CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Ok. It's time for some community work here... before this site falls apart as I am prophesying now... I need artists, and coders and sound efects people and testers. The first one month game failed... not enough time. This one has more time. If you don't mind me butting in, I'd like to choose the leader (I need volunteers) so that they can push and pull us. ------------------ |
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bennythebear Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
all i'm good for is testing, but i'll do that . i would keep with as simple of a game as possible. ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
sounds like a good idea. im not sure I can contribute much in the way of coding or art...I may be able to help lead or organize, but I am in the middle of my own project. :\ Im sure I can do something tho, because im never as busy as I view myself to buy, or as I can be. ------------------ [This message has been edited by crazyishone (edited September 26, 2005).] [This message has been edited by crazyishone (edited September 26, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Sooo... we need a main character right.. something like Noah in the Ark? Its a big ship The animals escaped and you have to capture them by jumping on their head, but some bite . Or moses from Egypt to the Promised land, guiding God's people. Walking through the pyramids, and casles, jumping on the heads of Egyptions and other stuff, like crocodiles and snakes. Through the dessert... He has to clear each level so everyone can pass. At the end I guess Aaron has to take over in order to be biblical correct. Well, so far for my creativity today |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
very nice... I think those would go well, but the Noah one would be alot better. I think this game will go alot further if we target it towards the under 13 "market". ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Btw, I might help with coding, sound FX and/or graphics. What language did you have in mind? My only strong side in programming Java... so, I doubt if that would be much help . | ||
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
hmmm, what language (try what? im insulted... i think) If its BlitzBasic(2d or 3d) im tottaly set, if its C++ i can't do too much, save some header files containing classes... if its java... well, i'll break open the books then. ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CoolJ Member Posts: 354 From: ny Registered: 07-11-2004 |
I won't be in on this one! I agree though keep it simple (no 2d in 3d crazy stuff like I was pushing for on the one month game!) Also, I didn't like 3DGS much (for several reasons), but since your doing 2D you probably not going ot use it anyway. Good luck! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
im not impatien, i just don't want my post overlooked, what language is this in again? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
quote: ditto.
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
i can do headers, inheritance (to a point.. it seems to hate me...) and some other stuff in C++, i really really want to help, but i don't want to be a pain in the butt... my (new)e-mail is 3rdKnight@comcast.net (my other e-mail is inaccessible... ??!) ill check it regulary (i hope...) ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: You forget to change your tab? Wrong thread man! ------------------ |
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en972 Member Posts: 562 From: NOT TELLING! Registered: 08-27-2004 |
Looks like the right thread to me.. Put me up for music ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Isn't there any platform game development environments out there. I think that would speed things up compared to say traditional programming languages. Usually they have graphics, music, sound and logic all included into one environment. If you want to make a game within two months its worth scouting for. | ||
vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
This one looks promising: http://gamedev.sourceforge.net/ Ofcourse, it takes all the fun out of programming, since it doesn't look like it needs much of that. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I think Jython and Python can work together... Or better yet, we could write a tiny Mario game engine for one level of our mario game to see waht it's like. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Alright... anyone want to lead? I'm up for it. I'd say it would be best and more fun to hard core program it using a python base (since you can incorporate it into C/C++ and I'm pretty sure about Java [through Jython]) ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Wait! Scrap the whole thing! http://gamedev.sourceforge.net/ I like that idea. Let's just make a game, when we're better at programming and can work together better then we'll code. I can download this too! Let's just use that game engine. http://gamedev.sourceforge.net/ ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
So, CPUFreak working on getting that ranking up? 3 posts in a row? Okay, okay, I just did two before.. but 2 is good... 2 is allowed... 3.. now 3 is too much Nah, kidding. I think actually... we should program the thing.. I mean whats the point of Christian CODERS if there isn't any coding involved.. not much I imagine. I think I could write the engine in Java, and then I could make it accessable through Jyton, so it can be scripted in Pyton, how about that? | ||
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
sweet, c++ works with python?!? cool, but have we acutally decided on a language yet? I can do: C++, Bltiz Basic 3d (lol, not gonna use THAT), and i can learn java (many many many books) ( i guess if C++ works with python i could do some of that too (MAYBE... i dunno for sure...) ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: You're very lucky I have a high tolerance for that kind of stuff. Never thought of my ranking! Oh.. I see Realm has passed me. Gotta do some research to see if it's really compatible with "pyton"...
quote: Yep! quote: Nope! quote: Java ain't easy and I'm living proof! Your're better off sticking with C++ right now. ------------------ [This message has been edited by CPUFreak91 (edited September 27, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Oops.. my bad. It will work with regular python (as I have interpreted it). I'm asking if java embedding and c/c++ emebing can be in the same program as jython and java! This would mean the we'd all have to have JVM, Python, Jython and GCC (or Microsoft Visual C++) [This message has been edited by CPUFreak91 (edited September 27, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: Well, I was thinking Jython is just the Python language run in a JVM... I could write an engine and export the API to Jython... then anyone knowing Python could script the game, and using Jython run it in Java in a JVM err... wait... did I write that right? - again... well, my work is development in Java, so I'm pretty familiar with it... so for me its a piece of cake... But I'm familiar with almost every language that is used these days, so I don't really mind in what language it is made. (though I prefer Java any time ) [This message has been edited by vincent (edited September 27, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yeah... won't know if I can do that till I geta response tho. EDIT> Got response. Here's the results: public class SimpleEmbedded { System.out.println("Hello, brave new world"); interp.set("a", new PyInteger(42)); System.out.println("x: "+x); ------------------ [This message has been edited by CPUFreak91 (edited September 27, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
sometimes i wish God had made me a Child Prodigy like firemaker... it would make this all a whole lot easier... when you decide a language, make a post in all Bold and Itallic so i will notice it right of the bat (i re-read all posts since i last posted, so thats not too much a worry, but just in case ) I would really like to help, though! ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
aww... I like blitz3d. It's easy too. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
yes firemaker, but every programmer reaches a time in his life when he feels the need to become a Super Nerd A time where he has to rise up from the basic languages, and tackle the languages the gaming industry uses to create bigger better games. (a take of the "its time to become a man" speech. ) rats, was this one of those annoying posts again?? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
hey? Blitz3d can make commerical games too you know(they are in the value games department ! Speaking of which, I saw pong for sale for pc....) ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
( ) _ ( ) PONG?!?!? Firemaker, me and you can BOTH make our own pong, and millons of people can get it free, why in the world buy PONG?!?!?!??!??? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Brandon Member Posts: 594 From: Kansas City, Mo, USA Registered: 02-02-2004 |
You can make a commercial quality game in almost any programming language or with just about any game development tool if you have the proper know how. I've seen a commercial quality RPG in Blitz3D before I would recommend Blitz, but it's not free and everyone here doesn't have it. I'm sure everyone is familiar with the RPG Toolkit? http://www.toolkitzone.com/ little to no coding is involved and it's still free I think... ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
atch.. i need help wiht C++... specifically understanding and using gfx engine...
anyway, i can;t wait to get started! lets have some organization here! ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: We will once we figure out the base language! I think C/C++ would be best (so that it can be a standalone) as Java required JVM and other junk and you can't embedd Java and C/C++ in Python. What do you say? Vincent and all you others? ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
I think we should stick to one language. Suppose we build it in Java, you'll need a JVM. Then again, most PCs do these days using Java webstart or something... Using Jython everyone could in theory build the logic of the game in the Python language. But I guess thats not really useful. If you program it in C++, I would have to pass, cause I am not that good at C++.... though I did get an A+ for it a while ago in College BASIC has been some time ago, but I guess I could get up to speed pretty fast.. even though I'm not very fond of it... then again. I could also just do something else, like sound FX, some graphics or edit some levels, I enjoy that too... I'm open for anything. Maybe we should vote Or we should see who is willing to write the engine... and what language he/she uses. I am willing to write it, but I'll use Java ... [This message has been edited by vincent (edited September 28, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Even better yet. Why not just try python and pygame? Heres how python works: Can you read this? print "Hi, please try python!" if answer == "no": Pygame is very easy to learn as is python (especially for you Vincent, python is very similar to Java. It even uses import!) Realm. I think you'll like python once you try it. Especially since you can make C/C++ bindings for it or embedd python into C! Please try it: www.python.org With this I can help you, whereas if you did it in C that would be a complex language that two people (so far) don't know much about. Java is the same thing, only a little less complex. Also with pygame we could hard code the game and it would be easier than a game engine. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Why do you need to have a biblical character? I could draw up a character really quick. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Oh yeah, question, is it going to be 3d or 2d? ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote: AAAUGH! TOO MUCH INFO!! APOEFD:JPOESUFPPHHHDDD!!! im doing BB3d, C++, soon JAva, and NOW PYTHON???! HOW MUCH CAN 1 GUY TAKE! sure, i'll try it, but i have school now. ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
I haven't used pygame with python nor made anything with python except testing the language. It's ok in my opinion but the fact that it doesn't have brackets makes it bit odd if not difficult to follow. Well I quess you just have to get used to it? ------------------ Unless the LORD builds the house, they labor in vain who build it; unless the LORD keeps the city, the watchman stays awake in vain. - Psalms 127:1 |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well I find the brackets and colons hard to remember. Just leave them off. Yes, as in Java, the brackets take some getting used to.
quote: We don't have to have a biblical character. That was just an idea. Howabout we just have "a dude" or "a dudett"? Great! I'd like to see the character when you're finished!
quote: 2D. No fancy 3D that would take too much time (more than 2 months!)
quote: A guy can take a lot! Just put the other's on halt or crawl for a little bit till the game is done. Just a suggestion. ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
If you decide to use C++ try SDL. It sets up the window for you and has input, audio, and other nice features to get you started. www.libsdl.org | ||
firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
quote:
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
So, who is willing to write the engine, and in what languages do you want to give it a go at... as soon as we know that we can select the greatest common divisor and select a team of programmers. Python is fine by me, it has been a while ago since I last used that...*thinks* 3 years or so. C++ is different, I don't think I'll be up to speed soon enough. | ||
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well I'd suggest Python and pygame. With pygame we don't need to write a game engine... (it would also take longer than two months). Pygame handles the video, sound, gui, keyboard, mouse and other things that we would find a pain to have to wrtie from scratch. So.. should we vote? ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: Well, I wouldn't write the actual graphics/media engine in Java either, cause you have a lot of frameworks in Java that do that stuff too... but you'd still have to write the dynamics, jumping, loading levels etc... I like Python too... so if CPU would write the core, I'd be willing to help, but because I have only a little experience in Python, I won't be able to do so much... then again, i'd be nice to expand my python skills. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: How about this... I'll post the code on my site, you can download it and just play with it.. till you feel like you know what's going on. Realm? What do you say? EDIT> CCN 2 Month Game blog has been set up. (http://2month.blogspot.com/) ------------------ [This message has been edited by CPUFreak91 (edited September 30, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: Sounds alright to me. I got a 404 on that link. |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
eeh.... okay, ill see what i can do with it.... don't expect too much though... ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
don't leave me behind! (my computer broke, that is why i haven't been here in a while) i will do graphics, since that is all i can do :P ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Good! ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
so you're using what language again? ------------------ |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote:
------------------ Unless the LORD builds the house, they labor in vain who build it; unless the LORD keeps the city, the watchman stays awake in vain. - Psalms 127:1 |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
dwat! hmm... well, I did recently learn how to animate in paint... ooh, but wait, i got Adobe, ill go see what that can do! (PLZZZ dont fail me that like stupid scanner taht only worked with windows 98, plz plz!!) ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Here is the dude:
What do you guys think? ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
lol, cool ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
here's a bigger pic:
------------------ [This message has been edited by lava (edited October 01, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
i dub him "Dave" ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I guess Python. Cause there's only two votes and one for C. I don;t know blitz basic so....
quote: No it has two... vincent says that he might be able to do it. (Ok fine 1 and 1/3 votes)
quote: Nice!
quote: Dave and the giant pickle!! Err wait.. that's bean stalk. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Do you believe he will be final? And if do you want me to make a sprite sheet? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Oh. About dave, lava, could you have him with a foot in the air a bit? So I/we could make him walk? Also have him do the splits so that he can jump. We'll need a big dave a super-dave and a regular dave. All you other artists and volunteers... can we have: Sound (if you know of anything) and some bad guys... (ie: a ugly demon or something [he can't have horns though!!]) ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well.. last chance: If no one else want's to lead, I'll be glad to do it. Ah sprite sheet. Yes that would be great. I guess Dave is final, what do you guys think? Oh I've been thinking and playing and I think I can make a game engine! Oh. When I do get this game engine finished the 2 month count down will start. I'm going to make it simple so that it won't take long. Everyone who can make a level will be credited and will be considered a Developer. Now to fix that blog. Oh! An idea. For the bad guys (I'd say a square with feet) he can be a pixilated porn image! Just make a person but pixilate them and don't put any clothes on them. (Male or female). I had this idea where you can switch characters and fight devils and demons as Jesus.. waddya think? Here's the moved blog: Please email (cpu. crazy [at] gmail.com) me or PM to be added to the team list. You will recevie an email and will prbably have to sign up. Anyone can post a comment
[This message has been edited by CPUFreak91 (edited October 01, 2005).] [This message has been edited by CPUFreak91 (edited October 01, 2005).] [This message has been edited by CPUFreak91 (edited October 01, 2005).] |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: I don't really like that idea about playing Jesus, and the porn image might be a little much, I think we should illustrate struggles a Christian goes through. And most of all show that it's not in our strength we overcome evil, and that we have to call upon God. ------------------ [This message has been edited by lava (edited October 01, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
hmm.. im with lava... i have to say i like the blocks with feet, but not pixilated porography... WAIT! GENIUS IDEA!! (i hope) dave is a guy who has travled to a far-off country to tell them about Jesus, but his plane was shot down by bad guys who didn't want Dave to come there. now he travels the country, collecting the bibles as power ups! At the end of the level, he reaches a village and gives the people the bibles! ooh, and there are still those evil guys with AKs, mayhaps a deamon or such, and other power ups would be: Water , Bread , and other people who are not evil, if you touch one, you lose a bible, but gain a person who travels with you to the next village, collecting bibles you miss. wadya think, an okay idea? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
well it sounds pretty innocent for one thing, and how aobut you can only overcome the demons with Bibles. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Innocent = good (?) yea, sure, tahts a good idea! but did you mean my idea was good, bad, or mild? or that it just plain stank? :\ ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Innocent = good (?) yea, sure, tahts a good idea! but did you mean my idea was good, bad, or mild? or that it just plain stank? :\ ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
I was referring to CPUfreak's porn pic idea, it was a joke. Your idea was good, and it was simple for a platform game, they don't require much of a story. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
yay! ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
what should I do? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Ok. It was just an idea.
We'll have to remove: Other than that yes, it's a guinus idea!
quote: Ok. Fine with me. Ok, there's two. Case dissmised. Great! I like that idea. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Oh yeah... I'm planning on making hte game engine open source. What about the game? Any objections?
quote: Join the blog as a member. I've sent you an email. ------------------ [This message has been edited by CPUFreak91 (edited October 02, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
So, if I understand correctly, this guy 'dave' has to collect bibles, and get to the next town? So, what kind of enemies will he face, and will his plane crash in every level (I'd ask for a different plane )? I like the plane crash idea, and with the bibles that are everywhere because of that.. its very original. Maybe he should throw verses at enemies or something... but if you use too many verses, you loose a bible or something, because you used the verses in it... You have to get as many bibles as possible to the end of the level... is that an idea? So the bibles are also the 'ammo'... |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: http://www.jqsoftware.com/2month/index.html for the explanation. We still need bad guys. en972? Kiwi? Lava? ------------------ [This message has been edited by CPUFreak91 (edited October 02, 2005).] |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
How about collecting Bible's pages instead of Bibles..? Then you could show verses as message. Just a thought. ------------------ Unless the LORD builds the house, they labor in vain who build it; unless the LORD keeps the city, the watchman stays awake in vain. - Psalms 127:1 |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
no, i think every time you collect a bible, it shows a random verse... well, then agian.. no, because he needs the bibles for the towns people, maybe in some leves some bibles are incomplete and you need a page or something... lets hang onto that idea. wow, im so happy my idea is being used!! it was really USABLE, eh?? Church now, got to go! ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: How about we save that for the sequel? It kinda conflicts with Realms idea. However....
quote: I think that a random verse would be great! But don't make any plans yet. I still can't get a character to move yet!!! ------------------ |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Sounds good to me. And sorry I didn't realize it was realms idea because I read about it from the blog. ------------------ Unless the LORD builds the house, they labor in vain who build it; unless the LORD keeps the city, the watchman stays awake in vain. - Psalms 127:1 |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
hows that for the main char? ------------------ [This message has been edited by kiwee (edited October 02, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Ahh.... no offense but I like Lava's character better... ------------------ [This message has been edited by CPUFreak91 (edited October 02, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
im just happy my idea is being used, especially if i can't help any other way. some enemies: Muslums(no no nO! no certain religions, just guys with AKs who hate you! this is a christan game, no one race or religion is the bad people!!), deamons (a maybe, i like the idea that a bible dissapears from your stock everytime you fight one, good idea), and the block guys, just a random enemy (NO NO NO PIXILATED PORN! even pixilated it still gives me the heebie-jeebies, and its jsut sick...) tahts all i got for now... ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
OT: Speaking of games, what ever happened to TTS realm? ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
lost in all the comptuer crap i had to go through. Midway i realized that it might be better as an RTS, and i screwed it up... My friends were all critizing me that at Stratagy Game wouldn't be fun, not even in Multiplayer, and that there were too many WWII stratagy games out there already... i just didn't have the heart to continue...
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Dave Sprite Sheet:
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
! what else would we need? (anything? wait, i know, we need one of him jumping happily when he reaches a town (like "yaY! i made it!") ) now we need the forgin-countrymen (in the villages and along the way (remember, you touch one, lose a bible, but you score goes way up (you evangialized that guy, and he eiether A. follows you to the town or B. walks to the opposite side of the screen and dissapears? either way, you score goes way up, like it does when you enter a town) ) what should they look like? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: Ok, good idea, I was also thinking of making front and back views of him. CPUFreak, are we still going to use a super and giant form of dave? Let's also have no magic of any sort in this game. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
yea, i wasn't thinking of any, just good 'ol Jesus helping Dave out! ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Guys, what if Dave also fought off wild animals? Also will there be a 2 player feature? ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
not a bad idea: maybe a lion, (David, Samson, etc.) or snakes (you should all know where that comes from!) !!! oh, perhaps he can "ride" sheep? or there is one level where he heards sheep ( ) to gain a heckof a bunch of points and like 20 extra bibles the shepard collected! (he already got one for himself ) wait.. were just complicating matters here... ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. [This message has been edited by Realm Master (edited October 02, 2005).] |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
maybe he could venture from the jungle into mountains also maybe he could do some idol smashing ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: No offense, but I like kiwee's character better. It has more depth. Maybe kiwee and lava should work together? Kiwee, did you draw that yourself? Its good. [This message has been edited by vincent (edited October 03, 2005).] |
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cwc Member Posts: 121 From: USA Registered: 07-30-2005 |
Well, just putting my 2 cents in. I like kiwee's charater better myself,no offence, but if you are looking for more of a Mario type character I would go with lava'a character because it strikes me as being like one of the first Mario chacaters. Kiwee's character reminds me of when the 3D Mario came out, which I find to be very neat. Anyways, god bless you all. [This message has been edited by cwc (edited October 03, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well, maybe not... read on for my answer.
quote: Possibly in the future yes. Right now I'm making sidescroller (my game engine's name... unless you've got a better name for it) as simple as posible to finish it as soon as posible and to make it easy for other people to program for it.
quote: OK... we'll vote. Voting Booth:
quote: Well kiwi, you hear em, I'd suggest a sprite sheet. One big and one a little bit bigger than the first drawings...
[This message has been edited by CPUFreak91 (edited October 03, 2005).] |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
I noticed about Kiwi's character is that it sorta uses a z-plane, it's not a completely flat image. So I think it should depend on what kind of game were doing, is it like Mario Bros 1 and 3, or like Commander Keen 4 and Donkey Kong Country? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I liked yours because it was a 2D image. Not a 2D made to look a little 3D. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
exactly, so I think that's where the vote should go. But here's an example of what we're talking about:
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: ?? I still don't understand! EDIT> Hey, for a bad guy let's use vincent's avatar!! It looks cool. ------------------ [This message has been edited by CPUFreak91 (edited October 03, 2005).] [This message has been edited by CPUFreak91 (edited October 03, 2005).] |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
ok, i have an idea for enemys that i am working on, basicly the enemys are sins like 'lust' 'malice' 'decite' etc... and then you have an over all bad guy demon thing ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Nice. BTW: I'm working on some Milestones (currently Milestone 1). When I'm finished I'll post it on the blog. Kiwi, if you don't mind, I'd prefer the images be posted on the blog and here from now on. The milestones will be the technical goals. ------------------ |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
quote: i have posted my idea in more detail on the blog ------------------ |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
it just occured to me, it was only 7 months ago when we did the one month game, it feels like years ago ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: yeah, and I feel old... (well I was 13 then now i'm 14 ) ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
I posted a reply on the blog... just trying to pull away just a little from CCN.. to make it easier to copy stuff and to keep usggestions in my archives (if you haven't figured out, the blog is hosted on my site and powered by blogger.com) ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
actually, we could have multiple languages... http://www.codersworkshop.com/viewshowcase.php?id=335 ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: We could... I and (hopefully) someone else could make the jumping and moving and bad guys and stuff. And everybody else could create the levels and place the bad guys in chosen spots. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Oh, here's the info on Milestone 1 ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
AAA! i got in here late! so, who's image are we using anyway??? have i done my part, or can i still help? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I still don't know... how about you post your vote here.
