save it as it's own Image along with a seperate collision map?

If this is wrong then please explain again. If this is correct then pixel collision will be much simpler only checking collision from the single collision key map instead of each tiles as the player moves.
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 28th Feb 2009 07:54 Edited at: 28th Feb 2009 08:44
Here is an Idea I had for formatting. A 200 tile (I know it is a LOT, but read further) rectangle. The first 100 are tiles for the first layer. The second is for the second layer. This way, you don't have to load a second image for the second layer, keeping it easier.

No, what I mean is this.

The map file would look something like this:

1,4,12,6,3,7,4,4,4

Where that is 1 row of tiles. Those numbers correspond to a tile on the tileset itself, so the map is quickly assembled during play.

On another file, it stores passibility info for the individual tiles. where it would be something like:

1,0,-1,0,0,0,1,1,-1

Where 1 could be walkable, 0 could be non-walkable, and -1 could be walk underable.

That info is cross referenced to the map data. So we can assemble how the map looks and info for its passibility. Once loaded up, we can use the pixel collision to actually check for collision. The file is just to generalize how to treat every one of that tile in the map (so if you mark a wall as unwalkable, everywhere the wall appears, it is treated so you can't walk on it)

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 28th Feb 2009 14:15
Lets make this clear, we are checking collision at the pixel level correct? If our collision check is pixel-based then we do not need a passable tile check as that would be for a tile-based collision.

I'm still not sure if we are doing tile-based or pixel-based collision. I dont think this project will work well as tile-based collision.
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 28th Feb 2009 20:04 Edited at: 28th Feb 2009 20:04
I thought pixel collision, but the passability file is intended to tell the computer WHICH tiles should be treated as impassible. For instance, a tree is marked as impassible. The computer knows to generate the memblock and perform the stuff for it for pixel collision with the tree.

Though, pixel based collision might be a bit advanced for darkNOOBS...

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Quirkyjim
16
Years of Service
User Offline
Joined: 18th Oct 2008
Location: At my computer
Posted: 28th Feb 2009 20:06
Lot's of



and



~QJ
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 1st Mar 2009 03:03 Edited at: 1st Mar 2009 03:43
@Ashingda
can you make to buttuns one that says "armour" and the other "weapon" also is my item make going to be part of the engine or separate tool. I am making it into a seperate tool that can save and load.

All fears must be overcome before feeling true happieness.
By Stefan aka me
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 1st Mar 2009 03:42
Does anybody see something wrong with this code


All fears must be overcome before feeling true happieness.
By Stefan aka me
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 1st Mar 2009 03:46 Edited at: 1st Mar 2009 03:50
@Stefan
You can easily make buttons by using the Box statement and puting the text "Armour" or such inside it. The Item tools should be separate.

Quote: "Does anybody see something wrong with this code"

That looks fine to me.



@BN2
That might be the case. Anyhow, are you going to be working on the collision detection or pass it to another noob?


Questions:
What kind of Terrain will be in this game?
Will this be all dungeon or town + dungeon?
Will there be townspeople walking about?
What kind of monster/enemy will we have?
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 1st Mar 2009 03:50
Did you find anything wrong with my code

All fears must be overcome before feeling true happieness.
By Stefan aka me
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 1st Mar 2009 03:56
@Stefan
I was just curious, since you're going to be working with a DBC team why not just get a DBC as well?
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 1st Mar 2009 04:02 Edited at: 1st Mar 2009 04:04
I like pro a lot because of extra control ( and power ) and because of money. Its like asking Africans why they dont move because of money.(I feel a lecture/speech coming on). But ill bug my parents with it instead. lol

Did you find anything wrong with my code ( vista keeps saying there is a problem.)

All fears must be overcome before feeling true happieness.
By Stefan aka me
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 1st Mar 2009 04:33 Edited at: 1st Mar 2009 04:33
I didn't mean it to be taken the wrong way, personaly I spend more money buying junks in a week than I've ever spent on TGC. It might be easier to code with the team was just my thought.

