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Post by Enzo on May 24, 2021 18:44:54 GMT
bmps are staitionary, any bmp will work, its a base for a demo, only programmed game aspects; is attacking king until he disapears and picking up two items one of which gives a notice dialog, other then that nothing else has been completed, besides debugging and testing, minor edits
Once I have a sprite masker working I will post .zip file of demo with semi-playable content,
This is mearly a proof on concept at this point, although my intentions are to fully complete game, I will most likely not be releasing anymore code after demo.
atomose if you want to help with coding, I could really use a simple example of Rod's post of networking with JB, even if it was a mainwindow console input output, remote login now is limited by available CPU usage to a few clients, until lag overcomes gameplay, or until I can get a faster machine.
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atomose
Member in Training
Posts: 32
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Post by atomose on May 25, 2021 19:31:25 GMT
if you can why not ^^ ! thx
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Post by Enzo on Jun 15, 2021 22:33:15 GMT
I would like to add another angle to the view point of my game, example: ibb.co/mNkRKCCA simple overlay, overlapping sprite at top that changes, kinda like scooby doo used to in there endless sized haunted houses Basically a never ending hill with coast at the end, and sky, I'd also like to rotate the map as well as the character, I think this can be done with flushing any array map data and reloading a new already dimmed rotated map( array for each direction. Engine is done and posted above,
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Post by Enzo on Jun 16, 2021 2:43:29 GMT
I'm thinking if the middle top right four tiles were parsed in a way they show mountains sand or pathway or sea , they would animate nicely.
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Post by Enzo on Jun 26, 2021 16:40:24 GMT
Found a ghosts in the machine so to speak, a glitch found at time of exiting the game, I saw my character being blocked with a non-moveable tile, and allowed player to rotate, extremely fast, thus entering a 'warp hole' (some type of non rendering loop) and allowing player to 'teleport' to other moveable areas of the map, may also seem to have an affinty afterwords as lasting after first teleport seems to also be happenening. Ha, im keeping the glitch
I am interested if faster machines have this prevented or not, or is it happening when character rototes quickly inside the timer it waits for input that doesn't render because maybe a variable needs to be nulled activating the no render, from being path blocked code wise.
~ Enzo
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Post by Enzo on Jul 31, 2021 0:48:24 GMT
Update, I was going to post .tkn and does not appear to be valid I have low memory issue with 4GB of RAM, I do have 8GM raspberry pi but I have not figured out how to compile to run on, any tips? Here it is anyways, the exact .bas code to this .tkn runs okay (demo) DMO.zip: ufile.io/w3g6xfmzPassword: enzojustbasic Currently this is only picking up items and talking to a few npcs and walking south or sailing, basically a blank need to be finished game, nothing else is added there is nothing to use items for or any npcs beyond 100+ x 100+ y However the map may be similar, to release bonus if you can find the end of the map, it is as far south east as you can go while walking on the ice. This is more of a last proof of concept, item pickup works, talking to npcs, movement, base background, randomly spawned npcs, Working on producing a new graphics rendering from single image, however not sure of memory limits currently, Rod's engine has 121 images in play at one time, I hope to make a base set of less then this, converting Rod's program to parse a single image to output and changing engines over, this will allow for 'realistic' maps with non-linear (to grid) features to edges of roads, water, rocks, ect. [cont] I also need a better look at the current layout of invisible features already implemented character is one square away from where you are walking, item grab seems to be working good, had a odd thing going on where items would pickup and continue to rotate thru inventory as button was pushed instead of no input, rather then clipping in no input on no pickup i fixed original code to produce results properly which was a order issue of needing another for next loop. Npc message happens one tile too far currently, not sure if fixing character placement allows for this fix as I wanted one square away anyways for messages (gives talking room in game placement not making everything too close with a small maze of a town to navigate, taking advantage of the 64x64 art) [cont] Once this is done I want to input basic variables and related editable game info for allowing other users to produce a game from engine with only adding in art, map image, npcs, characters, items, basic game function will be included in file contents of listing info order to be added to game play. A fully editable, no coding required or input of game mechanics, engine to produce a RPG game with simple animation1.bmp-animation5.bmp animations displayed and label everything generically npc001 item001 ect. I'm thinking map, char, items, npcs, chests, ships, x marks the spot, common item type of items programmed in, drop rates, able to provide your own variable rnd set. I would also like the game to compile with a random layout each time to a set from the equation pi, this way each time someones game is compiled a user can select a different config if they want, allowing for a better replay value of almost unlimited variety not found in games or game makers and their dynamics. I may get more of a following with this rather then a single produced game, which I intent to cundo!