Oh yeah! You're very createive.... sooo can you write a plot/storyline? ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
i guess i'll be a tester than... don't know python... ------------------ |
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cwc Member Posts: 121 From: USA Registered: 07-30-2005 |
Just putting my 2 cents in again. Why would you all use python to build a game? I take it you all do not want many users too use/play yawls game, except some computer geeks that know about the language or just a few Linux users. If you want more people to play your game I would not use python as the language of choices. Just my opinion. God bless you all. [This message has been edited by cwc (edited October 03, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: It's incredibly simple. I'll write up documentation. You'll be pretty much writing something like a MS Word macro!
quote: Why? Because you need the Python interpreter? No, I'm afraid not. Py2exe will remove the need for an interpreter on Windows, py2app will do the same on Mac and most linux distros won't work right unless they come with a python interpreter. What language would you use? Check out all the games you can make with Pygame and python! EDIT> I just thought... if there's more ppl who'd use say.. Java or C for this game... I'd be glad to relinquish command. EDIT2> This is how the engine will (hopefully) work: You'll need the python interpreter, unfortunately (but you'd be a developer). makeGround() This is a rough example of how it should be. ------------------ [This message has been edited by CPUFreak91 (edited October 03, 2005).] [This message has been edited by CPUFreak91 (edited October 03, 2005).] |
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cwc Member Posts: 121 From: USA Registered: 07-30-2005 |
Originally posted by cwc: I take it you all do not want many users too use/play yawls game, except some computer geeks that know about the language or just a few Linux users. -------------------------------------------------------------------------------- Why? Because you need the Python interpreter? No, I'm afraid not. Py2exe will remove the need for an interpreter on Windows, py2app will do the same on Mac and most linux distros won't wrok right unless they come with a preinstalled python interpreter. Yeah...., No, I'm afraid not. Py2exe will remove the need for an interpreter on Windows... What language would you use? Hmmm Java, C# comes to mind, but since I am a C/C++ guru I would pick C++ because I could use C/inline ASM in my code(which I am a big fan of), if I choose to do so. Just think, Linux.Unix, Mac and windows is all built with C/C++: all other languages are just wrapper of the original. Yeah, use the direct whatever controls, that control is prob written in c or c++( I could be wrong, but I don't think so), once again I am not a game programmer, but I am a programmer, and if I wanted to code my own 2D graphic lib in C/C++/Java, I prob could. Just to let you all know python is not the language you all should use to build this game, unless you all are just wanting to play with python. Also a hybrid, which python uses C/C++ is not the way to go either, unless you all are just wanting to use python and test it out. Just my opinion. God bless you all, and I hope you all take my opinions into consideration. God bless you all, and I pray your game becomes a reality. [This message has been edited by cwc (edited October 04, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
For a 2D platform sidescroller it doesn't really matter what language you use. There are always ways to deploy it, and speed is not an issue. | ||
cwc Member Posts: 121 From: USA Registered: 07-30-2005 |
quote: True, that is very true.Also you are right that there are always ways to deploy it, but I feel it would be better if the person would not have too download and install something else to play the game. What would clear this up is, if you are allowed to package the Python interpreter with yawls game, so when they download yawls game the Python interpreter is also being downloaded, and installed with out them really knowing. Can this be done, or would the person have to go somewhere else to download the Python interpreter? God bless you all. [This message has been edited by cwc (edited October 04, 2005).] |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
quote: No, but blitzmax is(don't ask) Yes. ------------------ [This message has been edited by firemaker103 (edited October 04, 2005).] |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
or,better yet, download the demo, and click on the "Basic tutorials" link on the front. Basic Tutorials - completely new to programming? These tutorials are just the place to start. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: No it is not. Download the Windows version of Quoter or SPG (in the game/software gallery thing here) and you'll see what I mean. Keep on reading.... I don't mean to sound snotty... but I chose Python because it would be a perfect language for this type of game.
I'm saying this because I really don't understand why you're so against this popular, yet "hidden" powerfull language.
quote: Gaaaa! How many time's do i have to tell you? They don't have to dowloand anything but the game! (Sorry if I sound rude) Yes. Py2exe/py2app do that automatically. The python interpreter is "included" with the package (it's just a couple of files and a 1 meg dll) With linux, as I said it usually won't work right unless you have the python interpreter you'd have a very crippled system if you didn't. Oh just to let you know... Google uses a lot of Python.
quote: If speed became an issue you could Psycho it (makes it faster by compiling it into C or something like that). Really, if you were to have studied python for the 5 months that I have (I started 5 months ago) you couldn't beleive what you can do with it. (OF course you can do waaay more with C, but sometimes you don't need to do so much).
[This message has been edited by CPUFreak91 (edited October 04, 2005).] |
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cwc Member Posts: 121 From: USA Registered: 07-30-2005 |
Cool deal. I can't wait to try it out, so you all hurry up...lol. God bless you all. | ||
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote:
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
I'm feeling like making some tiles.. whats the tile size for this game? 20x20? 32x32? oooorrr.. good old 16x16? In what format? PNG? What tile set wil I make? Mario style.. with hills and boxes? Or jungle... or sahara.. where did the dude crash anyway? [This message has been edited by vincent (edited October 04, 2005).] |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
i think this may help clear up this mess... Sign Ups- The story writers will decide what tiles/sprites for characters and terrain, etc.. are needed. The artists will decide on the size of tiles and which file format to use. Sound and music will be handeled by a two person team, and they will be told what style of music and sound to use/create by the writers of the story.These files will be given to the programmers, who may divide up the programming work as needed. Only 1 language should be used. ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
how about making a engine that has modable features to the engine throguh regular files.... ------------------ |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
are you still fighting over what language to use? why don't you use a language that the most people know, that means more people can join in making this game ------------------ |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
@firemaker-care to elaborate? @kiwee-really, no more than 2 people should work on a game as small as this... ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: That would be a bit complicated.
quote: Who's doing the sound??? Ok. That answers a few of my questions.
More questions answered.
Where do you find music and sounds anyway?
Ok, I guess that settles it.
I'm new to this... what's a design doc? Great! Yeah, I see your point. And speaking of that... crazyishone I'd like you to help with the leading and design and stuff (you'd be in the same "rank" as me, which I will gladly give up if need be.) (I've sent you an email). Thanks for clearing this mess up!
quote: Realm... did you get my email? You'll need to join the blog (it's not hard to get a blogger account) so we can keep a record of what we've talked about (the blog is on my site so that it won't be deleted acidentally or automatically by someone else). As for the tilsets... I don't know. Whichever the graphics team think would be best, I don't really care and I don't think it matters. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
ohh! ohh! can i help write??? plzz! it was, after all my idea, lol. nah, if you found someone better, lemme know, ill give him my idea? but can I have a tiny part in the credits? / ! ohh, no i didnt get your e-mail... if you didn't send it to 3rdknight@comcast.net, i didn't get it (Dang, i gotta change that on my account...) blog where? ill join!
Blessed are those who show mercy. Blessed are those who suffer for doing what is right. [This message has been edited by Realm Master (edited October 04, 2005).] |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
cool, cool. In answer to your question about the sound, i would say that where it is found and how it is made is up to the sound guys. They just need to be told what to create/obtain by the writers (preferably, not directly. less confusion if its all in the design doc. ) also, a design document is something that contains all information necessary to creating the game. It is a point of reference for the team members, hence avoiding confusion, and upping efficiency. you can google it if you wanted more info. or...i can make it. either way is good. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: yes. You can write the credits if you want!! ohh, no i didnt get your e-mail... if you didn't send it to 3rdknight@comcast.net, i didn't get it (Dang, i gotta change that on my account...) OK I sent it to the right email this time. Got to www.blogger.com ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I'd prefer you, crazyishone do the design docs and I'd like sound volunteers (in comments on the blog or email: cpu-dot-crazy[at]gmail-dot-com) ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
hmm... lets see.. who else do we need?? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
You do know crazyishone that you don't have to commit to anything.. if you don't want to. But I'd still like you to accept my join email And I could use your help in keeping track of things. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
We have: 2 artists (i dont know who, CPUfreak does tho), 1 programmer (CPUfreak himself! ), 1 writer (myself, i only got on cause i've writen the story so far, lol)... hmm... wee need another programmer, another writer (to help hold me back from taking it to far , nah, i do need some help!), and some sound ppls! and someone to devise a really really awesome logo for CCN community game lol. and example (poor, sucky, and the CD Stands for Community Development (coul not find a P for Community Project.. see, i only have paint, so yeah, it sucks...) ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. [This message has been edited by Realm Master (edited October 04, 2005).] |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
http://www.realmcrafter.com/ Maybe we could make it with this? (due out tommorow) ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
nono, lets programm it, its more fun taht way. nice logo, btw! ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I've got a head ache tying to make tilesets work.... ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
...or not... ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
quote: Maybe blitz hadles it better than python. (yes, you can do it) ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
the basic OWNS lol! ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: He he he. from http://www.pygame.org/docs/tut/intro/intro.html: PYTHON AND GAMING Python is actually quite capable at running games. It will likely even surprise you how much is possible in under 30 milliseconds. Still, it is not hard to reach the ceiling once your game begins to get more complex. Any game running in realtime will be making full use of the computer. Over the past several years there has been an interesting trend in game development, the move towards higher level languages. Usually a game is split into two major parts. The game engine, which must be as fast as possible, and the game logic, which makes the engine actually do something. It wasn't long ago when the engine of game was written in assembly, with portions written in C. Nowadays, C has moved to the game engine, while often the game itself is written in higher level scripting languages. Games like Quake3 and Unreal run these scripts as portable bytecode. In early 2001, developer Rebel Act Studios finished their game, Severance: Blade of Darkness. Using their own custom 3D engine, the rest of the game is written with Python. The game is a bloody action 3rd person perspective fighter. You control medieval warriors into intricate decapitating combination attacks while exploring dungeons and castles. You can download third party addons for this game, and find they are nothing more than Python source files. More recently, Python has been used a variety of games like Freedom Force, and Humungous' Backyard Sports Series. Pygame and SDL serve as an excellent C engine for 2D games. Games will still find the largest part of their runtime is spent inside SDL handling the graphics. SDL can take advantage of graphics hardware acceleration. Enabling this can change a game from running around 40 frames per second to over 200 frames per second. When you see your Python game running at 200 frames per second, you realize that Python and games can work together. It is impressive how well both Python and SDL work on multiple platforms. For example, in May of 2001 I released my own full Pygame project, SolarWolf, an arcade style action game. One thing that has surprised me is that one year later there has been no need for any patches, bug fixes, or updates. The game was developed entirely on windows, but runs on Linux, Mac OSX, and many Unixes without any extra work on my end. Still, there are very clear limitations. The best way to manage hardware accelerated graphics is not always the way to get fastest results from software rendering. Hardware support is not available on all platforms. When a game gets more complex, it often must commit to one or the other. SDL has some other design limitations, things like full screen scrolling graphics can quickly bring your game down to unplayable speeds. While SDL is not suitable all types of games, remember companies like Loki have used SDL to run a wide variety of retail quality titles. Pygame is faily low level when it comes to writing games. You'll quickly find yourself needing to wrap common functions into your own game environment. The great thing abuot this is there is nothing inside pygame to get in your way. Your program is in full control of everything. The side effect of that is you will find yourself borrowing a lot of code to get a more advanced framework put together. You'll need a better understanding of what you are doing. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote:
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
What about Game Maker? The 5th version is free. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: ------------------ [This message has been edited by CPUFreak91 (edited October 04, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
I'm willing to program in Phyton too. So count me in as a programmer. Though I like to help out in the graphics area too. Okay, so what we need is: - story/plot - one or two persons
- graphics - three to five people
- sound / music - two or three people
-level builders - two or three people. For each section there needs to be someone who is the lead. Else you get conflicts or things that get done twice. Each section is responsible for deciding what tools to use. However, some things should go hand in hand.. for example, the level builders can decide on using what tile-based editor to use, but it has no use if the programmers aren't able to load the format the tile-editor saves in. [This message has been edited by vincent (edited October 05, 2005).] [This message has been edited by vincent (edited October 05, 2005).] |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
here, let me show you what blitz can do with that python code... ------------------ |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
well, CPUFreak91, its not that i dont want to be a part of it. i havnt gotten your email at any of my main accounts....did you send it to colton.moffitt@gmail.com? if not, can you please resend it there? vincent, thank you for going into greater detail with the point i was making. ------------------ [This message has been edited by crazyishone (edited October 05, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Sorry... i'm not used to people having different email accounts! New message sent.
quote: Alright show me.
quote: Alright, I'm including you now. Have you downloaded Pygame and all the tutorials you can find? When you do "make" a game so you can be practiced. That's all I'm doing right now, the game engine is on a bit of a halt for a while because I'm inexperienced with Pygame (as I would if I just switched to BlitzBasic too) Sure I don't mind. Could you post this in the Blog? I'll make one to show how easy or hard it is... Ok. I'm going be first come first served: Writing Leader: Programming Leader: Audio Leader: [B][QUOTE] Each section is responsible for deciding what tools to use. However, some things should go hand in hand.. for example, the level builders can decide on using what tile-based editor to use, but it has no use if the programmers aren't able to load the format the tile-editor saves in. Yes. So unless the Design Docs cover this, I'll write up what stuff we can and can't use and set a standard. Great job vincent, this clarifies a lot. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Ok I separated the sprites and exported them into PNG format with transparent backgrounds, how should I post them? I was thinking of a zip file. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote:
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Here is the zip, put this address in the address bar on your browser, for some reason CCN won't work the hyperlink like a download. ( http://www.freewebs.com/lava-flow/PNG.zip )
[This message has been edited by lava (edited October 05, 2005).] |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
can we upload ALL crucial files to the blog?? If not, we should make an account on some file upload site that all members of the team can access... ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote:
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Ok. Developers... there's a file upload form that should work by October 6th (anywhere in the world) http://www.jqsoftware.com/2month/data/phpform/use/UploadFile/form1.html Now you can help me fill up my 300 megs of disk space on my site!! ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
www.agigforfree.com 1 gig for space, 10 GB bandwidth, loads of extras..... for free. (One per IP )
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
I quick throw together(10 min.) Just a basic translation of your code....
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[This message has been edited by firemaker103 (edited October 05, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Story line break through: at the level 1.(last level of chapt 1) Dave meets walks into a village, chapt 1 over, right? WRONG! i want your thoughts on this before i post it on Blogspot.com do you think its okay?? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: I think you go too far when saying that God does something. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Hmm. I threw mine together with less lines (I think, if not this version then the newest) and I did it in 15 minutes with absolutely no experience with game game programming whatsoever. However BlitzBasic does look simple and cool. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: I agree ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
hmm... perhaps an angle? or maybe Dave just kills it on his own? 1. Angel 2. Dave which one?? ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Well, it's not very Christian to kill demon possessed person but instead drive the demon itself away... Demons are real and people can be possessed so I'm not too comfortable about the idea. Maybe the man should just be called evil doer, which player could make repent by beating all he's negative thoughts and words. The man could just stand like on the background and fire something that repsents sin which player must dodge. And throw him back with God's word and if you want to make it complicated player would have to first catch the negative thoughts and fire them back as positive thoughts. Well thats just one idea/suggestion. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
hmm... maybe after he shoots all the sin out, when he uses the bible (Dave opens it, im not sure im too exuberant about him throwing the bibles... it just dosn't seem... right :\) the Deamon just comes out of the guy and runs away, and the Elder thanks Dave? every writer has his setbacks i guess.. *sigh*... ------------------ Blessed are those who show mercy. Blessed are those who suffer for doing what is right. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Ok there's a home page for Bible Dave! www.jqsoftware.com ------------------ |
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cwc Member Posts: 121 From: USA Registered: 07-30-2005 |
quote: I have been trying to get there for 2 days now.. Is their site down???? Is that the write link? [This message has been edited by cwc (edited October 06, 2005).] |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
quote: they must be down. I can't log into my ftp space. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
curse of the bad file hosting site... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME, AND ILL PUT IT ON MY SIG! |
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cwc Member Posts: 121 From: USA Registered: 07-30-2005 |
I new something had to be up...that just sounds to good to be true for free. I don't see how a hosting business would last giving all that away for free. Also, it can not be good being down for 2 days going on three. I know I could not do business with them. God bless you all. [This message has been edited by cwc (edited October 06, 2005).] |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Sounds whole lot better... and yeah, throwing Bibles isn't probably good idea
quote: There there, good ideas are hard to come by in genre like this when we are talking about the all mighty God. Try not ponder the ideas too much your self but pray God to guide you to the right direction so that He's will may be served. God bless. ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
quote: I just emailed them with the problem.... ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
I think you should see the game as somewhat more abstract... you're not actually throwing bibles. I mean I've never seen deceit jumping up and down a branch of a tree, yet in this game you will. Throwing the bible is more meant symbolicly... I think. | ||
Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Yeah that's what I thought too, but then on the other hand it depends on the player how he/she takes it. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote: well, thats whats the game's about! !! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME, AND ILL PUT IT ON MY SIG! |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
personally, i feel that in this case, we could get rid of storyline alltogether, aside from the usual "good guy go fight bad guy!!"... we waste a bit of time on debating the morals of Bible throwing, wats not right, wat is....etc.. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
!!!!!!!!! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME, AND ILL PUT IT ON MY SIG! |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: I think we are going to do that regardless, it's good we filter and refine it. There is always going to be more than one revision. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
d-does this mean im still on the team? *sniff* ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME, AND ILL PUT IT ON MY SIG! |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
well... we'll have a vote, I wouldn't get my hopes up if I were you... ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
**********!!! darndarndarndarndarndarndarndarndarndarndarndarndarn! fine happy B-day! > ! dangdarndangdarndangdarndang! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME, AND ILL PUT IT ON MY SIG! |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Poor realmy... Ofcourse we need him on the team! gee... whats a game without a story? | ||
crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
a game without a story is called........a two month game on CCN that actually gets finished. If we could make a fun, somewhat innovative game, that was very simple, we have succeeded. Consider firemaker's "target"..... ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote:
Don't worry realm, we'll still need you, we just won't/may not follow your plot word for word. How are the bad guys and tilesets commming? ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: Lol, I'm kidding, yes we need you, after all you named the main character. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Btw, I was thinking of making one of Dave's feet go up when he walks, to make it look more like he is walking and not dragging his feet, what do you guys think? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
you may find the chat room here ------------------ [This message has been edited by CPUFreak91 (edited October 08, 2005).] |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: you may find the chat room Here ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote: *GIANT SIGH OF RELIEF!!!* ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! lava-Realm Master is a swell guy (no joke ppl, he acutally sent that) ArchAngel-RM, I'm prescribing some ritalin for you. And when I say "some", I mean "alot." And when I mean "alot," I mean for you too move the cars out of the driveway for the truck to back in. (what in the world is he talking aobut??) |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Use the Default one. Anybody is welcome. ------------------ [This message has been edited by CPUFreak91 (edited October 08, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
which room? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! lava-Realm Master is a swell guy (no joke ppl, he acutally sent that) ArchAngel-RM, I'm prescribing some ritalin for you. And when I say "some", I mean "alot." And when I mean "alot," I mean for you too move the cars out of the driveway for the truck to back in. (what in the world is he talking aobut??) |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
the room you usually start in ------------------ |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
quote: wewt!!!! a revolution!!!!! go ahead ------------------ |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
[DELETED: double post] [This message has been edited by kiwee (edited October 09, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
what? did we suddenly stop? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! lava-Realm Master is a swell guy (no joke ppl, he acutally sent that) ArchAngel-RM, I'm prescribing some ritalin for you. And when I say "some", I mean "alot." And when I mean "alot," I mean for you too move the cars out of the driveway for the truck to back in. (what in the world is he talking aobut??) |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: No. We'll tell everyone when we 'suddenly stop'. Pay attention Watson! ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
What? By bloody Jove, gov'na, you've got it! lol, sorry. new blogger post. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! lava-Realm Master is a swell guy (no joke ppl, he acutally sent that) ArchAngel-RM, I'm prescribing some ritalin for you. And when I say "some", I mean "alot." And when I mean "alot," I mean for you too move the cars out of the driveway for the truck to back in. (what in the world is he talking aobut??) |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
So, when did we actually start the actual game development? how much time do we have left to complete the game? | ||
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yes. I've answered this before but it must have been too subtle. The character can Jump, walk and land on higher levels and we can start recruiting people to make the levels. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Great job guys! I just wanted you all to know I'm following the progress with interest. Are you guys using the PGU tools? [EDIT] Okay, I see that you guys are using the PGU tools. The batch file that was included in the latest Bible Dave release was helpful to run the game -- though I'm having trouble figuring out what parameters to pass into the leveledit in order to create new levels and play around with the one that you created. I could probably figure it out, but it might be easier if you just told me. Thanks! [/EDIT] --clint ------------------ [This message has been edited by HanClinto (edited October 13, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: Yes we are. Its good stuff. The weird thing though is that the levels are actually stored in a TGA file... but hey, who cares, as long as it works! |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
[EDIT] Okay, I see that you guys are using the PGU tools. The batch file that was included in the latest Bible Dave release was helpful to run the game -- though I'm having trouble figuring out what parameters to pass into the leveledit in order to create new levels and play around with the one that you created. I could probably figure it out, but it might be easier if you just told me. Thanks! [/EDIT] I just saw your addition. To create a new level, copy the tileset into the script directory of PGU and start hte level editor. enter the *complete* name into the tileset field (so that would be 'level1tiles.png' - don't forget the extention). The tilesize is correct. Set the right dimensions. In order to open a level, copy both files (level1_0.tga and level1tiles.png) into the script directory, open the editor, and select load. Again, type complete filename in file field (level1_0.tga) and the tiles (level1tiles.png). Note that the extentions are different, one is PNG and the other is TGA. Well, I hope it helps! have fun! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Great, thanks for the help, Vincent! Here's my first level! It's not very planned out, I sort of just started making what I thought would be a short but pleasantly challenging level (hopefully it's not too tediously simple). Basically, you start at the lower-left, and your goal is to get to the upper-left (I don't usually like playing levels like that, but that's the kind of level I made just because it was fun to make). I was going off the assumption that Dave could jump up to a platform about 2 tiles above his current platform, but he couldn't really jump higher than that. Keep that in mind when thinking about how you would go about solving this level. Usually I like the linear left-to-right levels in games better than the chase-all-around-the-level ones (however Commander Keen did a good job with that kind and I liked those), but like I said, this was just my first level. Cheers! Lemme' know what you think! Respectfully, ------------------ [This message has been edited by HanClinto (edited October 13, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Han, go to our blogger entry, Dave's story is really heating up! (suspense rising! At the end of level 3.last Dave meets only a hermit, who tells him to go one direction and not the other, but as Dave sets out on that path, the Hermit turns into a Deciet!!! :O!!! what will happen to Dave? Will RM go phsyco with the storyline (No i wont, j/k) What did Deciet do to Dave?? Only by keeping updated by my blogger posts will you be able to find out... (PLLLZZZ COMMENT!) *suspense, leaves you with feeling taht you MUST know what happens to Dave next* ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Hey clint... would you like to be included on the developers list? ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
One question about the tileset -- what are those two palm-tree-trunk looking things intended to be, and how are they intended to be used? It might be more useful if we had some boulders or rocks or something -- though I'm not sure. I could probably use those tiles better if I knew what they were supposed to be. --clint ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: tsk tsk tsk..I'm very dissapointed that you didn't recognize it.. they are pillars for the inka-style ruins I'll add more elements to the tileset... as far as I know I can append new elements to the bottom of the tileset without disrupting existing levels. Btw, did you use background and forground elements correctly? |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Bad news... My internet is waky so It will be a while till I can download you levels vincent (as I will learn of of them). What can you do with the levels? ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: Aaaah -- okay.
quote: Yeah, I think that's correct (from what I looked at last night).
