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Post by Enzo on Jun 2, 2020 0:06:03 GMT
I'd like to create something fun
A pixel art type 2D Mud using art thats already for free use, or possibly upload your own, not sure of the direction yet but self reoccuring code to allow it to be edited by any user with limits and able to save a pagefile to possibly allow for a server/client-client data transfer, real time animation (not turned based at all), done in a justbasic (atleast the client-client) pagefile
Basically a buildable and lively fantasy mud where you can add your own art or trade yours for others.
Looking to convert an already popular game (zelda) into a 2x (which is really 4x) time's bigger map as a begining general area with extra walk around space.
Have some animations .bmp which could be used to make more with coloring and mild editing
Still trying to get direction with animation coding help and sprite makers that I cant seem to find on search, one gave the black and white inprint, havent seen in years
I'm thinking the animation needs to happen on a natural loop count when they both appear to be the right frame
Really like to make the code universal so text commands could alter the game and variables arrays are updated to a file and read from, i suppose creating a dump file for the history is also something I'm not sure about timing ms wise
Anyone interested in joining?
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Post by Enzo on Jun 2, 2020 0:16:06 GMT
I could really use someone that could code turning .bmps into sprites, currently have 7 characters 4 pos. ea, 3 pages of 30 small nice items, a few other novelty icons for spells, I think adding to that as well as making it universal from the start i.e. building command and resave for .bas, possible add in right click menu to contuine build as soon as a map is picked.
Theme is halloween / magic, I have somewhere some monster type art from dragons to other creatures, although not yet animated I think would go nicely with the art chosen. Thinking people can upgrade their person with items they upload and edit to their charcter recieving bonus' +1 +3 ect. for item through various ways to keep a barder trade type, sadly until a proper engine is found this will be LAN only for now, i.e. user a.i to be coded to perform tests of text data input
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Post by tsh73 on Jun 2, 2020 22:00:55 GMT
Your code is not running without BMPs. Could you zip and upload it somewhere so we can at least see what have you got?
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Post by Enzo on Jun 2, 2020 23:56:34 GMT
100% NOT my code, I gathered from a forum search on various JB LB forums, but is a working base, I found Rods sprite editor and have been doing pixel art of my own for the game
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Post by cundo on Jun 3, 2020 0:53:26 GMT
Hi there Enzo. Mud as sticky matter? Like clay?
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Post by Enzo on Jun 3, 2020 16:57:35 GMT
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Post by Enzo on Jun 3, 2020 17:01:09 GMT
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Post by cundo on Jun 3, 2020 17:13:30 GMT
Ah great! you know what... I made that code !! ha ha ha didn't remember. Don't know why but your versions don't run. But here is the older code. jbfilesarchive.com/phpBB3/viewtopic.php?f=4&t=1532With this 'engine' the map could be the big as you want since only draws the same amount of tiles at a time. Edit: feel free to use that engine the way you like Enzo.
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Post by Enzo on Jun 4, 2020 15:11:45 GMT
To be honest I thought I remember it being your code too Okay I looked at your link, RPG10 seems to be the most updates? First order, Adding items that are pickup-able and an activator tile for various RPG like events, Currently looking to add this code to the file map loading to make a mininumist language to adding new content with builder: Going to work on the base for the builder, maybe release as admin tool for mutli-file compiling to be easier to work from with big files
tile.list$ = "dirt water grass rock sand"
For i = 1 To 5
loadbmp left$(word$(tile.list$,i),1);".bmp",word$(tile.list$,i);".bmp"
#main.gbx "drawbmp ";left$(word$(tile.list$,i),1);".bmp 1 ";TILESIZE+1;" ; ";_
"Getbmp ";left$(word$(tile.list$,i),1);".bmp 1 1 ";TILESIZE;" ";TILESIZE*2
Next
player.list$ = "knt2_fr1.bmp knt2_fr2.bmp knt2_bk1.bmp knt2_bk2.bmp ";_
"knt2_lf1.bmp knt2_lf2.bmp knt2_rt1.bmp knt2_rt2.bmp"
For i = 1 To 8
loadbmp "player";i;".bmp", Word$(player.list$,i)
Next
#main.gbx "setfocus;" ;_
"When characterInput [keys]; ";_
"Getbmp back.bmp 1 1 10 10;" ;_
"Background back.bmp;" ;_
"DRAWSPRITES"
'~
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Post by honkytonk on Jun 8, 2020 11:05:22 GMT
Tell me, is it to heat the mouse wheel or to screw up the finger that turns it, that you jump lines?