About your code, It works fine for me. I just had to add a Dim statement with your array and call your sub but nothing went wrong.
That1Smart Guy
16
Years of Service
User Offline
Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 1st Mar 2009 06:54
hey guys, again im still not understanding what this layers stuff is about, ne1 care to explain to a DarkNOOB like me?
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 1st Mar 2009 10:35 Edited at: 1st Mar 2009 10:45
@Stefan (I GOT IT RIGHT!)
What is the error message. Here is an idea, try running DarkBASIC as an administrator (right click on the icon and choose it, it should be third or so on the list). See if that makes it work. Vista might be restricting DarkBASIC's file access.

@Ashingda:

Once I finish the map editor, I will take collision detection.

As for the questions:
Q.What kind of Terrain will be in this game?
A.General terrain. Grass, water, gravel/stone, an underground style (kinda like gravel/stone, but more jagged looking), and an inner (just make it look similar to a brick like pattern). If that is too many, say so, we can cut out some of those

Q. Will this be all dungeon or town + dungeon?
A. Initially lets go for a quick game, ie, perhaps a cottage/single building where the player gets the quest, the field outside, the dungeon and the boss. However, lets NOT rule anything out, so we should keep all code and media in a form so that we can add more in later (like I said earlier, this engine could turn out to be very versatile, so lets not cut too many corners).

Q.Will there be townspeople walking about?
A. Again, for now, no. There may be some people standing, but not walking. Enemies though, will be walking, though, so that they can get close to the player.

Q. What kind of monster/enemy will we have?
A. Just a guess: dark looking knight, cracked out wild animal, and insanely evil looking boss (If you have played Zelda OOT, think of Gannon or Gannondorf)

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
arbiter chewbacca hybrid
16
Years of Service
User Offline
Joined: 30th Nov 2008
Location:
Posted: 1st Mar 2009 16:16 Edited at: 1st Mar 2009 16:18
How can I help plz I want to help,and is it 3D
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 1st Mar 2009 16:21 Edited at: 1st Mar 2009 16:28
@ BN2 it compiles but crashes when I start writing stuff. Db is runs as an admin

@ water tile people make two tiles but one has a shiny spot the shines every 5 seconds or suc.

All fears must be overcome before feeling true happieness.
By Stefan aka me
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 1st Mar 2009 16:44 Edited at: 1st Mar 2009 16:48
@That1Smart Guy
Layers are just what it sounds like. In this case these layers we are refering to are just data that tells what tiles will be drawn.

Our data are stored in multiple Arrays. Each Array is identified with a number and each containing different info such as Array no.1 only contains data to draw ground tiles and Array no.2 only contains data to draw Wall tiles, etc.

When drawing the map each Arrays are drawn in a sequence from ground up causing a layering effect.


Example: The first 3 images are Layers [Ground] [Grass] [Object]. The last image is the outcome after all are drawn onto the screen.

Attachments

Login to view attachments
Quirkyjim
16
Years of Service
User Offline
Joined: 18th Oct 2008
Location: At my computer
Posted: 1st Mar 2009 18:12
Wow, you other guys are totally ignored! Lol...

@That1SmartGuy
The layers are essentially different pictures, with certain amounts of transparency, layed over onto each other. They're used to keep different parts looking good and separate: e.g. Different layers for terrain, objects, npc's, etc.

@Arbiter Chewbacca Hybrid
1) If you would like to help, just go ahead and look through the discussion to find something that needs doing and code for it. If it's decent, we'll use it; if not...

~QJ
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 1st Mar 2009 21:58
@Arbiter

It is 2d, but like I said before, we don't know your skill. If you want to help it would be REALLY nice if you could show us some of your work, just so that we can see where you are, so that we don't assign something too easy/too hard for you. Even if it is something you already have made, just something for us to see your skills.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 2nd Mar 2009 03:49 Edited at: 2nd Mar 2009 04:24
@Ashingda

IMPORTANT! RE: Tileset Format

I have my map maker working with a 100 count tileset, putting 50 in the first layer and 50 in the second layer.

Your choice, but I do need to know how you will do this. You can do a 100 count tileset or a 200 ct tileset. Either way is fine, just let me know.


[EDIT]
Attaching a zip with my map maker thus far. The saving function is disabled for now, but that is one of the couple things left to do. The first open sequence chooses the tileset. The open button currently just chooses a different tileset.

For those of you who will be working on the maps, let me know how it is so that I can make changes.

