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DarkBASIC Discussion / DarkNOOBS Project 3: Adventure Game

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BN2 Productions
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Posted: 7th Mar 2009 00:33
Hmmmm I think that any form will work. Lets go with midi for now since it is smaller and easier, and then we can record them into mp3 if we want to go that route later.

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: 7th Mar 2009 00:37
problem is my shareware music maker cant export MIDI, so if we need MIDI then i have to find a shareware converter
BN2 Productions
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Posted: 7th Mar 2009 00:40
which program do you have?

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: 7th Mar 2009 00:42
MAGIX Music Maker (free trial)
BN2 Productions
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Posted: 7th Mar 2009 00:50
Try anvil studio. It is free and it can save in midi. http://www.anvilstudio.com/

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
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Posted: 7th Mar 2009 00:58
I didn't think that MIDI's worked with DBC...

~QJ
BN2 Productions
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Posted: 7th Mar 2009 01:00
DBC natively supports midis. You use the LOAD MUSIC and other commands under the music.

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: 7th Mar 2009 01:21
ya

anvil is too confusing so im gona try and use media player to convert to mp3
Quirkyjim
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Posted: 7th Mar 2009 01:35
Hmm, thought I saw somewhere that sum1 was having problem loading midis...

On the other hand...

I HAVE FINISHED THE DIALOGUE EDITOR V 1.0!!

YAYS!!

Well, here is the actual editor (self-explanatory)



And here is a little demo demoing it:



TO USE:

Jut copy and paste the text into two separate db files, then save into the same folder. Run the editor, making a file. Open the demo and change "INSERT YOUR FILENAME HERE" to the file that you made.

Then you're all set to go!

P.s. Make sure you add any necessary extensions: I have been using *.dia

~QJ
That1Smart Guy
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Posted: 7th Mar 2009 01:58 Edited at: 7th Mar 2009 02:41
can i just keep it as mp3 cuz i cant find a MIDI convertor that makes it sound like it should

also will black in tiles get deleted, cuz i have a few tiles where black is a color, not empty space

1 more q, how do i make an image visible IN my post? ill edit this out and the image of my unfinished tileset in when i get an answer
Quirkyjim
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Posted: 7th Mar 2009 02:18
I'm not sure DBC can use .mp3... I'll have to check.

~QJ
Quirkyjim
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Posted: 7th Mar 2009 02:19
Yup, you can keep 'em as .mp3. That should work.

~QJ
Ashingda 27
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Posted: 7th Mar 2009 04:38 Edited at: 7th Mar 2009 04:44
@BN2

Quote: "The tileset key is: Tiles 1-50=Layer 1 51-100=Layer 2 . If this isn't enough room, we can do Layer1=Tiles 1-100 and Layer 2=Tiles 101-200, but that will mean a bigger image, but I thought we decided against that one"

Yeah It seems there's not enough room, can we use the "Layer1 = 1-100" instead?

I made some tiles for collision check. These tiles matches the other ones that I posted. See if these are usable

[edit]
About the first tile having to be empty, can you just code it to not paste sprite if the tile value is 0? I can always rearrange the tiles on the image but if it can be done by code, it'll be more efficient.

@That1Smart Guy
You can have empty tiles if you want, it's just to help seperate groups of tiles or leaving room for more.
BN2 Productions
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Posted: 7th Mar 2009 06:52
On the second layer, yes, black WILL be removed. On the first, no. If you need to use black, use color RGB(11,11,11), that will look black but it won't be deleted.

Quote: "can i just keep it as mp3 cuz i cant find a MIDI convertor that makes it sound like it should"


What do you mean? What song are you trying to do? We can go with mp3, but it will be more difficult to generate the song I imagine.

With images, there can't be any caps in the file name. That is the most common mistake I have found.

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
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Posted: 7th Mar 2009 15:13
Quote: "makes it sound like it should"


Might just be your sound card. You see, MIDI's are just data, not actually music, that is converted to musical sounds by your sound card. So, the quality depends on your sound card.

~QJ
Ashingda 27
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Posted: 7th Mar 2009 21:24
I couldn't wait anymore so I went ahead and finnished an animation tester. The charater animations are also updated.