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Post by Enzo on Aug 2, 2021 19:34:41 GMT
Insrt and DELete key operate game to talk to npc and pickup items, along with space bar to 'attack' and arrow keys to move.
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Post by cundo on Aug 3, 2021 2:53:59 GMT
Do you want to compile it to run on the raspberry?
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Post by Enzo on Aug 3, 2021 14:30:44 GMT
I would love to cundo, what is the current method, I know xxgeek has compile program pi compatiable I was considering looking at this,
Also,
Thinking more into it an image callout item object or natural sprite, its xy location, and various infomation such as dialogs an item class
loopidtype = 1 'run animation npc001.bmp - npc004.bmp dialogid need to be true to be activated instance = instance + variation 'stepping 'tracker' for game lore in a series variation = 0 'null othewise 1 unit operator for instance
Example script file:
'this part loads npc animtion npc001.bmp to npc004.bmp, give loopidtype of if combat or otherwise type animation, meaning when it will loop. x y position put in array at array(variation) = dialogid and dialogid(string$) string$ contains infomation in dialog() when variation is reached in gameplay
npc(001,004,loopidtype, 15, 15) dialogid dialog("Have you seen the king?") variation dialogid(+1) dialog("I SAID, Have you seen the king???"), variation
item(001,itemtype, x, y) dialogid dialog("dialog for putting item in inventory) dialogid(+1), variation' = 3 in this case
item(002, itemtype, x, y) dialogid dialog("dialog for needing item to pick up"), variation' = 5, variation 4 is unprogrammed and follow logical means of
item(003, itemtype, x ,y) 'quest item with animation animation(001,006 x, y)
qust(001, x, y, instance, variation) dialogid dialog("dialog for putting item in inventory) reqitem001 dialogid(+1) dialog("dialog for needing item to pick up") dialogid dialog("Have you seen the king?") reqitem003 dialogid(+1) dialog("I SAID, Have you seen the king???") animation(007,010 x, y*)
i.e variation dialogid and instance are all the same value in a series from 001 - 999 and after each segment a new value of 1 is added and then value needed to access next point is indexed and will come about should player get to correct x y with correct items, following the A B C type format
As stated in another post all artwork can be uploaded as a compessed format copy and pasted to be encrypted and compiled at run time
Sound function to play midi when called upon
Itemtypes 1- crafting item for other items 2- equip item 3- useable (such as potions) 4- quest
This give a list of operatable arrays in main program to upload and check if file exists and look a common check list of variables; that are updated as program loops. When a player interacts with a area of the game, variation value edits instance unit amount to things like dialogid and variation which activates respected amount is reached and area of game is used; instance is checked automatically
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Post by Enzo on Mar 27, 2022 4:59:24 GMT
Preview:
Tell me whwt you think, I believe this is the closest I've been and anyone has to JB full fledge game with professional quailty, although no more complex then a game from the 80s 90s this is a demo with no actual gameplay you can just walk around and explore the map.
Tell me what you think this is the first playable release.
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Post by Enzo on Mar 28, 2022 0:57:10 GMT
Any idea where my lag is coming from on slower machines? No code, just base from previous non edited.
At left side of map if you go into the water you can gain fps massively and the map updates very quickly,
Not sure where this is coming from, I'd like to speed it up and limit the fps to a natural game play speed to add animations however varianes will occur on purpose and due to machine speed.
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Post by marshawn on Mar 28, 2022 5:12:38 GMT
give us a screenshot of the game, it's hard to commit to a random download link
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Post by Rod on Mar 28, 2022 10:19:03 GMT
Don't know what is going wrong Enzo. When I first looked the download did not have a .bas file so I did not proceed, there would have been no point. When I go back today for a second look all the files are hidden and I get a small .exe that crashes and cannot be removed from my PC without using Task Manager.
So I have removed the link. Please ensure that the download contains a .bas file and required resources. The runtime files are unnecessary, we all have those.
Other readers should never run a .tkn or .exe from a download site like this. Enzo's download may have been replaced or amended. Only run .bas files that you can peruse and be sure will not interfere with your system.
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Post by Enzo on Mar 29, 2022 17:36:41 GMT
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Pixel Mud
Mar 30, 2022 14:47:52 GMT
via mobile
Post by Rod on Mar 30, 2022 14:47:52 GMT
Thanks for fixing that. I have the .bas and the resource files. The map bmp path is hard coded so it fails to run as is but I just need to find where the .bmp is an change the path. That was what was probably crashing the .exe
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