steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
I thought I'd share my experience with the game competition, and give a little history of the game Cohort and I made. I. Getting Started II. The Engine III. The Map IV. Battle Mode V. Testing Just so people, not the judges, can play the game and possibly enjoy the experience, I added a save game feature today (F5 to save, F7 to load while standing still on the map) and evened out the odds a little bit regarding the enemies. Now the game should be a little more fun. The 2.0 version is only available for download from my webpage here : http://steveth45.net/RevX_v2_1.zip . Remember, hit F5 on the map to save your game (while standing still. If you die, just load up the game again and hit F7 to load the last save. I didn't want to violate the no patches/no updates rule, so I'm not uploading the new version game to the ftp server. The judges have to play the extra difficult, no save game version. Maybe Cohort X can chime in with some of his techniques for doing the character art. ------------------ [This message has been edited by steveth45 (edited September 20, 2006).] |
Cohort X![]() Member Posts: 126 From: The Great Pacific Northwest Registered: 09-16-2006 |
I don't know that there is that much to say from the art side. I spent most of the time sketching ideas that I didn't use. As far as what made it into the game... I typically started with a sketch either on a sketch pad or a sheet of bristol board and then I either scanned it in or took a low resolution picture of it. I then inked the outlines and major details either with a dip pen in some india ink or with fine tipped roller pen and scan it in. Then I'd do some coloring in gimp on different layers. I'd use the inked layer to make a quick selection with the magic wand tool and delete the empty space on that layer and the shaded pencil layer. I left the ink layer on top and turned it into a multiply layer. I copied the shaded layer a few times and made those multiply layers. By locking the alpha pixels, these copies of the shaded layer became safe areas that I could color on without ruining the lines and shading. If I didn't like the pencil shaded effect I'd go to town with the dodge/burn tool to do lights and shadows, or I'd pick a lighter color put it on another layer and play around with smudging it until it looked alright. Then for the moving and attack poses I'd just manipulate everything in gimp. Lots of copying flipping and smudging. Steveth worked alot harder than I did |
buddboy![]() Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
you use the GIMP? sweet, so do I. as does CPUFreak. i've used the technique you mentioned before. it works pretty well, tho it took me a while to figure out how to do it =D wow, you had a lot to do Steveth. for some reason tho, when i played it, i couldn't figure it out. it was either moving really slow, or i wasn't doing something right... lol. ------------------ |
steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
Budd, you just walk around the map and when the enemies attack, you have two choices: attack or pray. When you attack, you have to select the enemy by the transparent square closest to them. This is done by clicking with the mouse. That's about all you need to know. If you get the version on my webpage, you can save your game by hitting F5 while standing still on the map and load by hitting F7. Watch your HP, pray if you need to. The goal is to relight the seven lampstands and defeat Satan, represented by a large, red dragon hiding in a cave in the northern region of the map. ------------------ |
ArchAngel Member Posts: 3450 From: SV, CA, USA Registered: 01-29-2002 |
I kept dying, so I stopped playing and just wept. oh, how my failures weigh down my shoulders. ------------------ |
Jari![]() Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
It was difficult indeed and because this is not my game genre I didnt play much. But I am impressed how you made it from scratch since it's technically well done! ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
quote: The first couple battle are difficult until you get to level 2. I got to level 10 on the competition version, and then level 16 on v2.1 with the save games. ------------------ |
steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
quote: Thank you very much. ------------------ |
Cohort X![]() Member Posts: 126 From: The Great Pacific Northwest Registered: 09-16-2006 |
in version one if you use all your skill you've got about a 1:3 chance of surviving to level 2. once you hit level two you should be able to make it to the end if you don't try to advance too far at a time. |
SSquared![]() Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
Yes! Good work. I'm sure you learned a lot. It's the nice beginnings to something bigger and better. Any future plans along this similar line? |
steveth45![]() Member Posts: 536 From: Eugene, OR, USA Registered: 08-10-2005 |
quote: Actually, yes. I don't think I'll spend any more time on RevX, specifically, but I am happy with the codebase I've created. One nice thing about using a tile map editor with multiple layers is that I could define much of the game in the map itself. I'd like to take that code and extend it. Also, since the tile editor I used, Tiled, is open source, I could extend it to be able to add more pertinent or specific information to the map. The enemies, associated images, and their stats were hard coded into the main.cpp file of the game, but I could easily offload that to an XML file. In fact, all the specifics for a game could be described in an XML file. I could write a C# frontend for that XML file, so you could edit the variables for a game easily without having to recompile the source code. In other words, I've been thinking about turning it into a general RPG-making tool that anyone could use. I read an article about data-driven game development where you define as little as possible about the game in the source code, and allow the game data to define the game. That's why some games can be modded into almost anything you want, because all the gameplay is defined in scripts and data files. ------------------ |
SSquared![]() Member Posts: 654 From: Pacific Northwest Registered: 03-22-2005 |
Excellent! Yes, I was doing data-driven as well, although I didn't quite complete it. My intent was for anyone to come along and easily create a map with obstacles and even create new pieces rather easily. All of my data is wrapped up in code, though. Eventually, I was hoping to get to a file-based system. Unfortunately, the data-driven stuff is about 75% working. I didn't have time to finish it and so ended up writing a few specific cases in the code...things like, "If this is an archer then his attack is only this specific thing"....blehhhhhh....that's what I was trying to get away from. If I ever finish this project, all of the data will be embedded in the type of piece itself. Then someone can easily define their own piece with movements, attacks, etc. Supply a new image and there ya have it! A newly customized game piece without changing any code. |
HanClinto![]() Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey Steveth! Wow, so I played your new version of the game, and I must say I'm impressed! I actually worked my way all the way up to face THE DRAGON -- and -- needless to say, I got pretty stomped. So I screwed around with the default.sav, and then went back to face the dragon. He usually did 0 damage, but every once in a while he got a hit on me for 1. I thwacked him for somewhere between 200 and 600 each time, and finally was able to kill him. Yay. I got up to level 15 via legit methods, but man -- those Dark Stumblers are *tough*. Great job on the re-release, Steve!
quote: I've been learning that trying to make code so generic that it can be used for anything is the same as saying that the code is good for nothing. I think it's a fine art to learn how to make your code flexible enough such that you can modify your game easily, but make it specific enough so that there isn't a lot of bloated framework that gives your engine capabilities it's never going to need. --clint |