quote: Since I don't know what the "standard" is, then I'll assume not. I made one map where I used background/foreground tiles, but that was more of an experiment -- I didn't think your test level had any background/foreground distinction -- I thought it was all just foreground? In any case, I made some changes to the code last night. I couldn't find the original Dave sprite on my computer (apparently I forgot to download it), so I just drew my own, then I added a trigger command on 01 to add a new player, then I added the new player information, then I entered in all of the sprite information as far as what Dave collides with, and on what edges he collides with (for instance, the inca blocks he collides with all 4 sides, top/bottom/left/right, but the tree branches he only collides with the top). I also made a trigger on the top-right block for it to be the "exit" block (I know that's not the way we want to do it later -- later we want to have it spawn an "exit" sprite, but it was late and I wanted to have Dave be able to finish a level), and then linked the two levels together (your level and my level). I also added gravity, and a "can_climb" property to all of the tiles with climbing vines so that you can climb up the vines and run all around the map and such. If you press "escape" it quits, if you fall off the bottom of the map it says "You lose!!!" and quits, if you beat both of the levels it says "You win!" and then quits. Nothing much, and I'm sure I did a *ton* of stuff wrong (I couldn't figure out how to get the player functions to be local to the Game class, so I made them global functions -- I hadn't ever really done much Python before last night, but it wasn't too hard to figure out), so I don't expect you to use much if any of my code, Vincent. There is still a small problem when walking on top of tree branches that have vines on them -- I spent a good amount of time on it, but couldn't figure it out. I spent *waaay* too much time working on this last night, but it was fun! If you want to download my code, you can grab it here: Again, Vincent, sorry if I totally butchered your design -- you have such a nice design going, and I think I may have totally whacked a lot of your structure. I don't necessarily think that my code would be a great code base to continue on, as it lacks planning, but especially the sprite collision info might be useful for you. You write very clean code, Vincent -- I'm impressed. It seems like you have a clear idea in your head about how you want the code to be organized in the future -- sorry if I didn't follow that very well. CPU: In Christ, ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
dang it! nobody's commented on my story line!! did the small teaser even INTEREST anybody??? <=(... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
RM -- I thought it was a neat twist. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
finally some feed back! thanks, i got kinda excited when that idea struck me... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Okay -- I just figured out how to get all of the player and collision data within the Game class (instead of them being global functions) -- very cool! I'm excited about different sprites -- Vincent, ones that I could see being useful are: Cracked blocks in various shapes Maybe a 2x2 "big stone" block, with maybe an Aztec-looking sun on it? We also need an exit sprite (maybe a sign that has some writing on it, and it can have text on it that will be read in between levels, such as Here's the new version with all of that formerly-global code now sitting happily in the Game class: Cheers! --clint ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I'm looking at the sprite sheet for Bible Dave, and it's going to cause a lot of problems if we have a sprite that changes size. That means that Dave's sprite needs to be the size of the largest sprite, and that jumping sprite of his is pretty wide. I think I'm going to tone it down in the width area, just to get a consistent sprite width. Kiwee, what height are you making your baddies? ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Nice work HanClinto! Awesome! Well, I guess I'll need to figure out how the things work you did. Nah, I didn't look at background and foreground stuff for my level, it was just for tileset-testing purposes only... The idea behind the game engine is that it works object-orientated. So, I guess there will be a level object, which can contain one or more sprite characters. One sprite character has the focus (you). Each sprite character should have a controller.. this can either be some computer AI, or you behind the keyboard... That would be the neatest set up. Anyway, good work! I enjoyed playing the levels so far! |
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Max Member Posts: 523 From: IA Registered: 09-19-2004 |
Can someone summarize this whole string? I don't have time to read the whole thing but I'd like to help. You can PM me if you want. ------------------ Blind belief is dangerous. - Kenyan Proverb If sex is such a natural phenomenon, how come there are so many books on how to? - Bette Midler Computers are useless. They can only give you answers. - Pablo Picasso |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey Vincent! Thanks for the compliment! Do you have instant messenger? I'd love to talk with you more about this and what I've done, and see where you'd like it to go. My contact info is: Thanks! --clint ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey Vincent -- those sprites you draw are *amazing* -- what tool do you use to create those? Also, how much have you done since you released your first version? I'm really trepidatious of stepping on your toes. Thanks! --clint ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Wow, RealmMaster that is one heck of a storyline! You even added in bits of humor which I think should be fit into the game somehow. Plus the way you fit in all the different sins. This game has really got my attention! I don't know python that well but I'm sure I could help out in some way. This is exciting to actually see something come together! I will take a look at the code tonight and let you know if I can help. Great job guys! Keep it up! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey HeardTheWord! Good to see you! Yeah, I hadn't ever really done Python before, but I was able to pick it up last night. This is actually a really nice setup going on here. If you were able to pick up C# so fast, I'm sure you'll have no sweat with Python. Drawing sprites is fun! I need some better-sized sprites, and drawing my own was more appealing than modifying the existing Dave sprite. Here's what I've got so far!
Here is what I've got as our requirements so far for sprites: I'm still not sure on size -- I'm doing these 48 pixels high by 32 wide, but that's just because I wanted a character 48 pixels high to mess with. What do you guys think? I guess a fair bit of this depends on the baddies that Kiwee has already drawn, since most of the work has probably gone into that. Keep up the great work! --clint ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
okay, I feel like i got into this mid-stream. I can do: Sound (You seem to need a sound person) Testing Visual Basic Game Maker And MAYBE art. I don't like a violent game, can we have Dave run away from wild animals after the plane crash, thus making it a timed game, and the bibles as bonus points to add up in the end (like coins?) And When Dave Finishes a level, can he click his heels? Because a Heel-clicking missionary whose plane has crashed would be cool... ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
lol Fingolfin.
I agree, Dave should definitely click his heels at the end of levels. --clint [This message has been edited by HanClinto (edited October 14, 2005).] |
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Angel Member Posts: 699 From: The Blissful State Of Me? Registered: 05-21-2001 |
Can anyone give me a basic overview of what's going on? What's compleated/needed? How complex has this become? | ||
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
@fingolifin: does this mean all of my story is thrown out the window?? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Nope, we should see what the team members think, it's what you call tweaking or revising. Trust me, all of the great novel writers have at least more than one draft. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: I like that, lol, it's unique, I will include the motion in my next version release of Dave (same looking dave as before, just more sprites, including the Bible throwing animation.) ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Well I did some playing with the code last night and got a bit done. Now Dave does not stick to vines but instead you need to press up to climb (You will just have to play it to understand). I also changed jump to be the spacebar. It can easily be changed back to up but it is just a matter of preference. I also enhanced the way levels are loaded. I set it up to have 4 levels per area (for example: 1-1, 1-2, 1-3, 1-4, 2-1, and so on). Now you can just drop new tilemaps in the levels folder and they will pick up automatically without having to change the code. I figured this would be good for those that don't know how to code so they can test their levels. Unfortunately once it can't find a level the game bombs and it closes the game. I think sending a person back to the main screen would be ideal for now. Anyway, Check it out. I am using savefile.com for storage if anyone has a better file hosting site let me know... [This message has been edited by HeardTheWord (edited October 15, 2005).] |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
For some reason I can't unpack it on linux. Could you pack it in some other format than rar? Thanks. ------------------ [This message has been edited by jari (edited October 15, 2005).] [This message has been edited by jari (edited October 15, 2005).] |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
That should do it. Sorry about that I should have thought about the format before submitting. Here is the new link: Bible Dave [This message has been edited by HeardTheWord (edited October 15, 2005).] |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Thanks, the game looks good! I can imagine that this is going to be a fun game to play. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
wow... im the liablilty on this team! 2-3 times there's been talk i need ot be cut! *is very pale and shaky* anyway, the story lines gonna get another update soon! stay tooned... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Ok. I need your email to add you as a developer. I have no idea how to use PGU yet and I'm having trouble downloading you guyzes levels. Then I can help. So does this PGU make things easy? BTW> htw I will try to host the fil on my site.. after all this was my idea! ------------------ [This message has been edited by CPUFreak91 (edited October 15, 2005).] |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
It will be easy for me to draw, I just have to make a sorta front view dave, and make one frame of him up in the air with his heels together, or even if he clicks them twice I just it would take 3 frames altogether. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I don't know. I'm kinda out of the picture... um someone else? ------------------ |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
this is why you guys should have set up a wiki or something like that. an adaptable design doc that all can view and edit. I would say, multiple sections with their own purpose, and the dev team can post updates there. I would recommend considering that for the next game. ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Here is what is done from what I have seen. Controls: Main game screen shows when the game starts up. By pressing a key you enter the first level which you can now walk through thanks to HanClinto. After reaching the exit for a level the next level is loaded automatically until there are no more levels (or you fall down a whole and lose).
After completing the above items I think we should have a fairly complete yet simple game. Then we can start doing the detail work. Just my two cents... My email is JFPeople@hotmail.com or M0rra7h@yahoo.com, take your pick. [This message has been edited by HeardTheWord (edited October 15, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Aaah! I can't get anything to work! none of the levels work! I keep getting this error: bad magic number in: menu.pyc What version of python and pgu do you have? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I guess the blog isn't filling that status. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
quote: No.... I didn't say that. IMO I don't like the idea of attacking evil when you are human. Prayer would be the only way for that. Now, to be honest, the story for a side scroller could be done AFTER the game is made, so it's not the most important thing right now (other then it defining the characters), so I don't wanna argue about it or anything, I just was trying to show a way we could have a non-violent storyline. Could your story be reworked as so it's non-violent? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
It still doesn't work with PGU 0.5! Remember to distribute all the source code. That means all the .py files (the .pyc and .pyo are in a binary format and I can't edit them) This is a requirement! Please update the files. ------------------ [This message has been edited by CPUFreak91 (edited October 15, 2005).] |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
oh yah.. i forgot about the blog. sorry if i upset....anybody. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
so this is totally free? cause if it is, I'll have an easier time getting free sound for it, cause alota free sound is for personal use/non-profit use. And I need a list of sound effects to make. -Dave -Bible Pick-up -Victory -Background music -... ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: If you're talking about audacity, yes
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
its... violent? all Dave does is use the bibles to defeat the deamons... is that violent?? There IS violence in life, and beign christian dosn't neccessarily mean that violence avoids you... even if there WERE wild animals, its violent (what happesn when Dave is caught by a wild animal? Even if you don't see it, you know he's getting mauled or something) Its mario like: you jump on them, or they get defeated by bibles! And the sin is real, and sin is "violent" so i can't tone down the sin... maybe the deamons might not throw fire (i think they won;t anyway...)... and Dave is HELPING people, giving them the bibles and such... ...im sorry fingolifin, i just don't see Dave being a violent guy.... =\ ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
NO, is this game free/open source. I was just wondering if I read that corectly. well, but just cause it's not his personality, doesn't mean he needs to fight. I'm purposing a different syle of game. A race/beat the clock style game. But maybe we could just have that as a change of pace, some of the levels be like a dream with deamons/doubts chasing you, etc... Any thoughts? We really need to figure out what style game we are doing (I'm not sure if this was already figured out, and I'm just trying to change it, and if it was, and if I am, I'm sorry, just tell me) what do ya'll think? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Oh. yes the game is released under the GNU GPL. I must keep reminding people. Have you read milestone one on: ------------------ [This message has been edited by CPUFreak91 (edited October 15, 2005).] [This message has been edited by CPUFreak91 (edited October 16, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hey vincent. Does PGU cover all the keyboard input? ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: Perhaps just a back plot? like in Super Mario World? Realm, if I were you I wouldn't throw completely your story out, just cut it back a little. Tkae what you have and make it simple. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
I thought the plot would be included in text form, and then maybe we could have a splash screen at the begining of the game with a bit of the story. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Maybe where it starts with Dave at the crash scene of his plane. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yeah that's what I planed. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
quote: yeah and then from there, after a SHORT movie/intro (like, you see the plane crash, it donesn't even need to be a movie, you just need a non-playable sprite, and make it crash) there is a text page with basic info (no more then 2 paragraphs) and then its the game from there on until the end, where there could be a summary (no more then 2 paragraphs) the FULL story could be in a text file for those who are die hard fans of this side scroller (if we get it done) ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
@#(*&)!!! i knew it was too good to be true (me writing the storY) ahh well... I tried... i probably did get too complex with the story line... my part has ended. (if it even began..) l8tr. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
okay, sorry to post after myself, but I had a few more questions. What would be a few good phrases for dave. Were not doing voice acting or anything but just a few exclamations (whooo-doogie, golly, yippie... drat, ughhh, hrmplsht[squash])? Also, can we have diffent types of levels (beat the clock, aviod the emines, and then mario jump ontop of the emimes)? And lastly can we decided on the level types of the first 10 levels. Using the good, intricate story realm has been putting together, he is what I think the levels should be: #1) (couldn't find realms description of level 1) Crash Site, Mario type, field of snakes that dave has to jump upon to crush #2)Non-Snow mountian, Avoid type, mountian lions dave must aviod #3)Snow mountian, beat the clock type, Dave must reach the other side of the peak before the evil forces (deamons) cause an avalanche to block it (yeah, straight from LOTR...) #4)Jungle, Mario Type, Jungle Pigs that dave must jump on #5)Ruins (Dream after reaching the jungle village is what I would like this level to be), Beat the clock type, reach the end of the ruins before despair reaches dave. (Bounus)If you collect enough bibles, then there is a VERY happy villager who lets you take a joy-ride on his sheep? (camel? I like sheep) and you get to vist levels 1,2, and 3 again with the super fast sheep, and where the bibles would be, there is money for a new church. Levels 1-3, Mario Type, Sheep is super-strong, and can jump upon mountian lions that's as far as realm has planned, any thoughts on futher levels? ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
quote: WAIT! You determine the levels, and both the good and bad characters. You're still needed. EDIT: in the chat, I talked with lava and we thought there should be a world system, each world containing 5 levels. World 1, Get to Jungle Camp, World 2, Get to Village 1, World 3, Get past the cave (which is collapsing) W0rld 4, Get to Village 2, World 5, Get to City (metro) of Destination, where you had intended to go beforehand. Then Dave could learn what seemed bad (plane crash) was used by God, to bring him to all the villages he stopped at on his trip to the city. ------------------ [This message has been edited by fingolfin (edited October 15, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
This should answer every thing: (From my Blogger.com post....)
well my "Basic" plot has been laied: jungle, destert, mountain, jungle, evil ruins, jungle, end. first jungle he discovers bible and water destert he gives bibles to the ppl in each village, fights evil elder, defeats all of his sin, learns that he crashed many miles off course mountain he gives bibles to small travelling ppls, at the end saves a village after alvalanche (Decite appears in that part), goes through tunnel using bibles as light to reach other side of mountain second jungle he goes into a jungle as it gets darker and darker, he meets fewer and fewer people to give his bibles to, untill, at the end, he only meets a hermit. but the hermit is really deciete, and it tricks Dave into going the wrong way ruins Dave was tricked into going into the ancient ruins, ovverrun with Sins and Deamons because of its evil past, at the end (reversal on my story) he destorys an altar which many Sins (including murder) come out of, ridding the Jungle of its ominous feeling third jungle Dave comes out of the ruins, but he still has half a jungle to trekk over. Sins that escaped from the Altar harras him on his way. end Dave comes out from the jungle and travels one laste road to a small village... when Dave gets there, he realizes with joy that it is the Village he was originally destined to go to!! Dave is overjoyed and the game is over, great job to those who played! Awesome creidts that has everyone who worked on game (my name will be a source of debate ) and the end message: God Rules (or something like that)
tada, my part is done, because i don't want to complicated it anymore... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
No, if we are going to have 50 levels, and each level needs a good paragraph in the text story you are going to write for it, you'd better get started, there is a mini-novel to be written. I've only laid out the first 5 of 10 in world 1, there's 45 more levels to decided upon. (or we could do 25, if 50 is too much) I don't like sin as a physical character, unless it's in a dream (like the aforementioned one, but other then that, your short story sounds good. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Why have the story so long? why not just have him crash in his plane with an objective to go to the city and witness and be given another objective why he is going to the ruins, and the worlds such as the mountains will just be places on his way there to the ruins. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
ruins? fine, I acutally think thats the climax of the story, but of course, i can't "Complicate" it anymore... the Ruins are the hardest and toughest part (after them, it'd be a breeze) so yeah, that could work out really really nicely, but, we need everybody else's approval. seesh, i thought i was done after i posted that. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
I like that, the ruins could also have puzzles in it, which makes it the toughest part, they don't have to be complicated either, but I mean who can't have ruins without some puzzles? lol ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
so, If we are doing an animal based enimies, WORLD 1, To Jungle Camp -Plane Crash Field Level 1 (Aviod), Snakes Level 2 (Mario), Goats -Non Snow Mountian Level 3 (Aviod), Mountian Lions Level 4 (Mario), Wild Dogs -Snow Montians Level 5 (Beat the Clock), Avalanche 1 Level 6 (Beat the Clock), Avalanche 2 Level 7 (Beat the Clock), Avalanche 3 -Jungle Level 8 (Mario), Wild Boars Level 9 (Aviod), Tribal Warriors Level 10 (Mario), Monkies (double hit to destroy) Bonus Sheep Ride through levels 2,4 and 8 if enough bibles are collected WORLD 2, -Tribal Trail Level 1 (Mario), Wild Boars Level 2 (Aviod), Snakes -Cave Level 3 (Aviod), Lions Level 4 (Mario), Bats Level 5 (Mario), Rats Level 6 (Beat the Clock), Cave-in 1 Level 7 (Beat the Clock), Cave-in 2 Level 8 (Beat the Clock), Cave-in 3 -Field Clearing before Town Level 9 (Aviod), Snakes Level 10 (Beat the Clock), Warn the Villagers Bounus Sheep ride through Levels 1,3, and 4 for enough bibles WORLD 3, -Ruins (dream at village) Level 1 (Beat the Clock), Demons 1 Level 2 (Beat the Clock), Demons 2 Level 3 (Beat the Clock), Demons 3 -Ruins (real) Level 4 (Aviod), Scorpions Level 5 (Mario), Rats -Field Clearing Level 6 (aviod) Snakes Level 7 (mario), Goats -Metro (city you were going to) Level 8 (Aviod), any people, Level 9 (Beat the Clock), a gang of people chasing 1 Level 10 (Beat the Clock), a gang of people chasing 2, End, Bonus levels 4,5,6,7, with a car, if enough bibles are collected. Now we have the enimes and tile sets (enimies, 13) Snakes, Goats, Mountian Lions, Wild Dogs, Wild Boars, Tribal warrios, monkies, lions, bats, rats, demons, Scorpions, and people. (tile sets, 8)Field, Non-snow mountian, Snow mountian, Jungle, Trail, Cave, Ruins, and metro 30 Levels, 3 worlds, so there needs to be 4 paragraphs from realm, (begining, end 1, end 2, final) CPU can collect everyones work and put it together, I can work on sound, and then the coders can tell us if this is even possible. So, that's what I think, how about it? ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
well, if you want, we could change a few levels to puzzels... ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Maybe, or save the best for last, no puzzles till last the world, I'm good either way. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
yeah, take the last 5 levels from world 3 and replace them with puzzels, then have world 3.5... I'm gonna go play with sound editors... they are so addictively fun, it's crazy... ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Well I hate to be a nag fingolfin but I liked Realm's idea. Perhaps when Dave throws the bible it lands on the demon and vaporizes it. Like the touch of the Holy Word of God is much to powerful for the demon and it vanishes. I am sick of cutsie ideas where it looks like we are afraid of evil. Everyday we should be standing up to evil, not by our own strength but with God's strength. I personally think Realm's idea shows how the world can be dark but God will prevail! Sorry if I sound harsh but I really feel this needed to be said. |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
I don't mean to get off topic, but are there any free sound editors? ------------------ [This message has been edited by lava (edited October 15, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
so what? we're droppin the sin?? =(... well, my part is done so I have no more say... but, i think Dave fighting sin and deamons was a good idea... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
no, we never dropped it, Fin was just giving his opinion, I thinks it's up to CPUFreak. But regarding the demon thing, there should not be any killing demons, only them fleeing or them simply being defeated, and I like the Bible throwing idea better than the jumping on their heads, if Dave jumps on their head then it's through his own ability that the demons are defeated. ------------------ [This message has been edited by lava (edited October 15, 2005).] |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Maybe someday we could have game compeitions, a few little teams compete to make simple games, and it wouldn't be against time but more quality. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
I like the multiple game idea... but I can't code, so unless we do GM... I dunno, the demon idea seems to go above what the proposed target audince's interest would be (the dream thing in my idea might even be to much, but we could make it where no demons, or little are shown) Cartoony animals that don't say bad right off the bat is what I was thinking of. In some more recent mario games (cough, Paper Mario) there were GOOD goombas. The goomba and koopas weren't bad guys that you hated, you just needed to get by them. You didn't kill the koopas, they went back in their shell, etc. That was just my thought. Yeah, audacity (free) = Good Goldwave (shareware) = better uh... just google them ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Gee, I'm gone for a day, and so much is going on,its hard to keep up. So, is the game design still clean? I mean, would I still understand it. Note that I hardly did any python programming before I started on this game. I was hoping to make it somewhat more OO... CPU - I'm using Python 2.4 .. the latest version. Did you try removing the .pyc files? It should really work fine. In included the PGU libs into the package... PGU makes life much easier. well, I won't have time to work on the game right now, church, but I'll see what I can do this afternoon. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Listen. It's a great plot. But too complex for this game!! Then we'll be able to use your story line like it should be used. I should rephrase my self: We can't use all of your plot but we can use some of it. Do you think you could email me an edited version? I'm a writer too (though not as creative as you) so I know a lot about this stuff. You've completed a first draft. Now you need to polish it! (ie: proofread, edit, cut 'n paste, shrink it a little) but save the unpolished version. Like I said we still need you (and I'm going to edit my post). Please understand that we can use your more complex plot in future editions. ------------------ [This message has been edited by CPUFreak91 (edited October 16, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: If we drop sin, there's no game because there's no bad guys. Um vincent... I was right. You dind't include menu.py, just menu.pyc.... ------------------ [This message has been edited by CPUFreak91 (edited October 16, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Sorry for triple posting but... The game is awesome!!! You guys have done a great job! Realm! I think we can use some of your story's complexity!!!! Realm to get a feel on how the game is going downloda python, pygame, pgu and play the game! It's great! ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
[edid] NVm, i found out. CPU gets a 22 gun salute for starting this project! okay.. python-2.4.2 takes FOREVER TO DOWNLOAD! IM STILL DONWLOADING IT!!!
Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! [This message has been edited by Realm Master (edited October 16, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
GAAH!! DAVE IS GREEN... and UN-DAVEISH!! AUGGH!! Dave.. what have they DONE to yoU?!??! AUGH! okay a few things i need to know: A. how do you create levels B. WHAT HAPPEND TO THE ORIGINAL DAVE?? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Is the dave sprite just a makeshift sprite or is that what we are going to use? ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Bring back Dave! Bring back Dave! and how DO you use the level-editor, or just edit the levels? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
I'm not sure, I didn't know there was one. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
EDIT: double post [This message has been edited by lava (edited October 16, 2005).] |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
To edit levels use leveledit.py in the pgu directory (you can download pgu from the blog page). Then you need to copy the tiles image into that directory with an already created level that you wish to edit. Obviously if you want to create a new level then you won't need to copy an existing one. Would it be posible to build this into the game so we could press a button and it loads the current level for editing? Perhaps that would take a bit of time to implement but it would save the level designers some time. |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
That's a good idea about the level editor HeardTheWord, but it would take some doing. I'll give it some thought, but it might be easier just to make some batch files or something. "What happened to the original Dave?" The original Dave was never in a consistent sprite format. I drew sprites that fit into specs better, and used those in the game. I just needed art to work with, and the art that I had wasn't acceptable. If you don't like it, you can change it -- it doesn't bother me. Personally, I don't like the whole demon-slaying idea. I know that among many people on this board, there is a large following of Frank Peretti and his work and everything that goes along with demon-hunting, but frankly I'm not comfortable giving demon-hunting games to the people at my church to let their kids play -- I just don't think it's a very good focus of doctrine. It has its place, but it doesn't need to be incorporated into *every* single game idea that we have. If we do incorporate spirits and demons or something else like that into the game, we should include it with tact and responsibility -- these are not light subjects to throw around and treat however we feel is "cool". Realm, you have a lot of energy, and many good ideas. If you want to be a game designer, one thing you have to learn how to do is create a storyline that is feasible to implement -- so much of what you've laid out are great ideas, but it's too much, and way outside the scope of this project. Big ideas are fantastic, but unless they're small enough to be realized, they'll remain only that -- ideas. Something I've been learning a lot about lately is culling my ideas to a manageable size. I've never been on a game project that's finished, because they've all been too large in one way or another. By paring things down, we might actually get something done. I'm not bashing everything you've done, and this is no reason for you to think you're "out of the picture" in any way. But if you want to be a help to this project or other projects in the future, you will need to make your ideas more feasible. Here is a link to a great, short, easy read about how to design a level and puzzle for an adventure game.
I never heard what size the enemy sprites that Kiwee was working on are? Cheers! I downloaded the changes that you made Heard, and I'll check this evening. As far as where to put our changes when we've made them -- can't we use the file upload thing that's on the blog? --clint ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote:
quote:
And to use the level-editor, there are very nice tutorials on the PGU site -- did you read them? After you've read them, I'll be happy to answer your questions, but not before. --clint [This message has been edited by HanClinto (edited October 16, 2005).] |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
No dialog please, and a few text scenes might be good. I need to know what to start on as far as sound. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Fingolfin, as far as where to start on sound, I would recommend starting with a tool like Audacity, to create the sound clips. All of the audio should be trimmed and normalized to -3 dB, and saved in the .ogg format (Ogg Vorbis). You should probably also save them in .wav format as well (at a fairly high bitrate) in case we need to re-encode into another format (such as MP3). You could even keep the original .aup files if you wanted, but I doubt that's necessary. As far as what kinds of sounds to make, I think the list you had above would be a good place to start. Here's the list that I would think necessary off the top of my head: Intro Music Does that answer your questions regarding sound? The game will be distributed as free software, and no money will be made from it, so I would think anything used in other GPL products could be used here. Cheers! --clint ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
Great, I have both that program, and goldwave, I will start work on it.... tommorow. Ogg? okay, I like .au, but that's just me, I'll save it in both ogg and wav. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Great, thanks so much for doing that, Fingolfin! Good sound really helps a game, more than people often realize. I'm excited to see what you come up with! Cheers! --clint ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
deamon slaying? it was more like defeated them or making them go away or something, and it wasn't influenced by frank peretti (... or at least i hope not...) ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
great! do we want some techno background music? I could try to get some if you would like... otherwise I'll start with the good list you have already given me :-) ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: I'll suggest OGG for music, and WAV for sound FX. The liberary we use supports OGG and uncompressed WAV files. |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey all! Well I hacked away at the source code last night, and merged my changes and HeardTheWord's changes. I *really* like the new movement stuff that Heard put in there -- great job! I pounded on that for a long time, and didn't come up with anything that worked nearly as well as you made, Heard. Here is my latest version: ch are my initials, and the numbers are year/month/day format. I've included both Daves in this version, and both sprites now work. I made a walk animation, just to play around with it and see how I liked it. I think it turned out okay, but I think everyone wants to go back to the original Dave? I haven't figured out yet how to animate PyGame sprites, but I plan on learning that today or tomorrow. Then we can add animations like these into the game. Vincent, I've taken your orders and spent a good amount of time organizing and documenting the code. Btw, if you'd rather spend more of your time on graphics, I think Heard and I might be able to have a pretty good handle on getting most of the coding work done -- you can just oversee it. You've done a great job with the artwork -- I'd love for you to continue in that regard. In that case, you could spend most of your time managing the art and determining the direction that the "look" of the game will go. Then I guess the next up on the hierarchy is CPU, who will hold final say over you for the look, and the feel? Or is CPU mainly nailing down the overall story, message, and gameplay of the game? I'm happy just being a code-monkey. As far as storyline goes, this whole jungle theme has gotten me thinking about Indiana Jones. One game idea that I've been mulling around for a while now is a Christian religious archeologist, much like Indiana Jones, who goes around, looking for ancient Christian artifacts. So one example might be Elijah's Mantle, which supposedly has the ability to control rivers and direct the flow of water (and therefore the flow of life) on earth. There is a mad, epic race between the hero and the villian to reach the artifact, and at the very last scene, the hero has a chance to kill the villian, but he offers him mercy instead. The villian accepts the mercy, but then double-crosses our hero, and claims the artifact for himself! There is a climactic moment as the villian begins his incantation to invoke the power of the artifact.... and nothing happens. The villian is dumbfounded as he sits down and is taken into custody, and hauled away to Happy Acres High Security. The moral of the story is that, unlike in Indiana Jones, these religious artifacts don't hold the power -- the power lies with God, and we can't control that. Realm, I'm sorry if I hit you too hard yesterday. And I think you're right, it's not quite Peretti-style demon-hunting. I think your storyline is interesting and game-worthy. I'm very happy working on the current project with the current storyline -- often on CCN, we have too many chiefs and not enough indians -- so count me an indian. Respectfully, [This message has been edited by HanClinto (edited October 17, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: It's kinda weird but you'll get the hang of it. Download http://www.jqsoftware.com/2month/data/levels/dave_2b-1.zip And rename leveledit to leveledit.py, double click enter the full path of the level1_3.tga file (or any level) see how it's made then play the game! The tiles are a bunch of numbers so it take ssome getting used to. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Is there anything changed in this 2b-1? Or is this just HeardTheWord's file with a filename change because it conflicted with my last 2b? I looked through it and didn't see any changes in the files, but I wasn't sure, so I thought I would ask. --clint ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
quote: You just described Veggie Tales: Minnesota Cuke. Like, almot perfectly. Cept it was Samsons Hair Brush, not Elijah's mantle... -Joined the blog -Working on sound (i'm not a pro, but it's insanely fun...) -Downloading a demos/sharware/freeware to use ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: That looks great! I'll intergrate that into the dave sprite. Ok, now I need a list of different actions Dave will do so that way I can draw them for Dave. I know a few already: Walking Anything else? Will he be pushing anything? Will he able to look up or duck?
[This message has been edited by lava (edited October 17, 2005).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Currently, his states are: Standing Walking Jumping Climbing And he has two directions He'll probably throw *something* in the future. A celebration animation would be good. Here is the latest Bible Dave source: It has changing sprites, and I use the walk animation that I had available to make it. To add in your own animation from your Dave sprite, just replace the files in the images directory. You can make them a different size if you want -- it's not hard to change in the source. I didn't feel like animating the climb right now (as art is not my forte, as you can tell), so I just drew a single frame animation and left it at that. When you draw more, I can put those in also. If anyone is looking for a free pixel-based editor, one that I just found a couple of days ago that I *really* like is jdraw -- it's free, open-source, and is a nice upgrade from Windows Paint (which is what I used almost exclusively before this). Cheers! --clint ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: Hah -- that's funny. I haven't seen Minnesota Cuke yet. I was thinking things be in a slightly more serious tone than Veggie Tales, but still having fun (kindof like the old Indiana Jones adventure games). Ah well. Just an idea -- I still think it would be fun to do.
quote: Excellent! I haven't put sound into the game yet, but as soon as you have some for us, I look forward to putting it in! Just thing, you get to be in the credits as: quote: Very cool. --clint ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Ok I've written up some design docs. There will be no editing unless more than 6 developers ask me to (that includes Realm) You may find them in .sxw or .doc or even .html @: http://www.jqsoftware.com/2month/data/BibleDaveDesignDocs.zip
[This message has been edited by CPUFreak91 (edited October 17, 2005).] |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: I think you forgot the address ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yeah I did.Here it is: ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
CPU -- just read the design docs. First off -- GREAT JOB!!! *Very* nice job on cutting the game down to a manageable size. I'm glad to be working on this project. Cheers! --clint ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Thanks I'm glad you're working on the project too. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote: OPENING BIBLES! we didn't want him to throw them... kinda disrespectful (ask any librarian ) [after reading design docs] hey! SOME of my story was used... wow! Now 1 thing: Dave dosn't get to defeat the Original Deciet, the bad guy who made him go into the ruins in the first place? COuld we add that? lol, well its up to you. hmm.. my story lines been changed, thats for sure! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! [This message has been edited by Realm Master (edited October 17, 2005).] |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I haven't had a chance to check out your changes HanClinto but I'm sure they are great! I would be happy as a code monkey as well (takes less thinking in my opinion). I am also glad to hear you worked on the animations since that is something that I wasn't sure how to add. Anything specific you would like me to work on or should I just take a gander at the design doc and use my best judgement? Great job guys! [This message has been edited by HeardTheWord (edited October 17, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
dang... im out of the picture now... aah... my job is done. Farewell (i think, never know for sure)... i had an idea: when We (you guys) are finished we could make a trailer (i have an idea, and powerpoint! ) and send it (along wiht a link to the download able game) to our Churche's websites! As long as you dont have to install all of the python stuff to play it, it should catch some attention! we... CAN make this an exe... RIGHT?? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Realm, if you would like, in the future you and I could lead a smaller project (of course with everyone's approval), to make a game maker version of Bible Dave, it would be so easy. And we would just use the same graphics. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
quote: well.... I haven't gotten anything done today... :-( because I was swapping my 8 gig drive in my xbox for my new 250... but, I was thinking, will rustling leaves work for the vine sound? Is he climbing them? yeah... I'm gonna get started on that soon... ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: That would be nice! By then we'll all have more experience working together (if you invite us). You don't need aproval... the game is open source. And I wouldn't have lead!!
quote: I got most of the ideas from reading your "Basic plot"!! Good work Realm!
quote: No you're not out of the picture. You still need to make levels and supply us with your funny comments and posts. Yes we can make this an exe and yes you can link this to the curch website. No powerpoint wouldn't be a good idea. Flash 6 or higher would be better. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Woah... I just noticed... this projet leading might look good on my resume ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Yeah, Realm, about the level design, you should really do it, it's loads of fun, you just need to know a little about platform game levels, which I'm sure you do, it really let's your creative juices flowing. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quote: Of course you guys would be invited! Though we wouldn't need any coding, and we wouldn't need any extra art, we would need the designs of the levels, the art, and the music\sound. The story would be identical. Though we would need some Game Maker experience if we ran into trouble. But that project is in the future. ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Note on throwing. I suggest that dave can throw things.. maybe he should construct a sling shot in the first level or something... so he can collect rocks, and use it for enemies.. I think its very biblical, and (for me) really not that hard to program, | ||
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Ok... developers vote... if more than six (including you) say yes it's a go: ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
I say yes, like Vincent said it's not very hard to program and it wouldn't be hard for me to draw. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I say "yes", but provisionally, granted that we can get cutscenes and savegames working. Cutscenes and dialog are the next big "hurdle" in my mind. I agree, throwing wouldn't be that hard, but I'm not sure it would add that much to the gameplay (sure it's cool, but is it necessary?). I would vote that good dialog (that can communicate the message of Christ) is more essential to the overall success of the game. I wouldn't mind adding throwing rocks, but that means adding inventory (to keep track of how many rocks he finds), possibly adding aiming (especially since it's such a climbing game, shouldn't he be able to aim his rocks?), etc. Personally, I was very glad you made the call, CPU to cut throwing out of the initial phase of the game. I would like to see dialog and cutscenes implemented before we lose too much momentum. Thoughts? --clint ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
we're keepin the bibles, RIGHT? you can't really kill sins with a slingshot... "OMIGOSH! YOU HAVE SINNED! Hold still... *POW!!!* The sin is gone now, right?" ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
*technically*, Bibles don't exactly get rid of sin either. I can hold a Bible in my hand (even an open Bible) and sin all day -- it is by our actions (enabled by the Holy Spirit) that we flee from sin. Conviction comes from truth, and truth comes from the Word, certainly, but ultimately, it is up to us to resist sin through action. In that sense, I actually kind of liked jumping on the sins in order to stomp them away. Either that, or we have to run from the sin for the whole level -- I like both of those options. Really, the Bible thing wouldn't be too bad if everyone wanted to go that way, but I vote for keeping it the way it is. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
no bibles... but he has to collect them for the villagers/ppl at the end of each level to spread the Word Of God, right? Dave IS a missionary.. ...and i particularry dont want to get hit by a slingshot every time i sin... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Me too. Could you create differend kind of opponents, some that could be beaten by stomping and some by preaching God's word? Preaching would happen so that Dave reads Bible out loud or something like that and enemies within range would be beaten. That way you would make it interesting. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: That sounds great, Realm! So perhaps you could have a score based on how many Bibles you were able to collect from what you dropped out of your plane? You need to collect the bibles, then give them to the villagers, and the more you collect, the better it is? And I think the design doc says that you only find villagers at the end of the whole game -- not at the end of each level. --clint ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
How about at the end of every area you find a group of villagers? It would be like getting bonus points. I really like the preaching concept. Perhaps you could pick up items that help you along the way? Like a key or scripture that gives Dave limited invunerability or some artifact from the bible? If that were the case Dave should only be able to carry one object at a time. It would be easier to program and add a bit more thought into the level design. Speaking of saving the game... When you save the game how much information would be kept? Here are my thoughts: Current area (must finish all levels to save), Total points, Current item (if added), and possibly the number of bibles collected per level. When I get off work in a little while I will submit my recent additions that improve the movement even more! |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
I personally think the slingshot can only be used against physical enemies, like tigers and snakes for example. I think Dave should be able to collect rocks and bibles... Rocks can be thrown (= slingshot), bibles can not. I think we also should make a mario like save-game system, in which you select a profile before starting the game. It saves which level you have reached, and your status, but not the exact progress in the level. Their might ofcourse be a 'save point' or something. | ||
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I like that simple idea of a save game, Vincent -- doing the whole "profile" thing. I kindof want to get a simple game done first, then move ahead to more complex things. Really, any platformer can be fun. I mean, look at the original Lode Runner -- you couldn't jump or even shoot, yet it was very fun and addicting! I haven't done any changes to the code since I submitted the animation update -- has anyone else worked on it yet? One of the next big things I think we should work on is getting our own level-file format. Because we're going to want to have cutscene text associated with levels -- maybe these level files should be as Python scripts that we load and execute, but that seems like a bit of a hack. The standard way would be to make them data files (like XML or something), and we could have triggers defined and entrance/exit text defined -- actually, the more I think about it, the more I like the levels-as-Python-scripts idea -- that way, we could have more in-depth scripted cutscenes. I'm thinking cutscenes like those in Doukutsu would be really nice for communicating a storyline. --clint ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
I agree on the level-as-script idea. Its easy, and very flexible, and you don't need to implement an additional format. Alright, lets keep it simple for now, but we could always add the additional stuff later.. though the game will have some more enemies and rocks then. | ||
HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I was also wondering if we should use the gui controls that are built into PGU to do the little popups with narration text? Vincent, do you want to take a crack at this, or should I (or HTW?). I'm not sure if I'll even work on it this evening, but this is definitely something we should get. Perhaps we could split up some of the tasks that are still ahead. Here are the ones I can think of off the top of my head -- feel free to add to the list. A) Add a basic HUD that will display score, time, and level information. B) Add the capability to pause the game (keep in mind being able to pause it but still let other things in the game run, such as animations -- this could then also be used for cutscenes where we remove control from the player, but action and dialogue is still taking place) C) Add functionality to the front screen where you can load your old game or start a new one. D) Adding some sort of save-game functionality -- the main part here is not the method that we use to load/save games, but just being able to save basic information to a file and parse it back out later. I'm sure this is trivial, I just don't know Python very well yet, so I don't know how to do it offhand. E) Add some basic enemies with simple AI, such as frogs that jump up and hit you when you go over them, or snakes that slither back and forth across tree trunks or monkeys that go up and down vines. F) Start making a generic framework for levels-as-scripts, in order to be able to more easily code cutscenes as intros and exits to levels, (EXTRA CREDIT: as well as responding to triggers placed in the map, such as hitting a touchplate to open a door). Those are some fairly disconnected programming tasks that I see ahead of us, that we can probably safely split up among the different coders (CPU, Vincent, HTW and myself). I'm not afraid of tackling the hard ones if they are delegated to me, but hoenstly I'm not exactly sure how to best go about the levels-as-scripts one. If nobody else wants it, I might take it, but I'm a little shakey as far as being able to make a good design. Vincent, you've done a good job with making the base of the game object-oriented -- I wonder what you could pull out of your hat for that one? Noone has to fly solo on these if they don't want to -- we can cooperate certainly, but I just wanted to break up the tasks so that people could pick an area that they could work on without worrying about stepping on someone else's toes and duplicating work. EDIT: Ooooo -- Vincent, what do you think about having the individual level files inheriting from the generic Game class that you created, and just overriding certain functions/values that would be different from level to level (such as the level filename, tileset, and special events that happen when you trigger certain codes). Respectfully, [This message has been edited by HanClinto (edited October 18, 2005).] |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I would be willing to do any of the tasks you listed. Although I think you should add one more thing to your list. A more flexible animation framework. The current way is fine for only a few animations but it will get ugly after adding more. Just a thought. Perhaps I will work on enemy AI at the moment. Since we are striving for a more OO approach I will create a base enemy class and derive more specific enemies from that class. If someone else wishes to take this task let me know and I will do something else. [This message has been edited by HeardTheWord (edited October 18, 2005).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
That sounds good, HTW (about your current task with the enemies). I'm certainly not going to fight you for it. One thing we don't want to do is get *too* generic -- there is such a thing as over-engineered to the point that the thing is no longer usable or understandable. However, I do agree, the current animation framework is fairly inflexible, and if we add many more animations the hard-coded stuff could get hairy. On the other than though, as long as we're not keeping too much data hard-coded by hand, it's understandable and acceptable for a project this size. I just hope we can find a good balance between the two -- we need to make sure our code "makes sense" so that it's maintainable in the future. If a framework is extremely flexible and extensible, yet is very hard to understand, it because inflexible because of its complexity. I'm not saying you do this HTW -- in general, I've seen you create very clean, understandable, and extensible code -- I just wanted to say that for everyone's benefit, as it's a lesson I've learned the hard way (by creating something extremely flexible, but was so over-engineered I couldn't maintain it, and it would have been a lot better if it had just been hard-coded with a nice big comment) --clint [This message has been edited by HanClinto (edited October 18, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote: ...that was my original idea, are you telling me nobody noticed before NOW???!! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Before you do anything big... finish the design doc objectives first. That way the game wont flop the way the 1 Month Game did. After that... let´s go for it!!! ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
I've got the leave/vine sound done, where should I put it (e-mail, host?) and also, does anyone know of a good demo/shareware of a synthesizer for sound effects? ------------------ |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
great ideas. i am really looking forward to playing this game. I would like to note that any similarities between the game mastallama and I are developing, and the game you are developing are completely coincidental. We made our design doc and finalized the basic story long ago. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Im so peeved that, besides attempting to make you guys laugh, my job on this aweomse game is done...
