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DarkBASIC Discussion / DarkNOOBS Project 3: Adventure Game

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Irojo
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Posted: 10th Mar 2009 21:24
I was thinking more of a demon... Just your typical evil big red guys.


Time is money. I just ripped you off.
BN2 Productions
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Posted: 10th Mar 2009 21:31
That works, but if he is big, the sword that the hero could handle would seem kinda puny...

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: 10th Mar 2009 22:47
quick q since im a noob, what is difference between paste image and sprite?
BN2 Productions
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Posted: 10th Mar 2009 22:53
To paste a Sprite, you have to create the sprite first.

As far as difference in commands go, the main one is that paste sprite will maintain scaling and transparency of the sprite. Paste image does just that, throws the image up there. The benefits to using sprite is that (1) you can scale it easily and (2) you can have the color black transparent. The downside is ease and resources. You have to make sure that the sprite is created first, then you can paste it, and sprites do take some resources (nothing to worry about on a small scale, but large scale can give you problems.

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 23:24
Another way of thinking bout it..

Paste Image = WholeSale
Sprites = Retail


Sprites have alot of options when used such as Scale, Mirror, Flip, Priority, Collision, Check data (Height/Width/etc).

Paste Image is just simply fast. This also has a Transparentcy option when used. If you want anything that Sprite has to offer while using Paste Image, you'll have to code it yourself.

In terms of speed Paste Image is faster and takes less resources.

Personaly I stay away from Sprites, the last project "Tower Defense" was drawn entirely with Paste Image.
BN2 Productions
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Posted: 10th Mar 2009 23:34
Oh yeah, forgot about the optional transparency flag on paste image. OOPS! I guess the only real difference then is the ability to scale it and do all of the other sprite commands (sprites also have ability to use built in collision commands, but we usually don't use those anyway).

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: 10th Mar 2009 23:52
how do you check collision then?
Quirkyjim
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Posted: 10th Mar 2009 23:55


or



~QJ
That1Smart Guy
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Posted: 10th Mar 2009 23:57
bn2 just said u dont use those
Quirkyjim
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Posted: 10th Mar 2009 23:58
He meant that we're not going to use them for the project.

~QJ
That1Smart Guy
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Posted: 11th Mar 2009 00:00
then how r we checking collision in this project then!?!?!? were talking in circles!!!!!!
Quirkyjim
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Posted: 11th Mar 2009 00:11


Anybody wanna explain? I don't have time.

~QJ
Irojo
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Posted: 11th Mar 2009 00:14
@That1SmartGuy

Using arrays.

For example:

if EnemyLocation(x,y)=PlayerLocation(x,y) then print "Hit!"

If you don't know arrays, this won't make much sense. I'll explain arrays if you don't know them.


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 11th Mar 2009 00:30
i know em, i just never thot of that
BN2 Productions
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Posted: 11th Mar 2009 01:36
@Irojo:

More or less.

We aren't using a tile based collision detection system. It is going to be pixel based. The trouble with this is that arrays become cumbersome. A way we can do it is to have a sprite consisting of 2 colors, black and white. Using memblocks you can check the color of the pixel and if it is white, you can't move onto it. If it is black you can.

Another way I have done it is save the map into 3 images: under player, same as player, and over player. If the hero collides with the same level one, he can't move into it. He can walk on the below and the over player one is placed on top.

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: 11th Mar 2009 17:23
@All
We can't just keep waiting and do nothing, if any Noobs aren't going to start on the Game Engine in 3 days then Bn2 or I will have to start it.

If you want to start it but dont know how just ask and there should be plenty of help. It will be good learning experience, that's what this team is for.
BN2 Productions
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Posted: 11th Mar 2009 17:55 Edited at: 11th Mar 2009 17:56
I agree with ashingda. If you don't know where to start, just start discussing things. For instance, what is your plan of attack for collision: I listed a couple ways, and there are others. How do you want to do it? Also, you can break up the project into smaller parts and each take one, in fact, here is a pretty good break down:

1.Movement-includes animation control and input processing.
2.Collision-get on this one soon because how I make the Map Maker save maps will be dependent on this.
3.Entity handlers-Processes data from arrays about the entities and then treats them accordingly (moves toward the player or away, etc)
4.Message system-I think this was done earlier, but I am putting it on just in case
5.Menu system-Should include items, skills, stat listing (money, health), objective etc
6.Main menu and saving/loading features. Since the game will require saving, something our earlier projects didn't you will need to come up with a way of saving the file and loading it to continue playing. This one will probably be the most difficult, so do NOT wait till the end, because then you will probably end up having to re-do your ENTIRE code.
7.Attack System-Includes attacking and taking away health as well as being attacked.
8.Map control. While the maps are simple, you need to have:map scrolling, map switching (which I call teleporting, just because), map loading


Thats all I can think of for now, though I know that more will pop up. Like ashingda said, if you don't know how to do something, ASK!!!