The zip includes EXE/source/media used.
BN2 Productions
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Posted: 7th Mar 2009 21:34
Sorry about that ashingda, kinda got caught up in the map maker. It is (still) in final stages though, just little things in here and there (hopefully I won't have make anymore buttons or pics).

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: 8th Mar 2009 02:05 Edited at: 8th Mar 2009 02:08
It's ok, I just needed to fix the animations and needed one quick at the moment.

@That1Smart Guy
Can you post the tiles you got so far?


If there's still anything else need mentioning just shout it.
That1Smart Guy
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Posted: 8th Mar 2009 02:28
ummmm.... thats not good. I had the tileset on a flashdrive, so i could work on it newhere, but long story short that flashdrive is somewhere between this chair and a town 180 miles away, whoops. Ill start a new one, but obviously i have nothing at this time
Caleb1994
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Posted: 8th Mar 2009 02:55 Edited at: 8th Mar 2009 02:57
Hey just wondering is there anything i can do lol


it seemed like bn2 had the map editor covered and i was busy this week anything else i can help with?
That1Smart Guy
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Posted: 8th Mar 2009 03:18
ok ive been playin around with my music maker and made a few tracks, but for some reason i cant find them newhere unless im in the program i made them in, ill get em 2 u somehow tho.
Ashingda 27
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Posted: 8th Mar 2009 16:32
We need to come up with a title.
Quirkyjim
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Posted: 8th Mar 2009 17:14
...right after we come up with a story.

~QJ
That1Smart Guy
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Posted: 8th Mar 2009 17:47
ashingda, r u making ur tiles or finding then on internet, cuz now i have to start from scratch on a tileset and i want to make sure im doing it right
Ashingda 27
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Posted: 8th Mar 2009 17:51 Edited at: 8th Mar 2009 17:55
I'm finding them online and modify them. The characters tiles are made by me.


@BN2
Are you able to make use of the collision tileset I posted earlier?
That1Smart Guy
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Posted: 8th Mar 2009 17:57
ok good then i was doing it right, ill get to work but i cant guarantee ill have a tileset done 2day
BN2 Productions
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Posted: 9th Mar 2009 08:07
Quote: "About the first tile having to be empty, can you just code it to not paste sprite if the tile value is 0? I can always rearrange the tiles on the image but if it can be done by code, it'll be more efficient."


Extra code means more room for error. In 100 tiles, it shouldn't be a problem to waste one, and it allows me to use one loop to generate 2 layers, rather than 2 loops, one having a condition in it.

Haven't tried the collision tileset yet, had work all weekend, won't be able to do much until tomorrow or the next day.

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: 9th Mar 2009 17:04
Quote: "Extra code means more room for error. "

Ohh c'mon that's just lazy talk . Anyways I've updated the tiles to leave an empty first slot.
That1Smart Guy
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Posted: 9th Mar 2009 20:51
is there any small coding job i can also work on cuz my situation is weird, wen at school i cant work on media, too many proxy resrictions on search engines, but until i get Dark Game Studio in the mail sometime this week, i cant code at home. So if i could get a small task to keep me busy coding at school that would be great.
BN2 Productions
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Posted: 9th Mar 2009 21:18 Edited at: 9th Mar 2009 21:38
Hmmmm, with the map editor near completion (these last couple weeks have gotten way out of hand for me, no time to code), how about we get our coders working on the engine.

Make a generic map, not really a big deal as to what it looks like, just something to look at. Figure out the system, including button presses, menu code, attacking, etc.

This goes for all currently "unemployed" coders on the team. Try to get it so that the character can walk a map, including colliding with objects.

So, for all of you, that includes:

Irojo
Quirky
Stefan
Smart Guy
Caleb

(wow the team IS growing)

Lets get to work on this engine.


For those of you who are still new to coding, here is the process that I usually use to figure out what to code before I code it:

Identify the problem you are trying to solve (movement, etc)

Break the problem into all possible independent steps (get the key press, change location variables, place player at the variables)

Generalize any steps that are slightly complex, you may even find that you missed some important elements that you would stumble upon later. (Example changing location variables=> When Key is pressed, add different offsets to the variables and make sure that you can move to that spot.)