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
You've said that many times, but the thing is, we just don't know WHAT job you have to do, but you will have one. There MAY be cutscenes that need text/story to be added, but that would come AFTER we figure out what our amazing coders can do game wise. Yeah, I vote no on the bible throwing, yes on throwing other things, as long as they are thrown at non-semi-physical creatures. ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
sins are all too real, we gotta keep them, very very very intergral. no deamons, but Sin is EVERYWHERE, you can't really exclude them. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
what is a sin? Is it a creature in this game? You're representing a non-physical "thing" in a real setting. Is this game a dream? Does dave have super powers to see this thing called "sin" (that sounds like FF-X where sin is the thing you must defeat) I just don't totally understand where your going with the sin idea. you can fight sin, only with God's help can you. Maybe if there was a "prayer attack" where you had to stop for like 2 sec and "charge" yourself by praying then you could attack. Like lets say you needed to jump onto sin to defeat it, then in order to defeat it, you would have had to do a prayer/charge before jumping onto it. Just a thought... ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: No its not. You'll still write the credits and make some levels when the time comes. (have you tried making test levels yet?) ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Host it. I'll download it and upload it to my site later. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
okay, I've got some more public domain sounds I downloaded, I'll wait and make a .zip file of the sounds we need, then upload it. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I too, have been playing around with sounds. I spent about an hour at my synthesizer, just playing with different sound effects and playing music, and Jennifer recorded it. I'm still sorting everything out (we didn't edit it at the time), but here are some things we came up with. Many of them are very ethereal (such as music6 -- I love the bass on that one though), several of them are just cheesy loops I found in my synthesizer, and a couple of them are variations of an original composition of mine (music7 and music8 for example, as well as music9 and music11). music10 is just Heart & Soul, but I thought it sounded fun enough that we might use it somewhere. I'm not sure how much of it can be used, but here it is! Anyways, here's the directory of sounds. I thought about listing them all, but just decided to list the directory. Cheers! [This message has been edited by HanClinto (edited October 19, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote: noo... i dindn't have any time to download all the stuff yet... =\ ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
yeah, I don't happen to have a synthesizer, I've been looking for a free one... but can't find one... (unless I can figure out if you can use a synthesizer plug-in for audacity) so if you do music that's fine, I could try to do more foley work, all I did was leaves/vine sound, which worked out well... ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
And that's one thing I haven't done a lot of -- the foley art (like leaf-rustling sounds -- that's a great idea for the vine-climbing!) I didn't mean to cramp your style or anything, Fingolfin -- sorry if I did. I just didn't want to spend another evening on the computer, so I decided to sit down at my keyboard and play around for a while. I don't even know if people will want to use what I did, but I had fun with it. As far as free synthesizers, one I've used in the past is Buzz Machines -- I've done some stuff with it, and while it's a little hokey at first, it's really powerful and you can create some sweet stuff with it. Cheers! --clint ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Do you think the theme could be Indiana Jones or something similar? This game is free source after all. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I don't think so -- the theme for Indiana Jones is not released publicly, and while we could certainly make a game and legally put Indiana Jones theme music in it, we couldn't distribute the game. So it has to be something *similar*, but we can't just rip it off of a CD and throw it into our game. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
quote: not at all, anything to get the project done! I have a keyboard... but I dunno the best way to interface with my PC... I really don't want to try, so if you do the music, that would actually be a big help, I'll do foley work, which I think is more fun :-), and also still look at public domain sounds, cause it's faster to just use some of those as well. ------------------ |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
u use the MIDI in and MIDI out cables . Most music editing programs will accept input, or so i believe. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
yeah.... but FINDING those cables is the real problem. it's an old keyboard. And I'm not sure where the cables are... ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
To record on my computer from my keyboard, I just hooked the pre-amp output of my amplifier to the microphone input of my laptop, and adjusted the levels accordingly. I don't have any software on my computer that can read MIDI input. I didn't sequence any of my keyboard playing -- that was all just done freehand. --clint ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
So that everyone else can see the progress that has been made on the game, here are a couple of screenshots Here is our hero as he explores some ancient ruins: And here he explores *gasp* more ruins! He leaps entire waterfalls in a single bound! We should probably package it as an EXE soon so that people who haven't gone through the trouble of installing Python and Pygame can play around with it -- but I'd certainly like to see it have more done on it before we do that. --clint ------------------ [This message has been edited by HanClinto (edited October 19, 2005).] [This message has been edited by HanClinto (edited October 19, 2005).] |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
looks great! does he grab the vines? Seems a power up to let him do a flip would be good! ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Yep, he can climb the vines (rather well I might add). I have changed the structure of the code quite a bit. Let me know if I have made it more confusing because it can always be changed. Dave's movement is enhanced yet again. He now "snaps" to the vines for easy climbing. Since Dave's sprite is tall I changed his jumping a bit to improve the gameplay. I will continue to enhance Dave's movement as the game progresses so please let me know what you think. Now I will start working on the enemy AI. If anyone has a good idea for enemy movement shoot it my way. Enjoy! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Wow HearTheWord, the file upload is working great for you. Thumbs up guys. Yah. I'm going to pick an "honorable" (it will be very ahrd to choose from) team member to have an Alpha and EXE version in the CCN Showcase in their name by the end of this week. Version 0.2c still doesn't have a menu.py file!! Guys!!!! ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited October 19, 2005).] |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
yeah, I'd like an .EXE so I could time walking with the sprite animation... ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Honestly I don't have a clue what menu.py does because I haven't touched it. The file has been missing since I downloaded the code for HanClinto version. It bugged me for a while but everything works fine for me with the compiled version. Perhaps Internet Explorer handles the upload process better? I would use Firefox but I am currently using my parent's pc for uploads. I also have some music I need to upload... It isn't finished and is in MIDI format but I thought I would at least let you guys hear it. |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
The game is looking really good and it's fun to play, good job every one! Will the dave be able to climp down from the branches? I mean now dave can climp up and down but once he moves on top of the branch he can't go back. ------------------ [This message has been edited by jari (edited October 20, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Maybe I should have looked more carefully.. I'll explain the strange menu.py. Drums please! drums.... more drums... menu.py is deprecated.. legacy.. no longer in use. It was a brainfart, but I factored it out. So, you can just remove it . |
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D-SIPL Moderator Posts: 1345 From: Maesteg, Wales Registered: 07-21-2001 |
Ok i must have missed this whole thread. Is it too late to get involved? --D-SIPL ------------------
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silicon_chippy Member Posts: 208 From: Scotland Registered: 10-26-2002 |
I am well impressed by the progress so far guys. The project really is making progress. Good luck with the rest of it. If I can help in any way let me know. ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
quote: Yeah I was thinking about adding that feature. Perhaps over the weekend I will take a quick look and see if it can be added in. I may not get to work on the game for a few days though because I am looking at purchasing a house. Keep me in your prayers! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Sure! What do you wanna do? [EDIT]This stupidly didn't make any sense... So it's deleted[/EDIT]
quote: Well i did remove it to get it to work and it worked fine with just removing import menu soI was just wondering. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited October 20, 2005).] [This message has been edited by CPUFreak91 (edited October 21, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
where are the level-editors again??? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote:
------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Sorry, LevelEdit is not in that .zip -- it's in the PGU tools zip. Get that here: http://www.imitationpickles.org/pgu/ Click on "Download", and then click on "Download pgu-0.5.tar.gz" -- after you extract that tar/gzip file, leveledit will be in the scripts subdirectory. ------------------ |
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D-SIPL Moderator Posts: 1345 From: Maesteg, Wales Registered: 07-21-2001 |
So what do you need done? I'll see what i can do. I'm spending a lot of time on the Battlefield 1942 mod at uni that we're making, but will be able to code for the project a few hours a week if it helps. --D-SIPL ------------------
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well as you said, you can program. I'd like your email so I can add you to the blog. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
That sounds great, D-Sipl! I look forward to having you on the team! --clint ------------------ |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
this game is looking great. once it gets finished, im putting a review/article about it on my site. i might "interview" some of you guys to get some info for the article. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Great! Remember not to just interview me, interview everybody! ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I'm working on the source right now (Friday evening) just cleaning some stuff up -- syncing up the new graphics that Vincent did and touching up a few things off of HTW's last release -- is anyone else working on the source this evening? --clint ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Be sure to add the changes I made (http://www.jqsoftware.com/2month/dave_2c.zip) so that I can exe everything. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Wait, you made those changes? I thought HeardTheWord uploaded that file? Or did you make changes to that file and call it the same name? Version 2c is the one that I'm changing things from. --clint ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Slightly new version has been uploaded. http://www.includingjudas.com/clint/bibledave/dave_2005_10_21_ch.zip Here is the excerpt from the change log:
So nothing major, just keeping everything in sync. Also, I made the infamous "hidden vine" in level 1.2 un-hidden (it's now in front of a waterfall) --clint ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yep... did i forget to tell people? Nope quote: They were *very* minor quote: Ok that's good. Downloading now. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I haven't made changes since dave_2c. Though this weekend I plan to make a few additions. I advise all programmers to check out diveintopython.org which has an in depth look at python. It is worth a read if you don't already know a lot about python! There are other good sites but this one is packed with information. Clint, thank you for changing the "hidden vine". I still think the platforms are a bit busy but perhaps it is because my eyesight isn't the best. Great job everyone! I am looking forward to the compiled version! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Excellent -- thanks for letting me know, HTW. I'm going to be insulating my house all day tomorrow, so I don't think I'll take much time to work on it, maybe Sunday, but I kindof doubt it. Excellent work everybody -- I'm really impressed. HTW, about the animations -- perhaps we could have frames-per-state information for each state, so that something like running might have 4 or 5 states, standing would have 2 states (where he slightly shifts pose), climbing could have 3 states, etc etc, and it would cycle through appropriately. Would that be a less "hacky" method of animation, do you think? --clint ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I like that idea. Have you heard of tuples? They are like a fixed array which I think could come in handy with animations. Take a look at the diveintopython.org site for more information. By the way, what was the reason for removing the animate module? I thought it would be nice to separate movement from animation. Perhaps it was confusing? Please let me know. Side note: I just put in an offer for a house today, so we will see how that turns out. Good luck with your house work Clint! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Ok there's a demo Available @ http://www.jqsoftware.com/software/DaveInstaller.exe It also has the source coe Realm Master, I need you to submit it under your name in the CCN Showcase ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
i just downloaded the bible dave demo, and i must say, it looks great guys. i mean, i was really impressed. and im glad you guys are working on the animation (hehe) ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
I finally redid the walk animation, sorry about the long wait. Here it is:
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote:
MY NAME??? MY NAME?!?!?!?! why me? You're the project lead! and not even all of my story was used! is this some sort of consipracy??? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yes your name. Why should I get all the fame and glory? I'll just turn into a bill gates! Your story influenced and gave us more info to work off of then you'll ever realize (until you're doing some fairly big project). Besides since you're an integral member of this team like all of us I chose you first cause I couldn't decide and wrote a random name chooser then contemplated on the person it chose... you. There will be another person chosen for the next release.
Yes the randomness of my program is conspiring against you. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited October 22, 2005).] [This message has been edited by CPUFreak91 (edited October 22, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hey guys! We're one third as big as the girls topic! ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: How many people think dave's legs shouldn't do the splits as bad? It looks really cartoony but I like it... a lot ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited October 22, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
dave's gettin the 'ol heart rate up, eh? 1 and 2 and 1 and 2 and 1 and 2 and 1 and 2 ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
haha, CPUFreak91, classic geek. too lazy to strain mind over picking somebody, so take the time to write a program to do it for you. i love it. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Lol. Yes I do that a lot. And with Python being an interpreted language all I Have to do is press F5 in my editor to call the integrated interpreter. I can choose random values with 3 lines of code:
4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited October 22, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
code hm.. i gotta try that!!!!
"138.32a times a to the second times the square root of x is equal to 84.52 divided by a times the square root of x" [( ) = thought bubbles] (oh MAN! how in the world is this solvable!! wait...) "Hmm... a is equal too... 2238940718745610274329851623984712359804.51208974212145! sounds resonable...." lol. no, im not really THAT stupid... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
I'd prefer if we worked on AI before working more on animation... I'd consider dave's animation done for now untill you have to work on the animation of the baddies. Just a tip to keep this project going. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
A: cant use level eitor, cant "unzip" the file. B: getting on placing that under my name. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey Realm! The file is a tar/gzip file, so you must use a program capable of extracting a file like that. The one that I recommend is 7zip. I hope that helps! Cheers! --clint ------------------ |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
or WinRAR | ||
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: WinRar is trial-ware and not good for prolonged use.
quote: Ok. I understand ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
7gz dosn't work! I extracted it, but now i cant DO anything wiht it! gAAA! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
7-zip extracted it? Or it didn't extract it? I'm guessing 7-zip worked just fine. Tar is the archive format, GZip is the compression format. First you unzip it, then you un-tar it. It's a two-step process. So to make it more simple, --clint ------------------ [This message has been edited by HanClinto (edited October 24, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
WOAPOAHPOIWJS!! okkaay... ill try... untar it... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: Hey HTW! Sorry for not replying to this sooner. Tuples for animation sound pretty good! What was the reason for removing the animate module? I never saw an animate module -- I don't think I ripped anything like that out -- perhaps I missed it? I thought I was pretty sure to keep all of the changes you had made intact. Thanks for the well-wishes on our house-work. We blew over a foot of insulation into the attic, it all went great! How did the offer on the house go? Any word on that yet? BTW, did you do anything on the project over the weekend? Vincent? How are the animated tiles coming along? In Christ, ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
DANG! now i can't figure out how to load the levels! I tried new, but i couldn't get the right directory... help. plz. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Weird, I thought I had added the animate module before submitting it... Over the weekend I basically spent at church or working out details with the house I now own! I did think about the design a bit though. My idea is to make the player class and enemy class similar in design. The enemy class will have a movement module, driven by AI, while the player has an input module. Animations will be separated into a separate function that is called after moving the sprite. Lives, points, etc... will be processed in after movement and animation is done. This all takes place in the class's loop. Here is a bit of psuedocode to help you understand (at least I hope it will).
Please let me know your thoughts or give me suggestions. I am trying to get the code to "make sense". [This message has been edited by HeardTheWord (edited October 24, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Copy the levels to C:\ to make it easy to access then start leveledit and click on file then open then type C:\<file-name> One of my friends who's also a Linux freak asked about the game: Why did your release Windows binaries? I answered it would be predjudice to keep it Linux only. Besides if you want the source it's here <link> He found the game by googling. I never said anything. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
i cant even load the tiles!! gAA! and every time i try and load a .tga level, the program quits!! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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bennythebear Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
i like the game! it's cool to actually see a game making progress, especially when it's done by people i know . when will y'all have a whole level done? the games done in python right? maybe one of these days i'll actually get some coding skills, too busy with school(networking is great). ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
quote: version 3.51 isn't: |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Ok Realm. Tell us exactly what you did since you downloaded PGU. Exactly. Oh btw guys. About the win level block. Whenever leveledit get's to the win level block it crashes. So I don't know how to add a win level block or tile or whatever to the level. (I'm refering to the little sign at the end of each level) ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited October 25, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
I Have no clue how to load the tiles! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
HTW, that sounds really good about the Movement(), Animate(), Extras() functions. I think something like that would be great.
quote: Make sure you're using the new tileset with the new levels -- if you use the old tileset, it will crash. RM: Regards, [This message has been edited by HanClinto (edited October 25, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
aaaahhh.. thanks! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Welcome! Excellent -- did that work? --clint ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hey Realm Master, you stil haven't changed the version number. It should be 0.3c not 1.0.... (I repeated myself.. sorry). And not I didn't make a mistake it is 0.3c I changed the version for the .EXE. It should be in the changelog. I will also try to update the source zip as well. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hey.. I just noticed. There's a lot of wiki's out there that are python powered. Take for example: http://www.freedesktop.org/Software/dbus and Python.org's own wiki ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Has much been done on the programming side of things over the past few days? I've been trepidatious to make many huge changes for fear of merging in things other people have done. However, I just decided to go ahead and get some stuff done last night. Here's the latest of my working copies, this one has a routine in it to animate the background tiles for the water. I put in a pause feature (press ESC to pause, and if you press ESC again while paused, it will exit the game as normal. Any other key resumes the game) -- this is in preface to having a dialog window come up to display text to the player when they go to different areas and whatnot. It doesn't seem like much, but it's a good step in the right direction I think. Here's the code! Cheers! --clint P.S. Vincent, I know you said you wanted to tackle that part of the todo list, but I was bored and had been thinking about it for a few days, so I thought I would try out a couple methods, and one of them worked. If your way is better, feel free to change my method to suit yours. Mine is kind of long and clunky -- I may optimize it in the future. ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Sorry, I haven't been able to do much last week, been kind of busy. I just have a suggestion... I don't know if you already used it, but the clayer is meant to be used as a hidden layer for elements in the game, like end of level, or other things. I created a template png file for triggers, which can be embedded in the levels. http://www.vanbeveren.org/dev/triggers.png . When a level is loaded, you can convert the information in the clayer into enemies, bibles, bonus, end of level, etc... I'm hoping to start working on the 2nd tileset soon, which are caves. I was also thinking of creating a background tileset for each level.. to give the same somewhat more depth... This background can then be scrolled at a slower pace than the foreground creating a typical old-school sidescroller effect.. should be nice. [This message has been edited by vincent (edited October 26, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: Thats alright.. i'm busy enough as it is. I think I want to focus more on graphics... so! if you need any help with some complex issues, let me know. Also see the GPU documentation about the clayer.. I think we should really use it. http://www.imitationpickles.org/pgu/docs/vid.html . See my previous post. |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey Vincent! Thanks for the quick reply! I'm all for using the clayer -- that's what we're using to specify the level start and end right now, yes? I agree -- I think it's the best place to spawn Bibles and signs and enemies and whatnot. I just downloaded your tileset for that, I'll check it out. I think the idea of you working more on graphics is a great idea, and I'm comfortable with that. Sounds great about the new cave tileset -- I'm excited! When you get a chance, coule you please check out the way the tiles animate in the version I just uploaded? The way they animate doesn't feel quite right just yet (like with the flowing water). Also, note that for the flowing water (the 4 tiles in the upper-right), I did a 4-part animation (tile A switches to B, B switches to C, C switches to D, and D switches to A) -- that way we can have a better "flowing" effect. However, the tiles as they currently are don't take advantage of that very well. Thanks again! BTW, I just got it working where the screen can shake as if there's an earthquake going on -- I thought something like that would be cool. In Christ, ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
man, its not fun to be out of the loop. (programming i mean) *sigh* well, i've got my own little project now, and you'll never guess: The gfx are acutally SORTA good! I used that GIMP link you gave out CPUfreak, it was GREAT! Its a lot better than paint, thanks! wow, i can't WAIT to play the full version of Bible dave!!!
------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
RM, Are you available to help with the levels? I enjoy making levels, but if I'm expected to program, I won't have nearly as much time for making levels as I would like. What's CW? I would hold off on advertising Bible Dave much more until we get the game more playable. --clint ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
CW = Codersworkshop = http://www.codersworkshop.com ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Ah, okay. Cool. Yeah, I wouldn't post it to CW yet. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Here's a screenshot of what I'm working on:
This will be used to provide information in the levels, such as when he reads a sign, or to introduce a major level change, etc. What do you guys think? I'm up for suggestions as to how the dialog window should look -- keep in mind it's just programmer art that I whipped up really quickly. If someone else makes a better one, I'm happy to put it in. I really like the transparency on it though. Currently it's set at 191 for its alpha level on the background, though maybe a little lower would be better. What do you guys think? Anyways, I'll keep pounding on this. Once we get the dialog working, then we can start putting the storyline in (yay RM!), and making it feel more like a real production. Keep up the good work, guys! I haven't heard anything about the bad-guy sprites or the Bible sprites -- how are those coming? Sooner or later, I'm going to get desperate and draw some stick figure lions for Dave to run away from, and I don't think anyone will be happy with that. What's the direction that we're going to go with the Dave sprite? I like the fun-ness of Lava's Dave sprite, but I'm not sure it fits very well. Is there any way we could make it less cheesy, while still being cartoony? Give it a softer, more rounded and natural look? I tried to do that with my sprite, but I'm a programmer more than I'm an artist. --clint ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
yeah, im working on a level right now Han, but i doubt mine'll be any good.
ill give it a shot, right now im working on some ruinish thing. Okay, no CW yet. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Excellent -- glad to hear it, RM! I look forward to seeing what you come up with! Even if you don't think your level is that hot, I think that levels are something you could really enjoy. Especially when we can do fun things like make traps in the level, that start earthquakes and other such things (did I mention that I got that working today? You can start an earthquake, and the screen shakes all over the place) -- I think that'll be loads of fun. I'm picturing something like Raiders of the Lost Ark, where Indy picks up the idol and everything starts shaking and falling -- it would be cool to make a test level like that. HeardTheWord: I'm currently right in the middle of a big test-rewrite of the game system, re-doing the object-orientedness of the game a little bit, in order to make custom levels easier. I hope you're not making too many huge changes -- I just wanted to let you know I'm making a lot of structural changes. I'll try to be done with them tonight though, so as to not hold you up too much. I hope that's not a problem? Even if you do make changes, don't worry about it. I should be able to merge them in pretty easily -- I just wanted to let you know what I'm up to. --clint ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
NOOOOOOO!!!! (sorry han) dang it! My level i was working on: Lost! All gone! I *smaks head* dindn't *smacks head* save *smacks head* it *smacks head* as *smacks head* a .tga!!! dratdarndang!! now i have to start all over again! ddddaaannnngggg ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
What did you save it as? If you saved it with a .png extension, it most likely still saved it in the .tga format. You could try renaming it to .tga, and then see if it will still load. I remember I once edited a video (of a spring break trip I took with some friends) for 8 hours or something, and then the file that I saved got corrupted, so I had to do it *all over again*. But the upside was that I got to do it better the second time around, because I got to fix the things with it that I didn't like. That might not be very encouraging, but that's one of the few positive things I find out of losing all of my work. Still, really sorry to hear you lost it, bud. --clint ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Bah. Made a lot of progress, but didn't get everything working quite right yet. I'll stay up later and work on it, but I need to head home now (I don't have Internet at home, so I'm posting this now). I'll try to get it working tonight and post a working version in the morning. Ciao! --clint ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I made changes in player.py but nothing else. The Player class is now derived from the PGU Sprite class. This is how the enemy classes will be built as well. Clint, once you submit your version I will merge my changes with your code. One thing I have thought about was the style of indentation. Tabs vary from editor to editor but spaces are always one character in length. Should we have a standard of indenting four spaces instead of using tabs? Python keeps track on indentation and I thought we may want a standard for our project. Let me know your thoughts. |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
That's great to hear about player.py! That's actually the *one* file that I don't think I changed much (if at all)! haha -- that's really funny. I've been using tabs as my standard, just because it's easier to tab over a large number of spaces, and people can customize their indentation however they please (if they like a lot or a little indentation). I would vote for tabs, though it doesn't matter all that much to me. I'm happy to do a find/replace on all of the code to replace tabs with spaces, or vice-versa. Here's a screenshot of the latest work I got done last night: game.py got renamed to basegamelevel.py You read the sign, I tried to make examples of most of the functionality with the levels. So basically, the game is starting to shape up, and really *feel* like a game now. Oh yeah, almost forgot a link to the source: Praise the Lord, huge strides were made in the game last night. Now it's really is starting to shape up and *feel* like a game. It's so exciting! I look forward to seeing what you've done, HTW! (as well as the new graphics from Vincent, and the enemy sprites from Kiwee, and the level from RM, and the graphics from Lava, and the managerial decisions from CPU, and input from everybody!) BTW, right now, level1_1 and level1_2 inherit directly from basegamelevel, but I think I'm going to have a level1_x inherit from basegamelevel (which will load the tiles and collision/enemy data), and then level1_1 and level1_2 will inherit from level1_x -- I just haven't done that yet. Cheers! --clint [This message has been edited by HanClinto (edited October 27, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
quote: Well, I designed the water to flow kinda... but only with two frames, for the upper right 4 tiles this means that A switches to C and back and B switches to D and back. It'll be best, else I'll need atleast 3 tiles for everything. |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Okee dokee. I'll make it just a 2-part animation then. Thanks! Did you get a chance to check out the new structure? Is it keeping in line with what you envisioned the level inheritance to be? --clint ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Okay, well I wanted to put the Bibles into the game, but I didn't have any graphics yet, so here's a quick Bible sprite that I drew up and will use in the game soon: Something I was thinking about... If there are all of these Bibles just laying around in the jungle, wouldn't they get wet and get ruined? The answer is, of course not! Because these Bibles are freshly printed in the Kilapowa language, they came shrink-wrapped from the printer! (and so are protected from the damp jungle) I got to playtest the game with about half a dozen of the kids from church yesterday, and that was really neat to see kids from about 6 years old up to 14 or so play the game and have fun with it. They enjoyed finding the earthquake trigger in level 2 also. Thanks for everyone's great work! In Christ, [This message has been edited by HanClinto (edited October 28, 2005).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Bah. I just can't seem to get away from this project -- I just spent my lunchbreak working on it (again). Here's a screenshot of Dave running around collecting Bibles: And here is the source for that version. Really I didn't change that much -- I changed the triggers to include a Bible sprite, and then made it so that the triggers would spawn Bible objects, and when you pick them up, it increments a counter. Then the HUD looks at that counter, and prints it in the upper-right corner of the screen. Nothing too fancy. Cheers! --clint |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
wow, this game is really starting to look good. i am actually kinda shocked. not because i didnt think you guys could do it, its just that with so many disagreements at the beginning, i didn't think you WOULD do it. ya know, it reminds me of those side-scrolling platformers that were so prevalent on the sega genesis. unlike the early mario games , which were predominantly 1 to 3 levels of terrain, this game has many. anybody remember that jurrasic park game for the genesis? it wasnt very good, but the world had many terrain levels, and your game reminded me of this. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
sorry, I've been both sick and busy, and our "Kids" PC has a virus, and my laptop's PCMIA card stopped working, and then I need to re-install drivers, etc, etc... So I haven't gotten a chance to do any more sound work :-( But it's looking great! I'll try and upload the sounds I have soon, I need to find a file host tho... ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Sorry to hear about the troubles, Fin! Glad to see you're still around though. And while I know I'm chomping at the bit to get more of this project done, it's still less than a month since the project was christened as Bible Dave. If you can handle sending large e-mails, Fingolfin, I'd be happy for you to e-mail me the files and I'll throw them up on my site. CPU, is the file uploader still working? Fingolfin, have you tried that? (on the 2-month-game site?) Yeah, here's the link: I don't know if I ever tried it or got it to work, but you may have better luck than I. --clint [This message has been edited by HanClinto (edited October 28, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Go Dave! go Dave! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Dave has come a long way, but there are several things we need at the moment: 1) We need more sounds, and some decisions as far as what sounds we have that we're going to use (such as the ones that I uploaded last week). We're a team -- I can pick which ones I like best and put them in the game, but the programmers need feedback from everyone else as far as what sounds were liked, which ones people didn't like. The community needs to give feedback, and CPU makes the decisions, and the programmers implement it. All of the above also applies to music. 2) We need more graphics. A lot of this is in the works, and Vincent has been doing a great job of keeping the programmers supplied with the tile art. However, we also need to figure out what we're doing with the Dave sprite (again, we need more community feedback), and we need some enemy sprites (whether it's sin and animals, or just wild animals, we need to start creating this stuff so that the programmers can implement it). I think I'm just about out of things to do at the moment -- I'm really not sure what to do next. HTW is working on AI, and I think I'm going to see about adding weather effects and whatnot. I've also thought of a way to do little splash or dust impact animations, but I don't have art, so that really slows my process down when I need to create art for something to implement it (such as the Bibles). CPU, what do you see as the next thing I should be working on? Keep up the great work guys! I'm really excited about Bible Dave (if you can't tell), and I'm looking forward to having a finished product! A word about free resources -- I started trying to implement some of Ari Feldman's sprites into the game today, and I dunno' -- it just felt a bit off. It's nice that there are free resources for us to use, but so far, we've created all of the content for the game ourselves. I kind of like that. It makes it feel like a community project, and not just a product. I dunno', something I was just thinking about today. The people who have the biggest task are definitely the artists -- you all have been doing a *GREAT* job thus far, and I encourage you to keep up the good work. The kids at church really liked the game, and I think they're really going to enjoy playing the finished version! Anyways, I'm gonna' sign off for the evening. Cheers! In Christ, |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
all right, I'll get the files to ya... through the uploader... I could make a bunch more, but I'll upload what I've got. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
e-mailing to your e-mail, (the yourname@yoursite.com one) the sounds. I don't know why I don't have an OGG for the thud sound, I'm just gonna send you the wave. I tried to mix the thud with vocals (to get a oofTfhud sound), but it didn't work out, so it's not that useful yet. Use your music, if you want more, I can get some public domian music that can be used for non-profit work, if we need more music. hehe, what' the best way to make a tile set? I'd give it a shot, but I doubt i'd do much... ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I agree, the project is coming along nicely. This is an exciting time for CCN. Tonight I talked with a guy I know that works in a christian book store. I asked him what the possibility of "advertising" we could have. The most exciting posibility I see would be to create inserts that can be put into people's shopping bags. Don't get me wrong, I want to keep the game free but I think this is a great way to get people to play the game and possibly add to this community! This is still a long ways off but if we really put forth some great effort we could really make an impact in the Christian gaming community! Just my two cents. Keep up the excellent work! |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Hey everyone, Well, I added a new version today. I just want to emphasise to people to submit your stuff, sounds, graphics, coding. We need it all! HanClinto - You're coding style is great, otherwise I wouldn't have been able to create some additions Well, gonna make breakfast! |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Hey, I tested the latest version and have to say that I enjoy testing Bible Dave when ever new versions comes out, you guys are doing great! I could give you some constructive feedback but not knowing what you have been planning and what's on todo I rather stay out of the way for now. God bless. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
downloaded the alpha version without the bibles... looks great! I think he walks a little slow, and jumps a little slow as well... I'm not sure how to get a walking sound insync when he glides a little... also, it might look good if his arms moved when he's climbing... dunno how hard that is. I went to download.com (part of CNET, MP3.com is a sister site to it) and downloaded some "free" sounds in the category of video games, some of them might fit well as background music, I'm just not sure if we can use them. If we're under the GPL, and we give them credit for their work, is it alright to use it? (*Going back to the site to look for a terms of use section*) ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
on looking at the terms on teh site, I think we have to contact them to use their content, but I'm not sure... ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I wanted to start writing an actual "first level" for the game last night, so I'll merge those changes with VVB's and get that posted tonight. I'm going to try and rest tomorrow, and make it a day different from all my other days, so I don't think I'm going to work on it tomorrow (normally I enjoy programming Christian games on Sunday, but I've been doing it so much, I want to rest from it). Here's the plane sprite -- I know it's pretty cheesy looking -- I invite anyone to *please* make a better one.