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: 11th Mar 2009 18:03
Quote: "
We aren't using a tile based collision detection system. It is going to be pixel based. The trouble with this is that arrays become cumbersome. A way we can do it is to have a sprite consisting of 2 colors, black and white. Using memblocks you can check the color of the pixel and if it is white, you can't move onto it. If it is black you can.

Another way I have done it is save the map into 3 images: under player, same as player, and over player. If the hero collides with the same level one, he can't move into it. He can walk on the below and the over player one is placed on top.

"




--

So many awesomely fun assignments...


Time is money. I just ripped you off.
Ashingda 27
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Posted: 11th Mar 2009 19:03
@BN2
The Collision Layer needs to be like the first 2 that contains tile images.

The Collision Layer will not be drawn onto the screen but instead be checked through memblock to see if the base point of the player (which is a pixel at center of the player's feet) is in collision with the Red color.
Quirkyjim
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Posted: 11th Mar 2009 21:58
I'll see if I can start on something today or tomorrow, but I've been bogged down with school and haven't had much time to code.

Here's v1 of the dialogue editor(very simple - will be added on to)



SMALL TEST



INSTRUCTIONS:

Run the creator, making a file called "Test.dia" in the same folder as the small test. Then run the test!

~QJ
That1Smart Guy
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Posted: 11th Mar 2009 22:02
i would start on it, despite the fact that i would prolly screw it up, xcept my trial of DBC at home ran out and im waiting on my Dark Game Studio
Quirkyjim
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Posted: 11th Mar 2009 22:16 Edited at: 11th Mar 2009 22:18
I have a question: will the player always be in the center of the screen?

Save-wise, I'm thinking that we write it work t kind of how Ashingda likes to write all of his code: using "states." All that we have to do is save a file including the state/checkpoint that the player is at,along with other misc. info like money, health, etc.

~QJ
BN2 Productions
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Posted: 11th Mar 2009 22:53 Edited at: 11th Mar 2009 22:55
I like the state approach, good point to use that one. Only thing to make sure is to use appropriate Label sames, so that state=1 would go to S1_Menu or whatever, so that we don't have to read code and interpret what it does.

The player will NOT always be center of the screen. He will when the screen can scroll, but if the player is on a map that is 1 screen in size, the camera will remain stationary and the player will move around in it. If the map bigger, than if the player enters the 1 screen size from edge area (where there is nothing left is the direction that the player is moving), the camera will be stationary. Once the player moves in a panable direction, the camera will wait for him to get to the center before paning (so if they move right, they just have to reach the center in the x direction, y isn't important.

Make Sense?


Quote: "despite the fact that i would prolly screw it up"


Good. That is the point here. You can't get stronger without tearing muscle tissue. Think of Edison. He tried and failed around 200 times (I think) to make a light bulb, but learned from those mistakes and eventually made it work. Same principle. You try, you fail, you try again, you fail again, but look at how much you have learned. Even the things you aren't trying to work with, you learn tricks, coding principles, new commands, and simply, you get experience.

I screw up most of the things I try still, but I have been doing this long enough I can usually go back through it and find the error and try again, or realize I am in a hole and try a different angle (in fact, there have been times where I select almost a full page worth's of code and delete it and start over, it is a pain, but you still learn a lot).


Also, if you can't code for now, you can help ashingda with media or you can help irojo with story.

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: 11th Mar 2009 23:31
@Quirkyjim
Try using a GUI (Graphical user interface) instead of the INPUT statement. You can start buy puting buttons and menus on the screen for clicking with the mouse. When you click on it you'll input the values or strings.
That1Smart Guy
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Posted: 12th Mar 2009 00:50
does it make a difference what file type our images r, cuz i noticed urs were png but i thot DB only worked with bmps?
BN2 Productions
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Posted: 12th Mar 2009 03:22
png works if you use the load image command. Load bitmap will give you trouble for obvious reasons...

Great Quote:
"Time...LINE??? Time isn't made out of lines...it is made out of circles. That is why clocks are round!" -Caboose
Sinani201
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Posted: 12th Mar 2009 04:12
Adventure game? Sounds interesting. I might not be able to help, since I formatted my hard drive a couple months ago and I don't have DB (and I might not have DirectX either) and I'm just too lazy to re-install it.

I'll try to read through this thread and find out more info on this project. If I'm supa-tempted to join, then I might help out a bit.

Good luck.


"I reveal my trap card, GEORGE DUBYA BUSH!
America loses 2000 Life Points! America loses." -Deucalion2
BN2 Productions
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Posted: 12th Mar 2009 04:34
Welcome back sinani, haven't "seen" you in a while.

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: 13th Mar 2009 01:25
@Map Editor
When's it going to be done? I'll like to start creating some maps and fix/adjust the collision tiles.
BN2 Productions
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Posted: 13th Mar 2009 02:55
Once we decide the method by which I need to make it save, I can finish it. However, until then, I can't do much. Should I just save the arrays and let everything be done in the program?

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: 13th Mar 2009 04:01
do we still need music, cuz like i said i cant code till my DGS get here in a couple weeks so i need something to do over spring break next week
BN2 Productions
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Posted: 13th Mar 2009 04:26
Music would be nice to have. You can compose it, find it online, or whatever. If you get it online, make sure it is not copywritten and you get down the name/screen name of the composer so that we can appropriately credit.

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: 13th Mar 2009 05:15
kk, also after taking the time to learn that anvil music maker, ive found it works pretty well so ill be making my music on that, and it will be MIDI instead of mp3
BN2 Productions
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Posted: 13th Mar 2009 06:12
Yeah lets do midi for ease of composing and then perhaps we will record it into mp3

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: 13th Mar 2009 16:31
Sorry to disappoint but I won't be able to finnish project. I will be back for next if I have time heres all my code



Its in dbp so you might have to port some parts. Have fun!_!

All fears must be overcome before feeling true happieness.
By Stefan aka me
That1Smart Guy
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Posted: 13th Mar 2009 18:02
how do i attach multiple files to one post?
Caleb1994
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Posted: 13th Mar 2009 19:11
you can't. You can use a site to upload files like

MediaFire.com

New Site! Check it out \/
Irojo
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Posted: 13th Mar 2009 19:18 Edited at: 13th Mar 2009 19:20
@That1SmartGuy

You can create a folder, and attach place the files into the folder, then upload the folder.


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 13th Mar 2009 20:35
how do i select the ntire folder tho, wat right clik option do i select?
Quirkyjim
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Posted: 13th Mar 2009 21:47
Put it into a .zip compressed folder or other compressed folder by selecting the files you want to upload, right-clicking them, and selecting "Add to New Compressed Folder" or something like that.

~QJ
That's what they WANT you to think...
That1Smart Guy
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Posted: 13th Mar 2009 22:12
alright here the first set of tracks, note that several are the same music, with a different instrument for effect
Irojo
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Posted: 13th Mar 2009 22:40 Edited at: 13th Mar 2009 22:41
@Smart Guy

Could you make that a zip? Macs can't open .rars :S

Additionally, did you make the music?


Time is money. I just ripped you off.
That1Smart Guy
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Posted: 13th Mar 2009 22:48 Edited at: 13th Mar 2009 23:35
yes i made the music, why?

ok its attached let me know wat u think
Quirkyjim
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Posted: 14th Mar 2009 00:18
@That1

What program are you using to compose your music?

~QJ
That's what they WANT you to think...
That1Smart Guy
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Posted: 14th Mar 2009 00:26
Anvil Studio
Quirkyjim
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Posted: 14th Mar 2009 18:46
@THat1

Do you actually have any musical experience? I do (piano,clarinet,percussion, some guitar) and would be happy to take over music.

~QJ
That's what they WANT you to think...
That1Smart Guy
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Posted: 14th Mar 2009 19:18
ok then u do it, i just needed something to do since i cant code till my DGS get here in a few weeks
Quirkyjim
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Posted: 14th Mar 2009 19:51
Okay, working on some stuff now.

Any suggestions/ideas?

~QJ
That's what they WANT you to think...
That1Smart Guy
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Posted: 14th Mar 2009 20:26
just generic gaming music, kinda like mine but hopefully betr
Quirkyjim
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Posted: 14th Mar 2009 20:33
Well, I made...something...

~QJ
That's what they WANT you to think...

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