Starting from the top of the "list" of things to do to the bottom, figure out, in english, what to program. Try to move from the generalized steps to more specific, and, more importantly, more codeish language. So, a step could be "Add the movement value to the position variable. If the variable is outside the map then set it to within the map. Place the character's sprite/model at the location. Animate while moving (which would have substeps and should be done in a function)."

Program it by "converting" english to DBC. So, using the previous example, here is some code:

For the most part that code would work (needs some variables defined). I have never written it like that before, but I kinda like it (just made it up on the spot, will probably imitate the form in later projects). Changing the MoveValue variable would allow for movement steps of different sizes (and would have the appearance of the player moving faster).

So as you can see, I took the problem of motion control. Broke it into smaller steps, generalized, specific(ized?) it, and then coded it. The idea is that you can boil down the problem to its most basic level, then put it in words you can understand, then finally put into code.

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
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Posted: 9th Mar 2009 22:08
Im busy this weak but on march break I can code.

All fears must be overcome before feeling true happieness.
By Stefan aka me
That1Smart Guy
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Posted: 9th Mar 2009 22:10
ok, now a couple questions:

r we going to use a matrix for the map or just a bunch of sprites/bmp?

can u upload the images and tilesets into that post?

how big is the "grid" of tiles that will become our map?
Quirkyjim
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Posted: 9th Mar 2009 22:23
1) NO, it's 2d, remember?

2) Just upload them into your post, yes, if that's what you mean

3) As big as we need it to be, I suppose

~QJ
BN2 Productions
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Posted: 9th Mar 2009 22:45
The grid will be scalable, make sure to include code for that (you can hard code it for now, but it needs to be scalable later)

Just make your test map 1 screen size

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
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Posted: 9th Mar 2009 23:03
i love you
Quirkyjim
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Posted: 9th Mar 2009 23:06
@BN2

I tried to make a map with your map maker, but when I tried to use the terrain tiles, it didn't work, meaning that when I clicked the tile, then the map, nothing would happen. However, the water tiles did work.

~QJ
BN2 Productions
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Posted: 10th Mar 2009 00:31
Make sure that the top layer is covered with a blank tile (which is why I wanted the first one to be blank, to make it easier)

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
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Posted: 10th Mar 2009 00:33
Ahh, so the priority just wasn't straight with the default tile placed. Gotcha...

~QJ
Quirkyjim
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Posted: 10th Mar 2009 00:36
Hmm, tried, but the blank tile won't even go over. It's automatically filling with first tile from the water part.

~QJ
Irojo
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Posted: 10th Mar 2009 01:05
@BN2

I can't code, I don't have a computer that can run DB.

But I can come up with a story and a name. Unless someone else who actually is working on the project wants to do that. I don't want to steal something.


Time is money. I just ripped you off.
Caleb1994
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Posted: 10th Mar 2009 01:12
sorry bout last post my freind took my computer lol
BN2 Productions
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Posted: 10th Mar 2009 01:54 Edited at: 10th Mar 2009 02:50
@Irojo

Thats cool, we DO need storyline and Name work.

@Caleb

Lol, I was wondering about that.

@Ashingda

Good tilesets, there are some organizational problems, though. I just finished reworking the program to work with 100 tile count layers (instead of 50) and combined 2 of your tilesets to form one large one by stacking them (0 and 2 I believe). The problem is that the water's edge decals fall on the first layer, rather than the second. The water tile itself needs to be on the first layer, but the water edge tiles need to be on the second, so that they can be placed over the ground tiles from layer 1 to make it look real, understand where I am going with this? Also, could you include the grass in the first layer as well.

You probably have enough tiles there to form 2 or 3 full tilesets by mixing and matching. For instance, for a field/world map style tileset, you would have more grass than paved road (but a little paved road, for when we need it), however, for a large scale city or dungeon, you wouldn't want very much grass but you WOULD want to have more paved walkways/rocky paths.

I have an idea, we could have a template to put tiles like water and grass that require edges into a type of form where the map maker will recognize it and construct the area with the edges. It would be a little tricky, but I think we have enough coders that we could make it work. The tilesets would probably increase in size, but only because of adding extra areas for form tiles (could be left blank if not needed, so no extra work will be required).

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Irojo
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Posted: 10th Mar 2009 03:48
Okay BN2....

Before I start with the story line, I want to know what you plan on the programming limits. Boss(es)? Can I add a sword into the storyline...? (That would be used in game)


Time is money. I just ripped you off.
BN2 Productions
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Posted: 10th Mar 2009 04:19
Keep it in line with the boss, ie sword is halfway between start and boss (or maybe SLIGHT side track). Try not to make it too intricate, but keep it open for expansion (or at least addition). There will be 1 town, 1 cave (boss cave) and 1 (optional) labyrinth/maze/trial for getting sword/item of significance. Your choice how to make it work, you can mix and match the locations for their reason, just don't get too carried away yet.

Backstory, though, you can get as carried away as you want with that one. Since we don't need to actually play through it, we can have it as interesting as we want.

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Irojo
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Posted: 10th Mar 2009 04:36
Okay, here's the beta story. I plan on tossing in a lot more background, including character background. I'll try to put a useful weapon that the player gets into it. If the story is too lame (which I could agree with), then feel free not to use it. It is your typical fantasy adventure plot...

--
Forty years ago, a sword appeared in the kingdom of Thaefus as a peace offering to the leader of Kormile, [character's land] King Sheldan. King Sheldan, accepted this gift, and declared peace between the two countries. Less than two months later, King Sheldan, poisoned the King of Thaefus, King Ronald. Furious, Thaefus told the powerful creature that created the sword gifted to King Sheldan, to bide his time... and create an army of beings powerful enough to destroy Kormile.
Now, monsters that haven't been seen for hundreds of years are stirring. The sword King Sheldan owned, has been lost. It is up to you to recover the sword, find the creature that created it, and slay the beast.

Notes:
Names are slightly lame.
King Sheldan is still alive and King.
The new king of Thaefus is Meldinsh.
Feel free to edit the plot/etc., dump it, or whatever.


Time is money. I just ripped you off.
BN2 Productions
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Posted: 10th Mar 2009 04:41
Suggestion for the power of the sword:

Forces characters to extreme based off of themselves. By that I mean, if they are evil, it will give them power and the desire to be even MORE evil (more than normally possible, including no remorse, the desire to kill/enslave all etc). If the wielder is good, it will push them to be even better, selflessly fighting for the common good.

The clash: you must beat the creature to finding the sword, for if the creature gets it, it will have the power to destroy/enslave world or whatever. Just a suggestion for the unknown power of the sword. Opinions?

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Irojo
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Posted: 10th Mar 2009 04:48
I like the creature going for it, although your suggestion for the power of the sword is Lord of the rings -esq

Perhaps speed?

Every monster's flaw tends to be speed... If the monster was fast....





Time is money. I just ripped you off.
BN2 Productions
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Posted: 10th Mar 2009 04:55
Depends, what kind of monster are we talking about here? Is it powerful, humanoid demon/monster? Or is it more Cracked out animal monster?

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: 10th Mar 2009 17:53 Edited at: 10th Mar 2009 18:06
@BN2
Updates:

1. "0.png" is now renamed "1.png" and the old "1.png" is removed. Tileset for all non-Floor are now "2.png" and Tileset for all collisions are now "3.png". I'll be refering to these as TileSet1, TileSet2, TileSet3.

2. Added [Grass], [Water] into Tileset1 as requested.

3. Moved [Water-Edges] into Tileset2, also moved [Grass-Edges] into Tileset2.


[edit]
BTW can you also post the updated MapEditor?


@Coders
Will the Game Engine be using Sprites or only use Paste Image?
BN2 Productions
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Posted: 10th Mar 2009 19:38 Edited at: 10th Mar 2009 19:40
@Ashingda
Thanks for making those changes! Will test out the new tiles and make sure they work.

Will get a map editor posted soon, but first will throw in a quick Save System.

I would suggest sprites for the characters and paste image/sprite for any static objects.

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

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