VVB, I checked out your new version, it's EXCELLENT. I'm really impressed with the parallax background -- it's very good. Your coding is solid as well. Overall, A++ work! Okay, gonna' merge the changes now and work on some other stuff, I'll post my results in a couple of hours. In Christ, |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
BTW, here is a good image that I found while searching for a plane crash reference photo. From the original site, "The remains of a Cessna 152 which crashed during the first solo flight of a student pilot. Because of a very forgiving impact with the trees the cabin area remained quite survivable -- and the pilot walked away. Taken by Ward Miller. This crash occurred in December, 1993." There is also a companion photo to the above, showing the crash from a different angle. Cheers! --clint |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
want me to make a quickie plane? it won't be the complete sprite sheet, but it will be enough for the 1st level ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Sure! If you make a plane, I can put it in no sweat. Here's a screenshot of the old plane that I have so that you can see how it looks in-game: --clint |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
quickie I didn't make it transparent because Photobucket messed it up when I uploaded it. But if you can make it transparent, that will do for now. I based the general position on the pic you posted, which was very helpful btw,
------------------ [This message has been edited by lava (edited October 29, 2005).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I really like how you put sheen on it -- that's nice! It could use a tail, but I think it's a great start! --clint |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Okay, there is now a new first level that has a little bit more of a proper intro. It incorporates all of VVB's changes, and also gives Dave a somewhat properly animated climbing sprite. Here's the source! Cheers! --clint |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
can somebody post a link/photo of the tile set? that way if I want to make another one, I could see what the first one looked like. I'm thinking snow/mountians. also, are we doing more then platforming? is there going to be a beat the clock stage? will there be any puzzles? (I like puzzles, lets put a sudoku puzzle in every world! http://www.sudoku.com/) ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Sure, Fing It's in the zip file I just posted, under the "levels" subdirectory. The image is "level1tiles.png". There is an older version of that tileset here: Fing, did you say you e-mailed me the sounds? If so, I haven't gotten them yet. If you still want to e-mail them, you can send them to hanclinto at gmail dot com. Thanks! In Christ, |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
yeah, it was the address listed at your website. edit: okay, I'll get them to the right address asap. ------------------ [This message has been edited by fingolfin (edited October 30, 2005).] |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Hey guys, I was thinking of putting the CC logo in the beginning of the game. Does anyone have a bigger version of it? Thanks! | ||
HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Wow it has been a while since I've uploaded a new version. Clint keeps pumping out cool stuff and I have troubles keeping up with him... My changes are mostly bug fixes and small code enhancements. Get the latest version here. [This message has been edited by HeardTheWord (edited October 30, 2005).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Nice, HTW! I really appreciate your great focus on quality -- it's really good to work with you on a project. I really like the new animation method -- it's very nice! As far as what's next on my plate, I think I'm going to keep creating levels. What did you think of the first level? Does that fit the design requirement pretty well? I think there will be one more introductory level, where he'll walk out, and then fall down a hole, which will take him into the caves (the next set of levels). Vincent sent me an early version of the cave tileset, and I'll get working on that. I'd like to possibly do an intro movie at the beginning of the game with the plane flying and then going down into the trees, but currently we don't have the graphics for something like that. I also got the sounds from Fing (thanks!), so I'll probably try and integrate some of those in there as well. HTW, I like how it doesn't bomb you out to the complete exit at the start, but it's a little confusing where F10 brings you to the title screen, but if you press F10 again, it takes you back into the game. We could switch the quit-game button from F10 back to ESC (I changed it in the last version), or we could do something else. You're good at user-interface stuff, do you want to work on the whole menuing system? Thanks a lot! In Christ, |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hi guys. Been traveling and I'm in our city house (with even less access to internet . However, by January 2006 we should have sattelite!!). If you need to contact me send me an email cpu [dot] crazy [at] gmail [dot] com because I can check my email more often then browse the web. You guys have been making good progress! I'm downloading the latest Bible dave. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey CPU! Sorry to hear about the Internet difficulties. Glad to see you stop in though. I've started working on level 2 (the caves). Great job on the tileset, VVB! Here's the latest source: It has a number of small source improvements, and has 2 new levels! The first three stages of the game have a first-draft (1-1, 1-2, and 2-1). What do you guys think, is it too dialog-heavy? Cheers! --clint [This message has been edited by HanClinto (edited October 31, 2005).] |
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kiwee Member Posts: 578 From: oxfordshire, england Registered: 04-17-2004 |
@clint: i have replied the PM | ||
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Dave is awesome!! the game is GREAT guys! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I do know that version 0.4c is too dialog heavy. You should add more words in less annoying breaks between game pauses. Unless you've fixed that. My mom had the bright idea of asking wycliff to try the game. If they like it (when it's finished, unless you guys with experience think we should do it before the game is finished) they may "advertise" it. Know what I mean? ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited October 31, 2005).] |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
I was just talking HanClinto, I finally got the game to work, I had some conflicts with different python versions, but anyways I played the game we discussing the game's dialog, now I don't mind dialog heavy games, but I told him that the part where Dave stops and there is dialog slows the game down, so he suggested having dialog, but it doesn't stop the game, he also suggested "a "hint" bar at the bottom that could scroll text across". What do you guys think? But other than that I think the game is very well put together, very fluent gameplay, very fun, the story seemed to pace along well, also maybe if the the forest levels were longer. I loved the graphics. I also appreciate HanClinto, he got up and did something, he got something done, I can say the same for CPU, he start this and really moved us along. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey all! Thanks for the great feedback -- I really appreciate criticism on the things that I've done. I'm currently liking the idea of a hint bar at the bottom of the screen, but I'll have to check it out. While playing Light Rangers last night, I was comparing it to Doukutsu Montagari (that free platformer that I can't say enough good things about). I was reminded how Light Rangers feels kind of stiff, and Doukutsu feels much more natural and fun to control. So I decided to try and play around with the way Dave feels, and give him a little momentum and make him slide around a little bit more. I had the sliding turned pretty far up, but since then I've turned it down to barely noticable. This certainly isn't final, I was just playing around, but if you could, please play around with the controls in this version, tell me what you like, what you don't like, and what you think could make it better: Do you all like the size of the Bible Dave character? I know he's probably not the final sprite (we need more discussion and suggestions regarding the Dave sprite also), but in order to start creating more art (like monsters and such), we need to nail down his size pretty soon. Currently his size is 32x48 -- does that work pretty well for everybody? Would you like him to jump higher? Faster? Slower? Thanks! In Christ, |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Ok here is some feedback. First dave jump's too high/long when compared to he's movement speed and in my opinion the movement speed is ok but jump distance should be reduced. And when dave climps he can still jump from the rope just as well he would jump from a solid ground. I think this should be changed so that dave jumps only 1/3 or half from of the normal jump velocity when hanging on a rope. Also i think there is bug in the camera unless its an effect when dave lands after fall and the camera shakes... All in all good work again, the slide effect is not easily noticeable but I think its a good addition and the new cave map is cool! Hmm Actualy I would like to make one suggestion more, when some less important dialogue pops up the player could be able to continue play while the dialog text shows up and disapperas automatically. Because some of the dialogs in the cave slow down the play. Well those are my opinions. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I say both are a great idea and I was about to suggest that myself!! Thanks ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Actually, Lava suggested having a dialog come up and not stop the gameplay. How would that work? Currently, the dialog can easily come up over the player if the player is near the bottom of the map... how would that work? Would it just show up? I couldn't think of how I would do it, so in response, I suggested the ticker at the bottom to scroll new messages/alerts across. Another way which might be interested could be a "thought bubble" that popped up next to Dave to show what he's thinking. Thoughts? I mainly want to know of a way that could work well. In the above download, I cut out a lot of the dialog in the first two levels, but couldn't think of a good way to cut down level 2_1, so I just left it the way it was. --clint |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I played a bit of Light Rangers as well and thought the gameplay was a bit sluggish. The cutscenes are hillarious but the gameplay could be vastly improved. Anyhow, I like the thought bubble idea but it would have to move with Dave and that could become difficult to read. Perhaps just text on the screen without a box would work. It could auto scroll every few seconds while the player continues their journey. Jari, in most platformers the main character can jump several tiles. When the jump is shortened in distance the gameplay feels slow. Perhaps if Dave's speed was increase it may not be a major issue. Just a thought. |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
News Update: thousands of citizens flee for their lives: out of RM's nostrils! giant 10 mm waves of mucus destroy homes and houses! Cellular cars are destroyed! Yes, ladies and Germs, its cold season. RM, what do you have to say to this "Id duno, bud ive gut a hrrible culd... ACHHOOOO!!!" More after this commercial. *sneerrkk!* im gonna be out of it for a day or two guys... i can't even make headway on my OWN projects... *ah...ahh.... CHOOO!!* ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
What about small transparent dialog at the bottom of the screen where all the less important speech is displayed? Or then what lawa said. HTW, yeah I think you are right, the game play might get too slow if jumping velocity is reduced. Maybe by tuning both moving and jumping speed you will find the right medium. ------------------ string LordAndSaviour() { return "Jesus Christ"; } |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hmm. The ticker sounds easier. Let's go with that. Make something a little bit more original. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Yeah, a ticker certainly is easier, but if you look at Hud.py, you'll see I already did a lot of work to get the text to scroll by line-by-line. That code could easily be adapted to do exactly what HTW suggested -- putting it up without any box at all, just scrolling text by. A ticker would be fundamentally simpler, but since we already have the code, either way is really just as hard. Thanks for the great feedback, all! Things are really starting to polish up and look much nicer! In Christ, |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
hey, here's an idea. why dont u guys put out a "beta" and do a little Q&A. sometimes its nice to know what the people who will actually be playing the game think of it, so far. Even if that just remains releasinf exe's more often on CCN. (i know i would appreciate that!) if you can get a few gamers , not involved in the dev process, to tell you how they think the game feeels, looks, etc.. and give suggestions, it may benefit u. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I have a friend who played the game. He liked it. I'll ask him what he thinks. I have two other friends who may want to try it too. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Crazyishone, are you asking for another .exe release, just so that you can keep up to speed with it and test it out without having to install Python and Pygame? If so, I haven't packaged one of those yet -- I think CPU does those, though perhaps at some point I could figure it out and package it up. I just haven't gotten there yet. --clint |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
thats exactly what i was asking for. somebody help a po'boy. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Okay, thanks for clarifying. I don't want to take the time to package up and publish these EXE's -- is someone else willing to take over doing another release with the latest version of the source code? I don't think I'm planning a new release of the source in the next day or two, though I don't know about HTW or VVB. I'd like to get the lava and other stuff for the cave working, but I don't think that's going to happen for at least a few days for me -- things have picked up again at work, and I have much less time now than last week when I had downtime to spend on Bible Dave. Cheers! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I'm still willing to do it.. however you'll have to do some "hacking". I'll upload the python24.dll and other big system files to my site to be downloaded manually. You'll never have to download them again. Then I'll release non-installer vesions of BD (Bible Dave). How does that sound? You'll have about 5 megs of dlls and libraries on your comp and the sourcode and .EXE will be easy for me to upload and anyone to download. Then you just copy the dll's to the BD exe directory. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
sounds good to me. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
what sounds do we need? (walking sound... what else?) ------------------ |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Last night I made some big changes to an older version of the code (because I was too lazy to get the newest). Most of the additions were in new source files so merging with the newest version of the code should be fairly simple. I have added an in-game tile editor! Press F11 while playing and it displays the current level. You can even save the level in-game and play it without even leaving the game! There are a few drawbacks though. The triggers image only contains 24 tiles now because I had to get it to fit on the screen. Exiting the level editor leaves you in an unchanged level. You have to back out to the menu screen to load the changes... I tried reloading the level but I had problems with duplicate player sprites. The other issue is creating new levels. Since we have scripted levels I was trying to figure out a way to add script code in-game. Let me know if anyone has ideas! Is there any possibility of changing the resolution to 800x600? We wouldn't be so cramped for space on the screen. In fact we could use a section of the screen for dialogue instead of displaying it over the tiles. The map editor would be easier to use as well. Even an option for multiple resolutions would be nice! Anyway, hold off for another day or two to create the executable. I will have a functional editor at that point. Currently my implementation is a little hacky so I want to clean that up a bit more before submitting the source. Feel free to give any comments or suggestions! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Wow, HTW... that's SWEET! Great job! I really look forward to seeing that! I haven't made any changes since I posted last, so you have access to my latest code. Cheers! --clint |
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d000hg Member Posts: 144 From: Durham, UK Registered: 07-27-2004 |
Hi everyone. I last dropped by fairly close to the start of this project and it's cool to see it's actually progressing (unlike the 1-month game). Is it still a 2-month game or will that not be attainable? I thought that for getting some feedback you might like to try the awesome www.devimg.net where you can freely upload screenshots and downloads for the game-development community to critique and comment on. You'll get a good amount of constructive criticism and unless you only ever planned to let Christians play the game, the fact it's a secular site may give insight into the 'cheese'-factor of your content. You can certainly count on my support there if you post something - does this game have a name? |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Thanks for posting.. Yes we are still working on the two month countdown, which hansn't started yet but will start soon. Ahh thanks for the link! I think that would be a good idea... what do all you others think? Yes. Bible Dave (abreviated: BD) ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Jachin Member Posts: 113 From: Independence, OR, USA Registered: 01-03-2003 |
Is there an official BibleDave web site? I'd love to play the game. Is this a lone coder or team effort? Are you looking for help coding? |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Version 0.5 is out! I have modified pgu's level editor and built it into the game! You can now edit existing levels by pressing F11. To scroll use the right mouse button (the scroll bars were annoying). Tiles selected with the left mouse button are used in the foreground while tiles that are selected with the right button are used in the background. Later I will create a help screen that shows all the key settings but for now you will just have to play with it. Get the latest code here. [This message has been edited by HeardTheWord (edited November 06, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yes. The site needs to be updated but you can go to www.jqsoftware.com No this is a team effort. A new version of BD will be coming out for those who don't use windows ver, very soon. We can always use another coder for a breath of fresh air and ideas so, sure! Can you program in python? ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Jachin Member Posts: 113 From: Independence, OR, USA Registered: 01-03-2003 |
quote: Hmmm...? |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey Jachin! I'm also a coder-of-many-languages, and Python is really very simple to work in. I hadn't ever done much more than briefly look at Python before I started on this project, and I really was able to pick it up on the fly. The hardest thing to get the hang of is the typless-ness of Python (*very* opposite to things like ADA and C#), but once you get into it, it's really kind of fun. The main programmers on the project have been Vincent, HeardTheWord and myself. I'm not sure that any one of us has done that much more than the others -- Vincent really got the ball rolling and layed out some great structure, I added the first semblances of gameplay, and HeardTheWord fixed all the bugs I introduced, heavily tweaked the gameplay, worked on the menuing system, and now just added an in-game level editor. So we all have picked up our different areas, but it's really been a great example of community effort. If you need help getting started with compiling and running the project, please let us know! HeardTheWord: GREAT JOB! I'm gonna' download it right now and check it out -- I'm super impressed. I'm wondering if we should change how we use the background/foreground tiles -- maybe we should make the background tiles the ones that are collided with, and the foreground tiles show up in front of Dave -- I'm just thinking that could be used to make things look nicer in the cave levels (not sure though). Just thinking out loud. Cheers! In Christ, |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
OK. I'll include you as a developer on the blog we have, but I'll need your email address. The exe was going ok... but the levels being .py files and stuff screwed it up and py2exe-pygame can't find "the default font" I'm posting on the py2exe and pygame mailing lists. Just a little on what's going on. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Phil Hassey, the creator of pygame said that when we finish the game he'd like to put a link to it on the pygame site. I told him about the game and we'll see... I hope it goes well. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited November 07, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Sorry for triple posting but here's what Phil Hassey said:
quote: ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Excellent -- sounds great! | ||
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Dave Pwns.
1: Dark Screen Words "www.chrisitancoders.com" flash across screen Dramatic music "One Missionary" Shows Dave's face "One Destination" Serenic hut-housed village "One Accident" Dave's chrashed plane
"ADVENTURE!" Music dramatizes more, cuts, then some sort of halo-ish rock music.
