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DarkBASIC Discussion / DarkNOOBS Project 3: Adventure Game

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BN2 Productions
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Posted: 11th Jun 2009 08:35
Quote: "I think on a next project we should do something more fitting for a noob but still has alot to learn from. "


Agreed. As much as I realize those of us who have been here longer would want to advance, we must continue to keep it at the same level that we started: simple.

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
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Posted: 11th Jun 2009 19:15 Edited at: 11th Jun 2009 19:16
My entry program




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That1Smart Guy
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Posted: 11th Jun 2009 19:46
ok, two things:

1)as we have told you in the past, this thread is only for the current project, post your entries on the noobs wanted thread

2)look up the dot command

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BN2 Productions
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Posted: 11th Jun 2009 20:59
Dot isn't necessarily what he would want. Line will work just as well.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
pictionaryjr
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Posted: 12th Jun 2009 00:54
So is this project still going, or not lol. I was just fixing to ask if i could join in.
That1Smart Guy
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Posted: 12th Jun 2009 00:58 Edited at: 12th Jun 2009 00:59
no it ended the 9th, yesterday


edit:

WHOOPS LOL!!!

thought this was DBC challenge thread, nvm

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t10dimensional
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Posted: 12th Jun 2009 01:45
Quote: "Quote: "I think on a next project we should do something more fitting for a noob but still has alot to learn from. ""

lol


I lIke that idea.

If at first you don't succeed-Pause-Go to last checkpoint
arbiter chewbacca hybrid
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Posted: 12th Jun 2009 02:06
How can I help if you didn't already see the clevery writen aspects of my new program please check now but changing the backround color by entering text was really easy because of my expeirience with text rpg's


Vista is a paradox created by Bill Gates to force the noble pc gamers of america to console I am here to change that. [link]www.kdlproductions.webs.com[link]
That1Smart Guy
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Posted: 14th Jun 2009 07:41
so i've never officially heard our project manager (bn2) say what the plan is to wrap up this project, i assume we are going with what ashingda's plan was, make it a short game that we can wrap up quick but im just checking

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Ashingda 27
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Posted: 14th Jun 2009 09:25 Edited at: 14th Jun 2009 09:25
I was really just suggesting it. We aren't trying to make a super great game, just working on the project to gain experience. It's better we focus on that and complete the project than to go all out and never get done.
That1Smart Guy
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Posted: 15th Jun 2009 20:14
is anyone still working on the project?

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Ashingda 27
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Posted: 15th Jun 2009 20:42
I'm kinda waiting for bn2... I'm a bit loss on directions as well.
That1Smart Guy
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Posted: 16th Jun 2009 00:21
he said he had finals so he's probably just busy

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BN2 Productions
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Posted: 16th Jun 2009 01:31
Sorry for being gone guys.

I am thinking we do need to water down this project to something more manageable.

These parts I believe need to be axed (Sorry)
Multiple Weapons
Pixel Perfect Collision
Any more than 1 or 2 dungeons
3/4's the plot.

Revised Plot (SUPER CLICHE WARNING)
The evil king killed your parents. Now you want revenge

Goal Travel to Castle and kill king and his guards

Optional: Kill his general in a cave

At most this will involve 5-10 maps TOPS. Right now everyone needs to work on the map editor to finish that.

Smartguy: I want you to work on an import tile system. You can use ashingda's loading code, mine, or make your own if you feel like it. It should be able to load the image up to a specified image number, then display it so that the user can select which tiles specifically they want. After that the selected images are taken and saved to a bitmap for putting on to the master set later.

Ashingda: I want you to take on the save/load/compile system. I am drawing a distinction here because I think we can get by with simpler code when the game is made if we save in different formats. We don't NEED to regenerate all layers of the map every iteration. However, we do need to keep layer data separate for the editor. So essentially, the save function would just essentially be dumping arrays into a fileblock. Load would be the same thing backwards and compile would be rendering the map image and saving it to a fileblock with any pertinant array data (collision data etc).

Collision will be simple: A single, large, 2d array. The first dimension would be the map width and the second would be map height. If it is -1, it is below the player (can be walked on). If it is 0, it is at the same level as the player (cannot be walked on). If it is 1, it is above the player (can be walked under).

Personally I will be taking on the collision part of the map editor, where the player chooses how each tile will be handled for collision.

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
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Posted: 16th Jun 2009 01:45
ok, could you two please post you're map maker codes so i can get some ideas

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BN2 Productions
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Posted: 16th Jun 2009 02:06 Edited at: 16th Jun 2009 02:09
Right, give me a couple minutes.

[EDIT]
Its up. If you need to make external images (I would assume you will), just use the same colors and idea to keep it uniform.

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
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Posted: 16th Jun 2009 02:21
Ok so I'll start working on castle tiles. Or maybe we can just use the tiles we already have and make it an out doors hunt, just a suggestion.
BN2 Productions
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Posted: 16th Jun 2009 02:24
Make some walls that can pass for both indoor AND outdoor castle walls, then a stone floor (I think we already have that one though).