Things still to do:

-Save/Compile buttons (save won't save it into a format useful for the game, but so that we can open it later).

-Layer 3

-Map Resizing (temporarily fixed) and with that add in sliders

-Tileset scroll bar is almost there, I just need to add in the code to accept a mouseclick.

NOTE: The tileset in there is a generic numbered one. The only reason for it is so that you can see which tiles are where and see the format.

BIGGER NOTE: NOTICE THAT TILE 51 IS BLANK!! THIS IS IMPORTANT AS WITHOUT IT, YOU WON'T BE ABLE TO SEE THE FIRST LAYER!!

http://www.fileden.com/getfile.php?file_path=http://www.fileden.com/files/2007/7/27/1301559/BN2%20Map%20Maker.zip

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
16
Years of Service
User Offline
Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 2nd Mar 2009 03:59
o okay, so Runescape would also be an example of tile collision, tnx guys
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 2nd Mar 2009 15:28 Edited at: 2nd Mar 2009 15:29
@That1Smart Guy
Runescape is 3d it doesn't use tiles.


@BN2
That's great but I can't download from that link, said "File Not Found". Try uploading on this thread?
That1Smart Guy
16
Years of Service
User Offline
Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 2nd Mar 2009 16:24
but if you watch, mostly on the low definiton setting, it has matrix like tiles in some areas. are those for collision or just as landscape?
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 2nd Mar 2009 17:43 Edited at: 2nd Mar 2009 17:45
I tried, it wouldn't work, lemme try again.

[edit]
There we go, it worked.

@Stefan:
If you want, you can expand your work to cover the entire item management system, as I figure it isn't too much more.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose

Attachments

Login to view attachments
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 2nd Mar 2009 21:55
Ok and that would storing weapons ( i have my weapon maker done but i want it to save and it wont. here it is. only the button collision will be dbp only but rest should be fine

tell what item mangement would include

All fears must be overcome before feeling true happieness.
By Stefan aka me
Quirkyjim
16
Years of Service
User Offline
Joined: 18th Oct 2008
Location: At my computer
Posted: 2nd Mar 2009 22:29 Edited at: 2nd Mar 2009 22:30
NO, it's 3D!

Do you understand?

Tile based collision is 2D, Runescape is 3D.

Besides, matrices and tiles are two TOTALLY different things.

@Stefan

Tried running your weapon maker, got an error while making a weapon here:



It says the array was accessed out of bounds.

~QJ
Quirkyjim
16
Years of Service
User Offline
Joined: 18th Oct 2008
Location: At my computer
Posted: 2nd Mar 2009 22:34
@BN2

I tried your editor and have a couple things to say.

1) When I zoom out to the farthest setting, I can't see what the bottom right quarter is

2) When I try to add new red tiles, I can't see what number it says

Pretty neat little gadget, although I think that you should add a thing that when you open it, it asks how big the tiles are. That way, we can use it with different sizes of tiles.

~QJ
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 2nd Mar 2009 23:42
@BN2
Wow that's a cool editor, I see alot of potentials with it.

Lets go with a 100 tiles per sets.

About the first tile having to be empty, that really would depend on how you're drawing your tiles. Are you using sprites? Otherwise if you're using paste image instead then you could just have it not draw a tile if it's data is zero.

I have a collection of tiles to use but there are too many to just fit into 2 sets of 100s. I'll have you take a look at it first and instruct me afterwards.
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 3rd Mar 2009 02:03 Edited at: 3rd Mar 2009 02:10
I am using a single sprite, then paste sprite, to maintain transparency, but not take a lot of resources.

The first tile being empty just makes it a little easier, and with 100 tiles, I don't think it will give us any trouble.

About the character size, is it still 64x64?

Quirky, what do you mean about the bottom right quarter? The screen should be empty except for the map (which should only take up the top left quarter of the viewing editor. Good idea with the variable tile-size, I will see if I can make a good system that will be user friendly.

For the tiles, I think that is just due to some transparency things, I will turn off transparency for the ground (green) layer, but the top layer (blue) will remain the same.

Next on the agenda is the Entity system, as I think I have a good idea of how I can do that.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
That1Smart Guy
16
Years of Service
User Offline
Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 3rd Mar 2009 02:13
hey i know im not an official member of DarkNOOBS and im not all that experienced but im ready to help. Do I have to go thru the clock "initiation" or not? if the latter, just give me a simple task and ill try my best.
Quirkyjim
16
Years of Service
User Offline
Joined: 18th Oct 2008
Location: At my computer
Posted: 3rd Mar 2009 02:13
You know how each of the tiles have a number on them? Well, when I zoom out, the numbers on the bottom-right portion of the "map" disappear.

~QJ
That1Smart Guy
16
Years of Service
User Offline
Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 3rd Mar 2009 02:18 Edited at: 5th Mar 2009 00:34
hey sorry bout the double post but i felt this comment was totally unrelated to the other so i double-posted, if i broke some rule im sorry. Where can I find/download the final game and media for u guys's tower defense game?

[edit]
nvm i found it, cool game
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 3rd Mar 2009 02:38 Edited at: 3rd Mar 2009 02:50
Interesting bug, I wonder how that will pan out when I real tileset comes in.

As for the entity editor, here is a pic of what the gui will look like, lemme know if you can think of anything else we will need:

How to read it: The square in the top left is to display the character chosen.

The box under it will make it only do its stuff when you are next to it and press enter or do it automatically.

The type will be a drop down menu containing: Stand Still, Move Toward Player, Move Away from Player, Item, Teleport (takes you too a new map)

The Value will represent the Health of the Character or the Item Number and the amount will be for the Damage Dealt or the Quantity of the item that is given.

The Message Box will be completely optional (and usually not used) but is there so that if the entity is an NPC, when you press a button they will "say" something, or to announce the receipt of an item.




Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 3rd Mar 2009 04:43 Edited at: 3rd Mar 2009 19:32
Quote: "About the character size, is it still 64x64?"

Yes the character size is in 64x64 but it's supose to be able to fit into a 32x32 grid.

You have to adjust the 64x64 image at a X-16 Y-16 offset. Example below shows a blue grid (size of 32x32) and the green box is how it's supose to be adjusted into a 32x32 grid.

Attachments

Login to view attachments
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 3rd Mar 2009 19:24
Had an interesting idea for the saving. We can make several files, then, to prevent clutter, we store them into a FileBlock (supported by DBC). It should be able to be stored together, then, in the program, we can open up the fileblock for the map we need, generate the map from the contents, and when we are done, we close it up again.

Any Input?

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Ashingda 27
17
Years of Service
User Offline
Joined: 15th Feb 2008
Location:
Posted: 3rd Mar 2009 19:36
If it works, go ahead and use it.
BN2 Productions
21
Years of Service
User Offline
Joined: 22nd Jan 2004
Location:
Posted: 3rd Mar 2009 19:40
@SmartGuy
Sorry, missed your posts . As far as initiation goes, no there really isn't one, save for some code to show us where you are. Try to make an analog clock (not digital, it must have hands) and post the code in the NOOBS WANTED thread, that is our official thread for all things unrelated to the current project. If you need help, ask and we will help you.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 3rd Mar 2009 21:25 Edited at: 3rd Mar 2009 21:25
Did you use db or dbp because for me it runs perfectly and the format for writing stuff will be this


All fears must be overcome before feeling true happieness.
By Stefan aka me
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 3rd Mar 2009 21:28 Edited at: 4th Mar 2009 01:01
Here is an exe tell me if the same problem occurs. Also could you save?

All fears must be overcome before feeling true happieness.
By Stefan aka me

Attachments

Login to view attachments
Stefan p
16
Years of Service
User Offline
Joined: 2nd Nov 2008
Location: Online
Posted: 3rd Mar 2009 21:54
arrow key up and down to make armour or weapons
arrow key right to check dirtory and ctrl +s to save ( it will save in c:\users

All fears must be overcome before feeling true happieness.
By Stefan aka me
That1Smart Guy
16
Years of Service
User Offline
Joined: 26th Feb 2009
Location: Somewhere...... yep
Posted: 3rd Mar 2009 22:37
stefan, i cant get ur exe to run, it just pops up with an empty error box, also nice triple post lol

Login to post a reply

Server time is: 2025-05-15 10:44:21
Your offset time is: 2025-05-15 10:44:21