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Post by Enzo on Jun 8, 2020 14:59:11 GMT
Tell me, is it to heat the mouse wheel or to screw up the finger that turns it, that you jump lines? I'm not 100% sure what you mean I pieced the last bit of code to show what im working on. Not sure if this helps but heres the 'admin tool' im creating Not working atm... ' Generated on Jun 06, 2020 at 14:19:44 dim sectionsofcode$(20)'number of parts to program, i.e. functions, subs, extra [branches]; group via alike editability refrence wise '''''''nomainwin using main window
[start] print "any key to reload admin tool (cls to END)" input " input any key then [enter] to start; to start last compiled [space bar]"; input$ if input$ = "cls" then END
' if input$ = "" then
' lastcompiled$ = lastcompile$() '[space bar]
' end if
if input$ > "" then [openfileloop]
goto [start]
[openfileloop] oldreturn2$ = oldreturn$ oldreturn$ = return$ : return$ = txt$ : txt$="" : file$="":operator$="":return$="" : scriptcount = scriptcount + 1 filedialog "admin - script", "", file$ open file$ for input as #1 txt$ = input$(#1, lof(#1)) return$ = backupcopy$(txt$,scriptcount) sectionsofcode$(scriptcount)= return$ close #1 confirm "Compile? NO to Load another script";adminanswer$ if adminanswer$ = "no" then goto [openfileloop]
end if if adminanswer$ = "yes" then return$ = compile$(null$) print return$ 'load program command end if print "no error, yay"
goto [start]
Function compile$(nullinput$)
print "function used."
open "admintool.settings" for output as #2
for counter = 1 to scriptcount
count = count + 1
input sectionsofcode$(count)
next counter
close #2
compile$ = sectionsofcode$(count)
End Function
Function backupcopy$(operator$,scriptcount) backup$ = operator$ if scriptcount > 1 then oldreturn2$ = backup$ end if return$ = "" backupcopy$=backup$ End Function
*Not debugged for order of backups or any working save file*
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Post by Enzo on Jun 8, 2020 15:04:22 GMT
I'm a bit rusty been having to reread help articles to get syntax right, current JB help files are slightly harder to understand then the older verison I was use to working from, more information is implied it seems like;.
~ Enzo
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Pixel Mud
Jun 8, 2020 15:20:54 GMT
via mobile
Post by Rod on Jun 8, 2020 15:20:54 GMT
Enzo, you are not posting code correctly to the forum. Do not use the preview pane, post the code on the other pane and it will not be double spaced. It is a forum bug but double spaced code is of no use to readers, it takes extra room and lines are split and will not run. So when you post make sure your code looks normal.
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Post by Enzo on Jun 8, 2020 21:34:39 GMT
Ahh, haha I see the old forum bug is still around, I looked for the "other" pane but couldn't locate via information
I edited out most of double spaces hopefully it stays? I will gladly use the correct pane, you mean quote?
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Post by Enzo on Jun 8, 2020 21:36:20 GMT
Tell me, is it to heat the mouse wheel or to screw up the finger that turns it, that you jump lines? Off topic but Haha, i thought that was funny, I didn't realize it was doing it to an extent, heat the mouse wheel haha I enjoy short code condensed aswell
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