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
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Posted: 16th Jun 2009 02:43
ummmmm bn2 ur map maker doesnt work, it loads up the gui but nothing is clickable

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BN2 Productions
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Posted: 16th Jun 2009 12:20
You have to load a tileset first (edit->import tileset). Then you have to create a layer. I keep forgetting to make it automatically make the first layer.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
pictionaryjr
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Posted: 16th Jun 2009 18:47
What can I do to help out?
t10dimensional
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Posted: 17th Jun 2009 00:21
I thought the other mapmaker was easyer to mess with.Is this the final mapmaker?

If at first you don't succeed-Pause-Go to last checkpoint
BN2 Productions
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Posted: 17th Jun 2009 00:32 Edited at: 17th Jun 2009 00:32
No, by far it isn't. We can use ashingda's if more people want to, but we would need to work on the framerates.

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
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Posted: 17th Jun 2009 00:40
personally i did prefer ashingdas and what do you mean work on the frame rate?

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Libervurto
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Posted: 17th Jun 2009 02:19 Edited at: 17th Jun 2009 02:29
make it run faster

Seeing as I'm quite busy at the moment I don't mind being someone's stooge if they need the help.
I don't have upload problems any more as I can upload stuff when I'm at work. Don't know why it took me so long to figure that out when I'm surrounded by computers
I think we should take a small slice of our story and base the game on that. Maybe you just play through the battles to free the towns and one final battle to defeat Omun. No shops, no quests, just combat and cut-scenes.

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That1Smart Guy
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Posted: 17th Jun 2009 02:51
cut-scenes?

please tell me you're not talking about animations

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BN2 Productions
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Posted: 17th Jun 2009 04:05
Cut scenes as where a you see things move without the players control. Animations are un-necessary.

As far as framerates go, I got REALLY bad frame rates on his map editor, which was the primary reason I began to work on my own.

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
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Posted: 17th Jun 2009 04:26 Edited at: 17th Jun 2009 04:33
ok, i didnt get bad frame rates, but i think I was on a pretty fast computer

ill look into speeding things up but im not promising anything

and yeah if we have all the movements and attacks, etc be functions then cut scenes wouldnt be hard to pull off, just make a subroutine that spells out movement by movement what the entities should do

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pictionaryjr
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Posted: 17th Jun 2009 05:57 Edited at: 17th Jun 2009 07:53
This is completely off topic
@Ashingda
How do you make such good sprites and stuff.

Back on topic
I never got an answer, but is there anyway I can help out?

EDIT:
I posted this before I read your reply on my other post, sorry Smartguy.
That1Smart Guy
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Posted: 17th Jun 2009 06:25
man u just offered your sevices 12 hours ago, bn2 has been busy lately so you cant expect him to answer back quickly

and they arent sprites, as i said on ur other thread he uses a 3d modelling program (I think 3d Canvas Pro) with an option to animate an object then capture pictures of it in different poses then output a png of the animation frames which we then split up using get image and cycle through each frame

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Ashingda 27
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Posted: 17th Jun 2009 08:13
About the frame rates, that's about as fast as I can optimize it too. I get about 300 fps with just a plain loop with sync and get about 230 fps with all the functions/routine running.

@BN2
What fps do you get with a loop and sync?

@pictionaryjr
Most of the terrain tiles are free off the net, I do edit work and adjustments on alot of them to fit into this project. Very few I make myself. As for the Character animation it's just as Smart Guy said.
BN2 Productions
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Posted: 17th Jun 2009 09:49
Quote: "What fps do you get with a loop and sync?"


Haven't tried it in a while. Could you re-post your code? As I recall I was happy to get about 20

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
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Posted: 17th Jun 2009 17:47
depending on WHEN you last ran ashingdas program it may be faster now, at some point he did say he improved the fps speed

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Ashingda 27
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Posted: 17th Jun 2009 20:44 Edited at: 17th Jun 2009 21:32
@BN2
I was talking about a simple loop and sync code.


Like this. What fps do you get?


Note: If you have a cap, you'll have to uncap it.


[edit]
I learned something new! The amount of tiles used can become quite large and can easily reach 800 tiles and up. I've experienced a slowdown when loading up all those tiles all at once.

I refined my methods and wrote a function to only load a single tile from the tileset into memory only when it's actually needed. This saves alot of speed at the loadup and uses much less resource overall.

I think this was the point BN2 was trying to get at but I'd only understand once I stumble across it.
That1Smart Guy
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Posted: 20th Jun 2009 01:30
ok so are we making any headway?

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Ashingda 27
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Posted: 20th Jun 2009 04:43
I'm getting really tied up in alot of projects, I'll be a bit slow for a while.
BN2 Productions
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Posted: 20th Jun 2009 09:23
Ashingda, if you post your map maker thus far, we can take over from there. Please post it in a zip with all necessary media.

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
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Posted: 20th Jun 2009 16:34
Attached is the Map Maker.
bobbyd
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Posted: 20th Jun 2009 22:45
hi bn2 do you have my assignment yet
BN2 Productions
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Posted: 21st Jun 2009 00:47
Give me a day or so to assess where we are on ashingda's map maker and I will post jobs. Since tomorrow is father's day, I could be late, so I will definitely try to get them up by tomorrow night, but if not, Monday morning (I am in PST by the way)

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Libervurto
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Posted: 22nd Jun 2009 03:54
Just letting you know I'm still watching this thread so if you need any help just ask.

I am very impressed with the maturity of you all. This project looked like it was on the rocks but you have all stuck in there (if a bit quietly sometimes lol). I like that never say die attitude .
I feel like I made things overly-complicated by turning the story into an epic saga. I quite like the story, but maybe I added too much to your ideas for our capabilities right now.
I will take a more back-seat role from now on; I have two jobs to keep anyway. but i'll still be here to help wherever I can.

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BN2 Productions
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Posted: 23rd Jun 2009 02:22
Ok, I just tried out the latest build of Ashingda's map maker.

Thinks that need to be done:
1. Framerates: Though not a BIG problem, I was maxing out at about 25 consistently. It would be nice to have some more frames, as I KNOW my computer isn't the worst out there.

2. Bugs. There was a little bit of a problem where the grid image is pasted on the screen. This REALLY needs to be fixed asap

3. Layer reading. If you put the same tile on different layers, you cannot tell which is which. We need some way to differentiate which are on which layer (maybe an outline for the appropriate color). This is a REALLY big one, as erasing can become troublesome. On the same note, perhaps a note can be put by the names of empty layers (or layers that have tiles on them).

Here are some things that would be nice to add:
1. Drawing tools. Rather than a right click/left click style for drawing and erasing, it would be nice to have some options. For instance, a box tool or a fill tool (fill tools are a pain but can be incredibly helpful for map making).

2. Perhaps have a button or something to import tilesets, instead of having to put them all in the folder before starting.

3. Saving routine. The save that is there is good for the map editor, but I am still of the opinion that it is overkill for the game. Saving the entire map as an image would be sufficient. Either way, the map would need to be scaled based off of edges (the furthest down and right columns and rows that have no tiles).

There may be more that i didn't notice/think of so if you see anything or have an idea, be sure to post it so we can discuss it.

Job assignments are as follows:

Smartguy: Take the saving routine. Remember, for now, include all arrays we MAY need. Lets try the method of saving the whole map as a single image to be cut up later (if it is too much for the program to handle, we can always switch back relatively easily)

Bobbyd: Try to lock down that bug where it displays the image. This is a relatively simple job that will allow you to get acquainted with the the code so far. The bug occurs when you click on the zoom buttons.

Myself: I will work on the framerate problem to see if I can crack that one from this end. Also I will try to shorten the loading times required when switching to a new area on the map

Ashingda: Since you said you wouldn't have a whole lot of time, just work on additional tilesets/characters in your free time.

Remember, post often to show progress, even if you haven't made any big changes. I would like updates at LEAST once a week, even if you say you haven't had time. That way I know where things are at.

I will be on here most of the day on most days (all day for the next couple). If you REALLY need to get a hold of me and I am not on the forums, you can check my xfire account, which is BN2Productions or my AIM which is herocreator. Like I said though, I should be here more often than not.

And remember, if you are lost, confused, or just unsure where to proceed ASK!! If I don't know, we can all talk to figure it out, but it won't solve itself.

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
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Posted: 23rd Jun 2009 04:11
.....how about posting the map editor?

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BN2 Productions
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Posted: 23rd Jun 2009 11:35
see ashingda's last post a couple up

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Dark Dragon
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Posted: 27th Jun 2009 02:54
OK. NOW I CAN OFFICALLY JOIN THE PROJECT. SOMEONE FILL ME IN ON THE PROGRESS. Lol. Yeah but serouisly. Im back for real now.

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That1Smart Guy
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Posted: 27th Jun 2009 02:54
......what progress?

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Dark Dragon
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Posted: 27th Jun 2009 03:07
Dunno, i actually just now read through. This hasnt gotten any where but we do have a map editor...

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That1Smart Guy
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Posted: 27th Jun 2009 03:23
in the last 2-3 weeks NOTHING has happened!

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Dark Dragon
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Posted: 27th Jun 2009 03:32
WELL. I'M GONNA MAKE SOMTHING HAPPEN. HOW ABOUT A SYSTEM THAT ALLOWS US TO EDIT DIALOG, LIKE LATCH WAS TALKING ABOUT??? EH?? Lets do somthing though, Smart guy. Lets keep this alive.

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That1Smart Guy
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Posted: 27th Jun 2009 03:34 Edited at: 27th Jun 2009 03:35
i honestly dont care if we keep this going or not, and I think we decided against having dialogue (or at least externally saved dialogues)

SWEET THIS WAS THE 900th POST!!!!

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