"The Few. The Proud. The missionarys." (spll check"
------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I like it, RM! I'm not so sure about the ending ripped from The Marines, but I definitely like the rest of it! --clint P.S. Oh yeah, I guess I partly don't like the Marines ending because most of the missionaries I know are extremely humble. [This message has been edited by HanClinto (edited November 07, 2005).] |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Yeah I had thought about putting tiles in front of Dave as well. Actually my original idea was something like tile layers. The player could exist in a collision layer perhaps. We would have to modify PGU if we decided to implement multiple tile layers. It would be a nice addition though. Is it possible to scale tiles? Like a zoom effect? That would be helpful for multiple screen resolutions and nifty camera effects. |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
OT: Why I'm I too lazy to learn python?!? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I dunno. Here's more feedback from Phil Hassey: quote: Soo. Any questions to ask the creator of pgu? ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited November 07, 2005).] |
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d000hg Member Posts: 144 From: Durham, UK Registered: 07-27-2004 |
This may seem dumb but I've not been around much - what kind of missionary goes around stealing peoples' bibles - shouldn't he be giving them out instead of collecting them?! | ||
Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote:
------------------ string LordAndSaviour() { return "Jesus Christ"; } // [VoHW] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Jari, that's correct. Dave was on his way to distribute newly printed Kilopawa New Testaments to a tribe who has been working hard to translate it for a number of years. They're really looking forward to receiving their Bibles, but Dave's plane goes down in the jungle. As he was crashing through the treetops, the Bibles spilled out of his plane all over the jungle. You would think this would ruin the Bibles, but it just so happens that the printer of these Bibles shrink-wrapped them in plastic, so all of these Bibles are now happily protected from the elements, just waiting for Dave to collect them and deliver them to the Kilopawa villagers. As far as what questions to ask the creator of PGU, I would at first say, "Great job!!!" Without PGU, we never would have gotten this far this fast. It's an absolutely amazing toolkit, and I'm really pleased with it. I would like to know how we could have a top-layer tile, that shows up over top of Dave (so that he can walk behind bushes or behind rocks). Just what HTW was mentioning above. HTW's really been digging into this though and understanding it well, so he might even be able to do that on his own, I'm not sure. Also, better integrated support for animated tiles would be good. Other than that though, it's all fantastic! In Christ, |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
How about "The few, The humble, The missonaries"? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hey guys. I'm releasing a exe of Bible Dave! I will be updating my site and making it more... say... Interesting? Vincent will have the honors of releasing this Bible Dave 0.5 Exe (which is currently not on the site). For a while except for the final game, the exe wil use bdlib (currently at version 0.1) which you must download separetly (1.79 megabytes) which should work with future versions of Bible Dave as they are just py2exe'd pygame system files which don't change unless pygame itself changes. I'll pass on the comments on to Phil as soon as I get more than 2 (Han's and mine). You guys did a great job of filling my web site. I just had to buy more space because it was 99.5% filled (mainly system files). Great work guys! Oh. I edited the font in hud.py to use a .ttf font so that it would work with py2exe. Does anyone wanna have a differet or custom font? I'll be realeasing the developer Bible Dave 0.5.2 (the font change) really soon as well. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Ok you can download Bible Dave 0.5 and bdlib 0.1 here and here It's tricky to install so if you have any probs tell me. Or you can wait for Vincent to release it on the CCN Showcase. Vincent, be sure to tell the downloaders that you need bdlib 0.1!! ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited November 09, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Yeah, i guess i blew my chance wiht the showcase huh? coudln't update it enought. srry. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Jachin Member Posts: 113 From: Independence, OR, USA Registered: 01-03-2003 |
quote: It is hard for me to know who you are talking to, (I hope it was me.) Hope to here from you soon. [This message has been edited by jachin (edited November 10, 2005).] |
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guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
Keep up the good work guys. Jeff ------------------ [This message has been edited by guategeek (edited November 09, 2005).] |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
CPUFreak91, sorry but the download link doesn't work. Btw, now that you are releasing exe do you still release all the files required to play in linux? ------------------ string LordAndSaviour() { return "Jesus Christ"; } // [VoHW] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yes. The EXE has the source code. With a little hacking you can get it to work on linux (you'll have to copy files and folders and extract two folders from the library.zip (i think)) Or you can download the no-need-to-hack cross-platform edition here.
quote: No, It would just be unfair to choose you twice in a row Thanks.
quote: Thanks man. Have you tried it? Do you think you could be my py2app packager for a few releases?
quote: Ok I sent you an email. It's automated so check you SPAM folder. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
What's next? Before, I was working so much on the project, but now, things seem to have gone along nicely, and I'm not sure what to do on the project now. I changed player.py and pulled all the movement constants out so that we could play with his physics a little bit easier (as far as accelleration, decelleration, climbing, max speeds, gravity, etc). We should put sounds in too -- for instance, when Dave falls down into the cave, I would like to play an "Oof!" sound, rather than having the dialog pop up with it. What should I work on? I tried drawing a heel-click animation last night for the larger-sized Dave, and I totally couldn't draw at all. --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Auugh Dave 0.5 and bdlib are gone! I'll re-upload them on Sunday. Sorry folks! Must have been when I upgraded my server space. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I have no experience whatsoever with AI. Could you make some ai? I need badguys (even colored blocks!) that can kill dave. After we get that working we will work on adding lives and game over messages. Kiwi, Vincent, Lava? Can we have some bad guys? What sould we have for the sin bad guys? We only need one right now till we make it better. Then we can have other bad guys. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Before we can create bad guys, the artists need to know what size to make them. And a lot of that depends on what size Dave is. Are we sticking with the current Dave? Are we using Lava's Dave? I still haven't received much feedback about this. Do people like the current Dave? I think he's a little plain, personally. He's more of an Average Joe than a Bible Dave. However, I like his style and his structure. Lava's sprite is good in its own way, but it's somewhat cheezy-looking, and that's one of the main reasons why I've been reluctant to implement it (he also isn't fully animated yet). So 2 questions. What size? Once we have that, then we can start on the sins (which will probably be of related size/structure to Dave) and other monsters. I've asked these questions before, but didn't get any definitive answers. I would say we should vote on it, but people haven't expressed their opinion before now, so it seems like people are hesitant to throw their eggs in one basket or another. I personally won't be hurt if my sprite isn't used, I just want some direction. Thanks! --clint |
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guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
quote: Let me know what stuff I need to run it on my PPC and how to package it into an .app and I'll happily do that for you. I haven't seen alesh online for a good time so I'll need to know what I need so I can start tracking it down. Jeff ------------------ |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
I like the current Dave graphics very much. So unless no one has anything new that hasn't been shown in this thread my vote goes for the current graphics. ------------------ string LordAndSaviour() { return "Jesus Christ"; } // [VoHW][Blog] |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
dave is to plain as it is, but he is too blocky in lava's sprite. i suggest a stick figure..... i know , i know, its ridiculous.. but::: i dont think my idea will be too well received, so here is a modification: if there is time, could somebody make a cheat that turns the dave sprite into a stick figure w/ lightsabres? ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I think I agree with Jari -- he's a little bit too plain, but if we could improve him a little, I think it'd be the way to go. Crazyishone: The tilesets and everything that we've got currently doesn't fit with the theme of stick figures. We need to decide on a consistent look and feel. However, regarding the stick figure cheat, we don't even know what size Dave will be yet. Do you like the current size of Dave? Should he be more squat and square like Mario? Are his dimensions okay? That's the main thing we need to know. Eventually though, sure, we can definitely implement the stick figure cheat. You'll need to make the sprites, but I can put them in. They need to be the same sizes and positions as the Dave sprite, but it won't be too hard to load them up differently. Cheers! --clint |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
thats the response i was expecting, lol. down to biz: i think the dave sprite should be kept relatively similar to the current, just made more vibrant. I don't think the problem is the sprite itself....it just needs a little more detail and the colors should..."pop" a bit more. this will keep him from looking plain, but it will be an interesting thing to balance. ------------------ |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Sorry guys, it has been a while again. Time just keeps going by sooo fast. Anyway, I wanted to let ya know I updated the cave tileset, its version 0.2 now... I didn't really modify much.. added lava, and stuff, and I made the partials take less rock. hanclinto said it'd be better. Download it from the blog! Well, its late, I better go! have fun! | ||
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well you need mac python, py2app, pygame and pgu. It will take some hacking though. Mainly you just use a terminal to install pgu. I don't know much about macs so if that doesn't work google or sign up the the mac python and pygame mailing lists (I could do pygame since I'm already signed up).
quote: Me to. But Lava hasn't done anything to make dave better so I'd say: ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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bennythebear Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
quote: i don't know how practical or easy this would be from a programmer's perspective, but it would be funny. *ok...i actually read some posts below that one...now i feel dumb. so, what version of dave are y'all on now, the last one a played was the one realm master posted as version 1.0, which cpufreak said was really version 0.something_or_other... * edit ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs [This message has been edited by bennythebear (edited November 11, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Han's Dave is 32x48 pixels so we'll keep him that height. I'd say yes. So, Lava, can I put you to work to spruce Dave up a little? Ok. So, we will stick with the han dave. What size? Size: We should at least keep the 11 pixel height, the width can be variable. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited November 12, 2005).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey CPU! Thanks for making these calls!
quote: Dave is 48 pixels *high*, and 32 pixels *wide*. I would also vote that enemies can be of varying sizes. One that I was thinking about adding was an animated swarm of killer bees (do they have killer bees in South America?)
Something like that -- we don't need to be terribly strict about every aspect of each enemy's size (a panther would certainly be larger than the bees example), but the important thing is to know how large Dave will be, so that the enemies can be of a correct proportion. My $0.02. Cheers! --clint P.S. If people like the Bees idea (I imagine they would just hover and maybe move around a little bit, and they would be an enemy that Dave would need to dodge), I can save the animation frames as seperate PNG's and someone (probably myself or HTW) can work on getting them into the game. |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
looks great! i like the bees. the whole concept of the game is great in its simplicity, but uniqueness. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: We are on version 0.5. Realm Master screwed up and wrote 1.0. The only "demo" available now is 0.3. On Sunday I will upload the 0.5 demo. As for "cheats" that sounds great! But only after the game is finished. Now, I've gotta read the design docs again. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: No prob No they don't. Use mosquitos. They are the real killer. Mainly malaria. Ah. Good idea. Ok I'll remove the bad guys size. I see your point.[/B][/QUOTE] But bees would require dodging, so let's work on something else first and add that later. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hrm, mosquitos are dark and hard to see. Bees are so much easier to see. Thoughts on this? I thought killer bees had been introduced from Africa and were in Central America or something, and the big scare in the states for the past 10 years is about how we're getting "africanized" bees in the states, which are much more agressive? Is that in Central or South America where that is? Tarantulas that run around the ground would be good too -- Dave has to jump over them. Cheers! --clint |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
i think you are right Clint. besides, do toothed-giant-venus flytraps usually exist, or eat italian plumbers? no. but, its all in good fun. ------------------ |
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bennythebear Member Posts: 1225 From: kentucky,usa Registered: 12-13-2003 |
i like the spider's crawling on the floor idea. all the good side-scroller type games have some ground based enemies(at least mario did ) but adding some air based enemies would add a little extra too the gameplay and it could also add some difficulty to the game. anywho, that's just my ¢2. ------------------ proverbs 25:7 www.gfa.org - Gospel for Asia www.persecution.com - Voice of the Martyrs |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Alright well I said I could work on AI but I need basics. To be honest the graphics are easy to implement once we have the base size for Dave (what Clint said) then everything is designed in relation to Dave. What really needs to be decided for AI is not what the enemy is but how it moves and what characteristics it has. Most enemies in mario have a bouncing movement. The second they hit a wall they turn around. Do we want a more free form style of AI? Where enemies can actually jump on vines and follow Dave? Or just having simple horizontal movement (for ground enemies) that reacts with collisions? These are the questions that need to be answered. Deciding on bees vs. mosquitos can be done later (heck, we could add in bats with the same AI). I just want us to stay focused so we can actually get somewhere with this project.
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guategeek Member Posts: 107 From: Guatemala Registered: 11-08-2005 |
Go for more free form AI where the can climb up vines and other stuff like that Jeff ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Hey, I'll volunteer to do the main menu. Maybe I can even work it into main.py. I'll answer more of your Q's later. Is doing the menu Ok with you vincent? ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
im BAaaaccckkk! From science camp! or more aptly named: Fat Camp, they kept us walking 24/7! Course, it all cancled out. We pigged out on Soda and CHips during free time. Man! Dave is going places! too lazy to read everything, but are their baddies yet? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Yes that's true. Which is final now, 32x48 pixels. Ok. I'm new to this, so I apreciate your explanation. For now, horizontal and vertical bad guys. I imagine say, a jaguar, chasing dave. To keep the jaguar from getting him, you must have dave jump on him when he gets close. But that's for later. The best thing now is several dumb bad guys. Coding -- These bad guys will walk around hitting the end of the map and turing around. Or, they will turn around when they hit a higher piece of ground. The jaguars are allowed to be in the trees (they can climb) and in ruins (to come later). Lets get this finished before we do anything else in animation (crappy animation is still better than a game with no challenge), but, could I work on the menu? It seems that UI is more my speciality until I have a firmer grasp of game and AI programming. I hope I don't sound mad or irritated, 'cause I'm not. Yes, flying bad guys can be on hold.
I suppose it would be best to make this a little bit more of a puzzle. Maps should have dead ends and such. Great work guys! For having your own lives and stuff, this game has progressed pretty far! Oh, and about the two month countdown, I've decided not to make it up to me. Let's vote when the best time to do this would be... or remove the countdown and not have the looming date in our minds, to have a better game. It's time for a design doc update! Would anyone (developer or not) like to do it? If not I'll do it, again Realm - Have your written up the credits (in a text file?) yet? That's one thing you can do, and that you can edit if we get more people on (like D-SIPL and jachin who still haven't replied to the blog invites). ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited November 12, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Nice! I've never been to a science camp before. Nice to know you've seen progress! No baddies yet, but coming soon! ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Science camp rocks -- I went there at least 4 years when I was growing up -- chemistry, bio, physics and math -- it rocked. The year we studied math we studied cryptology too, loads of fun. Anyways, CPU, sounds great about you doing the design docs and the UI stuff -- I say go for it. I would kindof vote for Dave not killing bad guys at all, but merely dodging them. It makes him kindof a pacifist, but I think that keeps with the idea of it being more of a puzzle/challenge game -- just my $0.02 -- I'm really happy with either method. I also know that making Dave just have to avoid monsters is much easier to code. <G> HTW, if it's easier, I would say go ahead and implement the bees or tarantula right now if you want. As far as how to do the AI and make them turn around, I figured that the creatures could collide with special control blocks that would make them do certain actions when they hit it (such as turn around, or pause and do an animation, etc). Gotta' run, --clint Cheers! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Ok, I'll just wait a little bit to see if vincent replies. After all, he's the coding leader. I don't think of jumping on them as too bad. A sling shot would be though. Yeah, but most people would like to jump on the enemy. What about the sin enemy? You can't be kind to sin or it will get you. Ok, if it easy that's fine with me. Nice idea. Are you guys up to that? ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
I vote to get rid of the two month time limit. If we continue working on this and supporting each other, this game is going to be awesome! Flying enemies won't be too hard and right now I am going to add them in with random motion... Currently all enemies are going to collide with the world the way Dave does. So colliding with walls and platforms will not be a problem.
Layer 0 - Current background layer Unfortunately making this modification means I have to mess with PGU's code. It currently loads from a TGA but I would have to make my own level format to get this to work. But I won't start on this work until I've got some AI in the game. [This message has been edited by HeardTheWord (edited November 12, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I vote with you. Get rid of it! That will be 2 votes yes (to get rid of the count down). This also means that I might be able to do some actuall game programing and not UI. Great! Ok. Sounds good. Layer 0 - Current background layer Unfortunately making this modification means I have to mess with PGU's code. It currently loads from a TGA but I would have to make my own level format to get this to work. But I won't start on this work until I've got some AI in the game. If you want to do that, fine with me, if you can do it. Which I see you are very sure you can. I'd suggest you join the PGU mainling list. You might get Phil Hassey and some others to help you. Heres the pgu link. http://www.sf.net/projects/pgu/ for source forge, where you'll find the pgu-dev mailing list. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited November 12, 2005).] [This message has been edited by CPUFreak91 (edited November 12, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Ok. I've got Bible Dave version 0.5.7 with some cool improvments! One is that you have to press 'n' to start the game. Find it here: http://www.jqsoftware.com/2month/dave_057.zip You've gotta see it! My first real coding contribution to the game! I will also do my best to exe it for when I try my uploading on Sunday. I'd also like to suggest that when dave has enemies, the version be bumped up to 1.0 (alpha, beta or stable). ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
I feel left out..... :\ Should I just make a trailer...lol... any idea's of what it should be(or realm master's?) ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
YES! I DO!!! CHECK THE BIBLE DAVE BLOG! I THINK ITS A GOOD UN! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
ah, good. I'll get right on it! (if i don't stay addicted to UT2004 tonight!) ------------------ |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
Sorry for double posting, but anyone have a good avi clip I could use? ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
umm... no... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
umm... no... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
umm... no... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
realm, try to be patient. if clicking once doesn't yield immediate results....give it a few seconds. ------------------ |
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fingolfin Member Posts: 197 From: IL Registered: 03-19-2005 |
okay, for the killing baddies or not question, I think some levels there should be things you jump on, some levels you should aviod the bad guys, and some levels that are timed, and then every now and then a puzzle. Which would add alot of variety... ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Ok, who'd like Bible Dave 0.5.9? Animated intro and some other modifications that I can't remember and that are in the changlog Find it: http://www.jqsoftware.com/2month/dave_059.zip Also the 0.5.0 Windows binaries are finally available: And bdlib 0.1 (currently needed only for Windows):
instead of http://www.jqsoftware.com/software/DaveInstaller.exe which you had ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited November 13, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
oops. I DID wait, it just took FOREVER! oh yeah: in credits/trailer you MUST REPLACE CCN wiht Christain Coders Network, andat the end put
------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
In defense of the running from sin thing -- it's not like you have to be nice to sin, but in the Bible we are told to flee temptation. I know that when I'm struggling, the thing for me to do often is to run away, and quickly. However, in defense of fighting sin, some sin just has to be addressed very straightforwardly and directly, with no delay (an example of this would be needing to humble yourself an apologize to someone that you wronged -- you shouldn't stew on it, but just go and get it overwith, because if you try and fight it out the long way, it's a lot easier to chicken out and back away). CPU, I like the new version! It's a very cool animation. Any idea why the level editor no longer works? I found an error in the cave, and when I tried to correct it, it told me it couldn't load the default theme anymore. Does Dave seem too fast to all of you? --clint |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
nah, thats just because of the Red Bull he had before he crashed. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
Just a pre-pre-alpha(0.001) version of my part... (Horrible, I know, for now. BTW, you can click on that link in the beginning): Just to show I'm actually doing something! lol. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Good start, Firemaker! Where did you get that music? It's really nice. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Oh, that happens to me alot. Delete the pgu folder/directory in bible dave. You like the animation? Nice! That took 30 seconds to write and debug. I spent 4 hours total on bible dave 0.5.7 and 0.5.9. Didn't do much. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: What did you do? I can't download it, cause it's an infinte download of unknown size ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Deleting the PGU folder is not going to help you fix the level editor. In fact that is probably why it seems broken. I had to make some changes to the GUI code. The reason Dave moves so fast is because I changed the resolution to 800x600 for the level editor. I quickly modified Dave's movement to compensate for the resolution change. Unfortunately I'm not sure when I am going to get a spare moment to work on Dave. Transitioning to my new house is taking quite a bit of time. I knew that adding a level editor would create some buggy gameplay but it shouldn't be too hard to tweak. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well, it works great for me. Ingame press F11 and voila! Instant level editing. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: I second that and add that Dave slides too much in my opinion. It wouldn't look bad if the animation would keep playing when user releases the move key. Btw when dave falls of the screen the game quits and console shows python errors.
------------------ string LordAndSaviour() { return "Jesus Christ"; } // [VoHW][Blog] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Dave likes coffe! COFFECOFFECOFFECOFFECOFFECOFFE! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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d000hg Member Posts: 144 From: Durham, UK Registered: 07-27-2004 |
I'd say you should keep your time limit, but that doesn't have to be the end of the project. Maybe instead aim for a public beta or a demo for that deadline. Otherwise it can just carry on for ever with small tweaks here and there. I'm in a 1-week programming contest and am doing a side-scroller and was most annoyed to see my ideas for enemies (bees and spiders) are in your game too Oh well the idea of the game is similar too (collecting medicine) but then these games are generally quite similar. |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
What i hope for (plan for ) is that Trailers for Dave can be placed on church websites, so we can get a lot of ppl interested in it! sides, i bet dave's trailer will look AWESOME! hehe. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Here's my proposal, lets remove the time limit, but when we've got the needed components (AI, plot, major bug fixes, etc) settle on a "shipping" date. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
WORKS FOR ME! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
i say you should try to release an updater for it when said time comes... ------------------ |
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d000hg Member Posts: 144 From: Durham, UK Registered: 07-27-2004 |
From experience, games worked on over the internet normally fail, because people lose interest or because it just keeps on going. These include projects with a sensible plan - wheras it seems this one is more of a "I'll just make these changes" project. Deadlines or at the least milestones are very important to keep a project going - a plan of what is going to be worked on each month/week. Revising your original deadline is OK since it was arbitrary in the first place but removing or extending a deadline because "then we can get more stuff in" is a philosophy which means the game will NEVER be finished. Setting a demo date is a great idea too - if it means a few late nights then so be it. I should say the project does seem to be keeping up steam so far, but it's practically inevitable this will die down and without a schedule in place the whole game can easily just peter out, which would be a shame. I speak as someone who's been in projects like this, and as a professional software developer |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
he has a point. Our first public release should be when: And firemakers finishes that trailer! no, seriously, have you got the right stuff to start that firemaker? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
RM: I don't think we're doing the slingshot? HTW or Vincent, do either of you guys have a start on AI or monster classes yet? I haven't really worked on this lately -- I'm really puzzled as to why the level editor works in HTW's last version, but not in the one CPU released. --clint |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
i have some done of the trailer, and an OK fade function, but someone needs to provide the video of Dave doing what his does.... ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
dang... excuse the caps but HEEELLLPPPP
------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Nope no sling shot. I guess I'll be decisive, I'll update the design docs and put the ending date for milestone 1 in after the AI and other important components are working. Well, maybe cause I may have accidentaly removed the Windows version of the pgu folder and replaced it with the linux version. Try the pgu directory from an older dave and see if that works. If it does than I'll 'patch' 0.5.7 and 0.5.9 ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
*RM's all prior ideas being shot out of the air* *sits in the cockpit* "Nuts." NERROOWWW- BOOM! EDIT: Dont take that the wrong way, im fine with being shot out of the air, if its for the betterment of the game! I was TRYING ot make you guys laugh, not say that i was very dissapointed in the removal of the slingshot! Han, thanks for the PM. SORRY!
Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! [This message has been edited by Realm Master (edited November 18, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
DNG IT! double post, im really sorry. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! [This message has been edited by Realm Master (edited November 17, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
You double posted again, Realm. What version of firefox do you have? What kind of ISP do you have and what type of connection (Internet) do you have? Even on dialup with Firefox 1.0.6 CCN loads fast and never is laggy when I click: "Submit Reply" ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
-_- safari. >=p! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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d000hg Member Posts: 144 From: Durham, UK Registered: 07-27-2004 |
Not really related but it sounds like our games have some similarities: http://www.freewebs.com/d000hg/1w1b_2/1w1b_2.zip Did this for a contest on www.GameDev.net - the rules say you're only allowed one week, and one button to control the play. (And ESC to get the menu). Comments? |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
cool! P.S./OT Paintballs HURT when they don't burst when they hit you. I got hit about 15-20 times, AND ONLY 3 ACUTALLY BURST ON ME! OOOWWW! i'm sore today, but it was worth it! Man i had a blast and guess what? Head Shot! Head Shot! 2 headshots in a row! I had about 4 guys behind me and there was a guy (other team) hiding behind some barrels in front of me, and a guy behind a log about 30 feet to the right of the guy behind the barrles. I had some cover and was wasting my paintballs trying to hit him, the barrels were pratically painted orage in aobut 1 min! I ducked down as he shot through a crack in the barrel where i couldn't get him, check my ammo: half a hopper, good, waited for a sec untill the shots stopped, and poped up, gun ready. The guy was above his cover!! 3 shots, 3 hits, two in the face, one on his shoulder. He was out, and as i ran up to the barrels he was at i was able to see bedhind the aforementiond log, and the guy behind it was laied out flat, PERFECT TARGET. I took some running shots then got to the barrles, crouched, and fired about 5 shots. the guy was out. sorry, i couldn't help myselft but to type that. ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! [This message has been edited by Realm Master (edited November 21, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Anouncement: I'll be away from internet for up to 2 weeks. I hope to see some primitve AI by then I'd also like for someone to remove the And the fait of the Jungle from the Bible Dave background in the game. We can decide on what to put in it's place later, but for now someone remove the text. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Where did we get that original background picture from anyway? Do we have permission to use it, or do we need to get another picture? --clint |
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firemaker103 Member Posts: 643 From: Registered: 07-13-2005 |
quote: Oh, now you tell me...(*rips out some code from trailer*) ------------------ [This message has been edited by firemaker103 (edited November 21, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Vincent made it for the game... ask him. (Still may not be able to get to internet for a while but found a connection).
quote: LOL ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Hey, I'm really busy @ the moment. I'll see what I can do with removing the 'And the faith of the Jungle'. I have the original layered image, so that should not be a problem, though I missed the discussion of why it should be removed. | ||
Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
umm... well... hmm... maybe because the game is not wholly played in the jungle, and the game itself has little to do with the jungle? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
I'm baaaack! And almost finished with Design Docs 1.5! Then more fun can begin. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
YES!!! GO DAVE! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
YES!!! GO DAVE! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Realm, you need to update safari, if you're still using that. These double postings are getting hilarious. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
DOH! *clicks the "submit button ONCE AND VERY CAREFULLY!* *bead of sweat runs down his face* ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Well folks I've got satelitte internet now! Sooner than I expected, so I am ready to start some major work on Bible Dave. Design Docs still being updated... ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Wow, great to hear it, CPU! I haven't felt totally comfortable working in Bible Dave since we made the switch to up the resolution. There's that wierd error with him falling out the bottom of the screen, and even after talking to you, I still haven't been able to get the in-game editor to work (still giving me that same, wierd error). I didn't write that code, and I'm just very unsure of how to fix those problems. Cheers! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well why don't we just to a patch job and create an except IndexError for it? As for the editor, well, I guess you'll just have to use leveledit for each .tga file. BTW> PGU is at 0.9 now. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
good good good! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
New Design Docs are Ready! You can download theme here: http://www.jqsoftware.com/2month/BibleDaveDesignDocs-1.5.tar.gz They are in tar.gz format which is the new standard for Bible Dave compression. To extract .tar and .tar.gz files on Windows 9x/NT/2000/ME/XP use PowerArchiver 6.1 (freeware) or 7-zip (freeware) If you don't want to download them at all, read them online @: http://www.jqsoftware.com/2month/BibleDaveDesignDocs.html ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Sounds great!
quote: Cool! What are we using for an SVN server? I'm also not sure what to do about the whole "lives" thing -- how does that gel with Christian philosophy and principles? --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Think of lives as chances. Besides we'd need them to not annoy the user every time he falls off the edge. I'll see what i can do for svn ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: I figured out why you can go so far, but not how to fix it. Look at the tiles. They're not always 32 pixels wide. That's the problem. PGU, python and pygame don't care they just make a solid piece of walking area that is 32 pixels wide. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Please pray: That the svn hosting moderators won't turn the project down because of it being a christian game. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited December 07, 2005).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: "tries", sure -- something like that is fine -- but how do we want to word it I guess? Does Dave "die"? Is he "reincarnated"? All I'm asking is if there's a better way to word this for a Christian game. --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: OK. Dave will fail.. We travel back in time (the user) with only 7 (the design doc limit) traveling tickets. Dave get's "lost in the jungle" (or mountain or valley) instead of "dying". Does this make a better..... word for you?
4096 bit GnuPG Encryption... you can't go wrong! [This message has been edited by CPUFreak91 (edited December 07, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Yea, i like that. When Dave falls he lands deep in the jungle, and he can only go back to the beginning of the level (or a checkpoint) When a Sin or animal catches him, Dave runs away from it untill he gets to his chekcpoint, etc... Dave has little hearts for his health. When he falls, he loses health (rough landin) when he is chased by a sin or animal, he loses health (too much running is not good for you) how about that? ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well, not really. What you could call "checkpoints" would be levels. I'd really suggest you read Section 1 of the design docs, just to get a feel for the game since you're kinda left out on the new stuff if you don't. As for hearts I was thinking of a scaled dave, hearts can signify death and we really don't want that. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Something that's crossed my mind a couple of times is just letting the player have infinite tries -- what do we care how much the person tries? If they're good at the game, they'll beat it in fewer tries, if they're bad at the game, at least they can beat it. However, we track how many tries the person has. So for instance, the high score table would look like: CPUFreak collected 90% of the Bibles in 8 tries etc -- it's kindof like keeping track of both speed and accuracy in your typing tests -- a good score in one without the other isn't worth much, but combined they make a more powerful score. Also, when people need to go back and try again, it could bring up a picture with a verse from a collection of ones about perseverence. I imagine a picture of Dave's face turned up out of the darkness and resolutely set forward, looking upward and onward to a shining light. Also, when you save your game, it keeps track of the level that you're on, the number of testaments you've collected thus far, and the number of tries that you've had. Just some thoughts -- however people think this should work is fine with me, I'm just throwing out ideas. Cheers! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Good idea! That's being original and I like it. I imagine a picture of Dave's face turned up out of the darkness and resolutely set forward, looking upward and onward to a shining light. Also, when you save your game, it keeps track of the level that you're on, the number of testaments you've collected thus far, and the number of tries that you've had. Good! If we can code it, lets do it! I'm adding these to the final version of the Bible Dave Design Docs ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: Thanks! I'm glad you like the idea. I don't think saving the number of tries will be any harder than saving the number of testaments collected -- it's just another number to increment and save for the player. If we can do one, it shouldn't be hard to do the other. Cheers! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote:
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
heh, basically, yeah. Okay, I downloaded the new PGU 0.9 to see if there is anything that we might want out of it for Bible Dave (if there's nothing we would gain, there's no reason to upgrade). One thing I noticed in the changelog was this: quote: I wonder if that would fix the problem (that I and I assume others are *still* having) with the level editor crashing when it tries to load a theme. Anyways, yeah, not sure, but it might be worth a shot. I haven't yet dug into that part of the code, so I'm not sure how much that would take. I've been pushing forward on other projects lately (last night in particular it was Mite -- making great progress there), so I haven't put time into Bible Dave in a while, but I really do want to finish this game as I think it stands to be a pretty good game! The kids at church keep asking me if I've made any more levels for Bible Dave yet. They all really seemed to enjoy playing it when I brought my laptop in and showed it to them. I think it has great potential. Cheers! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Oh! Levels! Yah. I can do them now that I don't have to work on the Design Docs so hard. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Excellent! Content is one of the things that's the most time-consuming, and what can really make or break a game. Every once in a while I come across a game that's a really great game, but it's way too short and doesn't hold much replay value. I hope we can make Bible Dave have some really great levels that are challenging and intriguing and draw people's minds into the game to solve simple puzzles, then a number of puzzles in sequence, and possibly even some larger more complex puzzles (though perhaps those would be for bonuses). Cheers! --clint |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Here's one enemy idea: Big gorillas that try to attack Dave and he needs to throw them bananas in order to get past them. In case you need help with map making I could make at least one map. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
That would be great for you to make a level, Jari! Do you know enough of the way it all works to make one? A big gorilla sounds like a good enemy, too. Do they have gorillas in S. America? I guess we could do orangutangs or something -- I'm not sure what large apes are in that continent. --clint |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Well I only know how the phil's tile editor works. I can program in python if that's what it takes for the triggers and stuff. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Sorry I have been gone so long! I moved into my new house and I've been busy with work and shoveling snow. Clint, the only PGU change I made was to direct the theme loader to the images directory. It basically is a directory change. Well unfortunately I still am limited on time. Christmas is coming and there are many things happening in my church (being the pastor's kid means helping out wherever you can). Perhaps after the season I can sit back down and work up the AI I started on. I hope I wasn't the cause of your delays! God bless you guys. |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: No, no problem! The real delay was me updating the design docs. Plus i figgred on delays during the christmas season.
quote: Nope there aren't any wild gorrilas in SA. So I would suggest monkeys that roment Dave and steal Bibles or something (no throwing). ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
This looks cool!! Probably gonna go download it!! [This message has been edited by buddboy (edited December 11, 2005).] |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
quote: nuts, i suck! And i havn't even tried!!! well, yes i guess that would probably be about right... ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
Hey!! Just wanting to say... I downloaded Bible Dave and I like what I see... I was just wondering... Nobody (especially Vincent) minds if I use that Moses idea for my own game do they? I was thinking I could do a game sorta like the old NES Mario World games or the Mario Brothers game where you are in the Mario World and you work your way along the map and beat each level to move on... And I could make it so you can switch between Moses and Aaron just like with Mario and Luigi... Nobody minds if I do this right? Don't want anyone to say... 'That was our idea!'... ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey, HTW! Great to hear from you!
quote: Yeah, I totally hear how that goes. I wigged out on the project for a month or two also just because that's the way things go sometimes -- no, I wasn't waiting on you, I just phased out, and now I'm phasing back in a little bit (hopefully).
quote: Okay, I'll have to check that out more. Thanks for letting me know! You did some crazy cool stuff, and I didn't really know all of what you did.
quote: Great, well don't worry about the rest of us too much . Of course, I hold a good amount of respect for you as a fellow coder, and I enjoy working with you, but I don't think we hold any sort of claim over your time, nor do I think we were totally waiting on you. Great to hear from you! Thanks for keeping us posted! In Christ, |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote: Hey, Buddboy! Thanks for the compliments! I don't think anyone would mind it if you made a game like that, no. Nor do I think people would mind if you even took the Bible Dave source code and made your own game with it -- that would be perfectly fine! --clint |
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vincent Member Posts: 129 From: Amersfoort, the Netherlands Registered: 12-23-2002 |
Nah, I don't mind. Show me when you have it finished.
quote: |
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buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
thanks!! I'll be sure to show you first (other than my family of course) ------------------ |
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Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Do you guys need scenery backgrounds? I can do really good ones that will help add a bit to the depth effect. However they might be a bit too realistic (they're photorealistic 3D). What do you guys think? ------------------ |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
Now hold on! Reading the design docs i just discovered CPU freak said it needed a plot! Didn't i give it that, or did we drop the whole storyline too!??! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
quote:
I'm not totally clear on how the look and feel of the game is being managed, so I definitely can't speak for the whole group. The idea of really nice backgrounds sounds cool! I don't think it would work with the engine as it stands right now (we need tiled backgrounds where we do our parallax effect), but they could perhaps be useful for cutscenes or something, but I don't think they would fit with the game as it stands right now. I'm interested in seeing your work though, even in a non-Bible Dave context! Cheers! --clint |
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buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
quote: HeardTheWord, ur a PK too? Wow!! I know what you mean!!
quote: Really? But, what language is it in? I thought it was in C++ but it looks like it is in Python... confused....
[This message has been edited by buddboy (edited December 17, 2005).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: @ Ereon Be sure to make them tileable
quote: LOL.. It needs one. I need to edit it, make it better and incorporate some of your ideas.
quote: Sure! After the game is open source and you are free to do everything but violate the GNU GPL license. It is in python. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
DELETED because of The Realm Master Effect (dual post, click once) [This message has been edited by CPUFreak91 (edited December 29, 2005).] |
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buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
Weeeell guess i won't be using the source anytime soon.. Plus mine was gonna be differently set up... More traditional to the old Mario games... Ah well who cares? (P.S. The reason i can't use the source is I am just now starting to learn C++ and I don't have time for Python... of course it looks pretty easy... who knows?) ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Oh, BTW, my internet is temporarily out till sometime next week. I'll use dial-up for email once in a while if you need to contact me. ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Well my internet is back to stay for a looong time! Merry Xmas folks (belated). Did I mention the the svn project submission was denied? ------------------ 4096 bit GnuPG Encryption... you can't go wrong! |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
?!?!?!?!?!! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
You guys were right... Lets screw the plot. Realm, we'll need to to make up the storyline for each level before we come to it. It will be edited. I'm going to upload a map pack on my site around the 15th. Happy New Year! (Did I say that already?) ------------------ |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
so you guys are still making this. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Oh yah. I just didn't wanna bug anyone during christmas. ------------------ |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
I'm still interested on helping with the level making but I didn't find any instructions from the blog site. So if some one could give me a hint how to get started that would be great! Thanks. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Sure. First off. Do you have python 2.4, pygame 1.7 and pgu 0.5 >=? If not get them. Second, if your not familiar with python, Don't worry. You won't need to know it for making levels.
[This message has been edited by CPUFreak91 (edited January 03, 2006).] |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Yes, thank you! I got the editor working and I'm now doing my first level. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Very easy. Copy your level to the levels folder and name it level_1.tga if you are using the level 1 tiles. If your using the level 2 tiles rename your file level2_1.tga (If you're making a level with the level 2 tiles be sure to change the i variable in main.py to 2 instead of 1 so that the game will load level 2 tiles and stuff). I'd really like for me or someone to make a level testing dave that doesn't need editing by the end user (or developer) to select the right tiles... I might be able to do it. ------------------ [This message has been edited by CPUFreak91 (edited January 03, 2006).] |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Thanks I noticed that there is ingame level editor (F11) but it can't be used to change the level yet or create a new one. So what's the plan with that? ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Its messed up. Personally I don't like it. ------------------ |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
I think the in-game editor has the potential to be really nice! One trick will be figuring out how to do the level scripting for triggers and stuff, but for just normal levels that don't use scripting, that shouldn't be a problem. Cheers! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Well, I guess you're right. It could use some work. Personally I'd just start leveledit.py and not worry about customization. That would be quicker. ------------------ |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Well it's not bad making levels with the default editor, I'm just hoping to see progress on this one so that one can place enemies in the map as well. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Eventually, monsters will be inserted with triggers, the same way that the start and finish blocks are marked, as well as where Testaments are created and dialog triggers are set. | ||
CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: The question is, when? But im not in too much of a hurry, people are still busy from new years and xmas. ------------------ |
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Lava Member Posts: 1905 From: Registered: 01-26-2005 |
Hey I just saw CPUFreak made a new site for dave, and it's really cool. It has pictures of the game, link to CCN and link to the blog. Check it out: ------------------ [This message has been edited by lava (edited January 08, 2006).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Thats right, I've got a new site. I'm also proposing we move this thread to Game Design, Music, and Art. What do you guys say? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
Heads up. I kicked my lazy butt and have actually done something... Here's a map pack for bible dave: http://www.jqsoftware.come/2month/cpufreak91mappack1.tar.gz ------------------ [This message has been edited by CPUFreak91 (edited January 08, 2006).] |
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buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
hey guys, btw, i downloaded this game, and i was wondering? is it actually possible to beat the first version that you guys released? or is it just a demo of the type of gameplay? ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Its the official game. We have improved considerably.. right? The game needs more end user nicety work. ------------------ |
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QuestLeader Member Posts: 629 From: My house, Va, USA Registered: 04-20-2005 |
How is this game coming along? I could help if you need me. I can do some basic 3D models. I still cant texture them or anything though. Umm... I have torque, if that would be of any help whatsoever ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Well.. no. No one has done anything afaik. Unfortunately for you, we don't need 3D models (this is not a 3d game. Ereon proposed some 3Dish backgrounds tho)... we need AI and I'm strongly considering to try it myself.. as a lot of people seem busy. However, we need someone to make some bad guys. Why don't you take a try at it, we need jaguars, monkeys, wild boars, and some other things (use your imagination). But ty not to make they fancier than dave. ------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Who rejected it? Did they say why? ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote:
------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 [This message has been edited by CPUFreak91 (edited January 12, 2006).] |
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QuestLeader Member Posts: 629 From: My house, Va, USA Registered: 04-20-2005 |
So you want me to make some sprites? ok then, I'll try it. I don't have much time now as im really busy with school and my own game. ------------------ |
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crazyishone Member Posts: 1685 From: Registered: 08-25-2004 |
not dead yet, eh? it'll be nice to see it when its finished. ------------------ |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Grr. School. Barely have time to do anything by the time im finished. ------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 |
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Realm Master Member Posts: 1971 From: USA Registered: 05-15-2005 |
I concurr with the "grr. school" No programming classes, not one! and thats what i want to do in the first place! ------------------ Blessed are those who suffer for doing what is right. PM ME YOUR DESCRIPTION OF ME! ILL PUT IT HERE! |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: LOL, yes.. I barely have time to program, or learn java for an AP test. ------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: In that case how about trying sourceforge.net ? I think they will host it since there's already Christianity related software in there, like church management software. You just need to give detailed info about the project like what OS will it run, programming language, etc. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote:
------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Well, I actually picked up the Bible Dave source again yesterday with the intent to add enemies. But we don't want *boring* enemies, we want fun enemies! And what can be more fun than a barrel of ? So now there are monkeys that throw guavas (do they have those in South America?) and try to bean you on the head. So now Bible Dave has the first active enemy! Also fixed the falling-off-the-bottom-of-the-screen-crashes-program bug. Also modularized some of Bible Dave's movement code to break the numbers out into a bunch of constants that can be easily tweaked (like gravity, max_speed, accelleration, etc). I also took the liberty of increasing the version number to 0.6.0 (since we now have our first enemy). Here's the source: Cheers! --clint |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Great job clint! I was just about to tell you that I worked on the Bible Dave source today and I made some changes that will help in the level editing and game testing. And I plan to do much more changes in the level editor tools tomorrow. So look's like I have to merge our changes together now but that's alright, well done again with the enemies clint. I will post the new version tomorrow or soon as it is done. Here is the list of changes that I made:
quote: Please tell me if there is something there that you don't like or ask if you have any questions. Again these changes are not in the current (0.6) version, yet. Edit: [This message has been edited by jari (edited January 23, 2006).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
haha. Jari, that's funny that you and I picked up the source code less than 24 hours of each other. It looks like the changes you made shouldn't be too hard to merge with my changes -- the only change you shouldn't need to make is with catching the exception as I solved that another way (which may or many not be as elegant, I'm not sure). Glad to hear you made those improvements! They sound great! I'm trying to think of what other enemies would be easy to implement -- I think I may implement some flying bats for the cave levels (they fly up and down in a sine wave and need to be dodged) and maybe a tarantula that crawls on the ground and needs to be jumped over -- I'm not sure yet. Also, some people were working on other levels -- how are those going? --clint |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Yeah it is funny. Those bats sounds like a good enemy, they could get challenging in the narrow caves. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Aack! Found a bug. Jari, if you could make the change, that would be great. On line 22 of monkey.py, change
to
It doesn't show up all the time, but that should help keep it from crashing some. It's a simple fix, and if you could include that with the changes that you post (I assume later today), that would be great. Thanks! --clint |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
No problem, it's fixed. The day is turning to an evening in here but I will upload the new version tomorrow, after all the changes are merged together. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
CPU: I checked out your map pack -- looks good! A few comments: The cave levels feel somewhat open -- they don't have a very closed-in feel like one might think a cave would. Is this okay with you? Where were you thinking these levels should be used in the storyline (specifically the jungle ones). Do you have an idea on where they should be placed? Cheers! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Oh, sorry I didn't answer you question. Sure that would nice! Feel free design anything... and we'll filter out the stuff we don't want. Or if thats not your style, ask me!
quote: So that's what u've been doing... I was wondering why you hadn't posted in a while. Nice! Yes there are guavas somewhere in SA. Woot! We are alpha!! ------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Hmm. Now I sound lazy. I could have done that!
quote: Thanks! Well, that all depends. Caves can be narrow in some spots and wide in others. I suppose my caves are a bit wide. No, I don't mind... do you? I also got the impression that my caves are kind of mine like. Yes, but they need storyline tags. Of course we can vote on which levels to put in the game once more ppl make levels tho. EDIT: HAHA, i was wondering why the game was so slow. Then i noticed i was compiling kde ------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 [This message has been edited by CPUFreak91 (edited January 23, 2006).] |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Okay, so it sounds like we'll hold off on putting your map pack into the main game trunk until we get some more levels and figure out where they're all going to go. It will also help with level creation once we get a few more enemies done. I'm thinking next I'd like to do a bat or tarantula -- I can draw the spider, but I completely bombed out trying to draw the bat. Anyone care to draw a bat sprite? Should be between 20 and 32 pixels in size (either dimension). Should also have around 3 to 5 frames of animation for its flying (for reference, the monkey is 4 frames, as is Dave's walk/climb animations). And I only added the monkey and drew those sprites yesterday -- I hadn't worked on BD before that. Since Christmas, my main programming project has actually been (believe it or not) a 'bot that will automatically play Nethack (yes, yes, so I played that game *way* too much). Cheers! --clint [This message has been edited by HanClinto (edited January 23, 2006).] |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Sounds good. BTW I upped the version number in the game from 0.5.9 to 0.6... since that is its proper version now. I'm also planning on moving the VERSION variable to base.py before uploading it onto my site. I like the idea of a spider for a land enemy. See? I told u guys ppl were busy during xmas and new years! x3 ------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 [This message has been edited by CPUFreak91 (edited January 23, 2006).] |
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HeardTheWord Member Posts: 224 From: Des Moines, IA Registered: 08-16-2004 |
Very nice Clint! I haven't looked at the code for quite a while... Work was crazy over Christmas break and I am still trying to play catch up on a few projects I have not had enough time to work on. Did you ever get the level editor working? I could probably spruce that up if it is needed. Let me know, I usually check the site every other day but rarely post. Keep up the great work!! |
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HanClinto Administrator Posts: 1828 From: Indiana Registered: 10-11-2004 |
Hey, HTW! Great to hear from you! No, I never did get the level editor working. :-\ Jari is also interested in working on the UI and the level editor and stuff. I tried to dig in and debug why the level editor doesn't work for me, but I haven't figured it out yet. You know how it's hard to debug someone else's code. Yeah, I was pretty busy over Christmas too, and I've been slacking off a lot lately with regards to Christian game development (been playing more games than writing them), so I'm slowly getting back into the swing of things. Good to see you 'round! --clint |
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CPUFreak91 Member Posts: 2337 From: Registered: 02-01-2005 |
quote: Ok, if jari doesn't want to do it anymore, we'll let u know. jari: make it so that the level editor can open any level and tell the user he must restart the level in order to see the changes. ------------------ ``After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2 |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
quote: Ok. I'll start working on BD now. Edit: Ok changes are merged, we are at version 6.0 (still). Now the editor improvements... ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) [This message has been edited by jari (edited January 24, 2006).] [This message has been edited by jari (edited January 24, 2006).] |
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Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Alright we have made progress but the changes in the editing tools are not finished yet so I wont upload the code just yet. CPUFreak: I could do the initial import to the CVS repository if you don't mind? Because there's currently lot of changes in my of BD. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |