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TIGSource ForumsCommunityDevLogsMysterious Castle - For Windows, OSX, and iOS
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Author Topic: Mysterious Castle - For Windows, OSX, and iOS  (Read 32129 times)
eclectocrat
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« Reply #20 on: February 28, 2011, 06:46:43 AM »

Hey, I like the graphics. Did you do them yourself?

LOLX No! I wish I could pixelate so well. They are by a legendary roguelike artist, David Gervais. Google him.

Yeah, you could do the 2x scale and have a slice more of view still (960 to 1024).
I have a dev account, yeah. Tested tons of my students' games so no problem in giving one more a go. Smiley

Awesome, thanks.

I have a developer account and I'd love to test it to. I only have a 3gs though.

Great, I want to test it on older hardware, so please, stick around Smiley

Well, I failed. I posted a goal of finishing my shiny new editor by 2 oclock today and ... nope. It's pretty close to done now and I even added a few handy features that I didn't plan for so I'm quite happy with the progress anyway.

In the below shot you can see a main window, a resource window with a brush size thingy on the bottom and a sparkly transparent console with a full Lua interpreter. Yummy. While everything can be done through the console, I still want to add some more user friendly interfaces to things like object/monster/conversation editing.



Next time I'll show some pretty cool features that I have been greedily keeping to myself. They are almost ready for their closeup.

Peas.
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wilbefast
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« Reply #21 on: February 28, 2011, 07:41:21 AM »

C++ / Lua => any chance of a Linux version  Who, Me?
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eclectocrat
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« Reply #22 on: March 02, 2011, 03:33:51 AM »

C++ / Lua => any chance of a Linux version  Who, Me?

Anything is possible. The engine is all platform independent so I could end up porting it to anything with a C++ compiler and the standard library.

Below is a picture of how I waste my time. I swore I wouldn't do this but I just couldn't resist Sad
I added a nice outline view of Lua objects so I can edit them kind of Visual Basic style. I even have a little icon view that detects if the object is a sprite. A whole day wasted on the editor means the actual game gets a day's less attention. Oh well...



I have the ultra basic stripped down implementation (without all my arcane dependancies) on github for anyfoolone interested.
NSOutlineView data source implementation
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« Reply #23 on: March 02, 2011, 03:55:29 AM »

C++ / Lua => any chance of a Linux version  Who, Me?

Anything is possible. The engine is all platform independent so I could end up porting it to anything with a C++ compiler and the standard library.
Grin
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« Reply #24 on: March 02, 2011, 09:12:14 PM »

Editor looks good! will that be public? If so how will user content get into the game?
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« Reply #25 on: March 05, 2011, 10:20:29 PM »

My god, that looks soo delicious!! Epileptic

Wish I had an iOS device, lol Cheesy
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eclectocrat
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« Reply #26 on: March 15, 2011, 08:12:30 AM »

Crazy! So many changes have taken place.

Added the following planned features:
Stealth/Hiding.
   -You can now sneak around at half move speed. Your torch goes out and you use a darkvision skill to see how far your LOS is.
   - Monsters may or may not notice you. You may or may not notice sneaking monster assasins!
Monster AI.
   - Mindless. Just attacks you till it's dead. Zombies.
   - Fighter. Attacks until you damage it badly, then tries to get help from friends or runs away.
   - Archer. I really like how this one worked out, really hit and run style archery, keeps a good distance from you while sniping.
   - TODO: many more, but the basic architecture is working great so I'm optimistic
Text alerts + Talking.
   - Conversation system is working, even wrote a little editor in Cocoa to help make conversations easily.
Sound.
   -Music + sound FX
Inventory + Equip
   - Standard inventory stuff.
Spellbook
   - Ditto.
Multitouch UI
   - Pretty smooth and easy to use, I hope you choose to hear my news and drive away the blues.

The following UNPLANNED features are now finished.
Climbing!
   - Yes! You can climb up and down cliffs, depending on your climb skill. Now those inaccessible looking cliffs can hold tons of secrets.
Reading and language.
    - On a whim I added various languages to the game, so some of the books you find may need to be translated. Not sure if I'm gonna keep this.
RANDOM CHAOS.
   - a secret uber awesome feature involving half random PGC.

Plus, there's moar! I can't even remember what I've been doing. What day is it and why are my fingernails bleeding?
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« Reply #27 on: March 18, 2011, 09:35:16 AM »

Screenshots or it didn't happen. Smiley
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« Reply #28 on: March 18, 2011, 11:34:48 AM »

This looks really awesome. I am also up for testing this if you need anyone! I have a dev account and all the iOS devices.
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eclectocrat
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« Reply #29 on: March 25, 2011, 11:06:14 PM »

This looks really awesome. I am also up for testing this if you need anyone! I have a dev account and all the iOS devices.

Yes, yes, y'all!

Screenshots or it didn't happen. Smiley

Most of those features are totally unanimated so, whatever, I'll post what I waaaant! Wink

Editor looks good! will that be public? If so how will user content get into the game?

NEVER! No seriously, the editor is deadly schizophrenic, clocks kilos, slaps ho's, snachez joolz and has random SEGFAULTS. So the editor as is will never see the light of the free world. However am working on a lot of min-editors that are much more robust, and an in game edit mode that will allow players to create environments for battles and maybe more. First priority is to make game. Then editor. Gaaaaaame...

Gratuitous random WIP screenshot porn!


This forest is BIG. Hidden in this forest is the entrance to a hidden valley and so many mazelike passages that I want to puke up pine needles. This where the mountain stream enters the crystal cave system.


This is a hodgepodge of hidden/underground areas. Perhaps you can find the meaning of life hidden among the boxes.


The beginnings of a throne room in which an epic confrontation takes place.

All screenies are works in progress and need much love and affection to grow into handsome strapping game worthy areas.

This game WILL BE DONE!

Peas.

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« Reply #30 on: March 26, 2011, 05:06:46 PM »

That's how I like it, looking tasty!
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« Reply #31 on: March 26, 2011, 05:29:07 PM »

Hand-drawn isometric roguelike?  I'll definately give this a try.
« Last Edit: March 29, 2011, 08:34:05 AM by Ben_Hurr » Logged
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« Reply #32 on: March 28, 2011, 02:41:21 PM »

Throne room looks great!
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« Reply #33 on: March 28, 2011, 08:10:54 PM »

I love this. Good luck to you!
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« Reply #34 on: March 29, 2011, 07:56:28 PM »

This looks great! I'll be following along with your updates for sure.

Do you have any other blog/websites for your work? I'd love to learn more about your editor and use of Lua.
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« Reply #35 on: April 02, 2011, 03:34:17 AM »

Looks magnificent!

So you're working together with the artist? Or is that just existing placeholder art?

I go absolutely crazy for roguelikes, and I'd love to see this completed - and help, too :3
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eclectocrat
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« Reply #36 on: April 02, 2011, 07:30:55 AM »

Thanks a lot, the encouragement really helps a lot, especially when you're tired...  Tired

Considering that this is the devlog forum, I suppose I should explain the development, instead of just spouting milestones. So here is the bitter tale of a bitch of a game engine...

I started the engine, like so many things before it, without understanding what I was getting into. I just like doing things that are kind of obscure. I like learning how to do something from scratch. There wasn't much in the way of online resources on isometric engines with a z-coord, so I just made a regular engine and then added the Z coordinate. It was messy and ridiculous, and incredibly inefficient. At that point the engine was a conglomerate of Python, C and C++, Java and Javascript. I don't exactly know why I made such a beast, but keeping everything cooperating proved to be too much of a pain and I extricated the core isometric engine and started again, this time with C++ and Lua. Along the way I tried many, many ways to improve the engine and reduce unnecessary drawing. Some of the code was truly comical. Trial and error, and error, and error, and finally success. I'm so glad I picked Lua, as integrating it with my engine was so easy I felt liberated. After fiddling with various wrapping systems that required either special tools, large external dependencies, or meta languages, I just went in and learned the Lua C API. At first it was bizzare, but I finally wrapped my head around it and (being a stubborn maniac who likes making things hard on himself) proceeded to make a mini language with the C preprocessor to make wrapping C++ functions and classes in Lua easier. This could have gone horribly wrong and set me back, but remarkably it turned out all right the first time, with little fuss.

After getting the core tactics style isometric engine working, I came across my first evil nemesis. One day I decided that phones are where it's at and I'm gonna put this thing on every phone system I could. So screw you SDL. I mean, SDL 1.3 is commercial, it's bloody commercial! What happened to freedom, maaaaan! I'm not working for the system! I support freeeedom maaaan! This was another moment of folly that I barely survived. Here's a tip. If you want to make a game, really make a complete game, don't spend your time on making tools that you can get for a reasonable price. Man, I wish I just paid the license fee right then and there. Instead I did something dumb to the N'th degree. I wrote a software blitter. Why, you may wonder, didn't I learn OpenGL? Or perhaps I could wrap up system API's in a nice little package? My only answer is that I'm incredibly foolish sometimes, and I should have. Despite the absurdity of my decision, I got it working pretty fast, and pretty fast. It was almost as fast as SDL 1.2 software rendering with RLE acceleration. Considering I had to look up the bitshift operators online and had never done any real graphics programming before, it all worked out OK. Except I wasted a lot of time developing a system that I eventually will throw out.

The next bugbear on my odyssey was the dreaded GUI. Can you guess what I ended up doing? Long story short. I wrote the stupid f*xing thing in C++ and then decided that I don't like all the glue code between the GUI and Lua, so I scrapped it, wrote a basic graphics compositor in C++, linked it to Lua, and rewrote the GUI in Lua. All things considered, it was the lesser of two boneheaded evils. Now here's the rub. I was feeling pretty torn about abandoning my C++ GUI code, because it constituted such an important part of my editor. So again, predictably, I rewrote the editor. Twice. I'm serious.

After all of this total nonsense here is what I ended up with:

C++
------------
Area - Holds layers of...
Entity - A game object that exists at a coordinate in an Area
Animator - Responsible for telling Entities to change frame or position
Compositor - Puts lines, rects, text, images into compositions that can be drawn quickly.
TONS of other little details like pathfinding, line of sight, etc...

Lua
------------
Entity - A Lua subclass of the C++ Entity class, this adds all game specific data and methods.
Window - A Lua base class for labels, buttons, menus, grids, panels, etc...
Everything else required for a game including main game loop, input parsing, AI, saving, loading, etc...

I'v probably repressed forgotten a lot of horrible memories, but that's the gist of it. If I've learned one thing it is this. Decide what you want to do. Do you want to make a bunch of software components? Fine, DO IT. Do you want to make a game? Then don't be a code snob. Just get things that work, use your skill and discernment along with ample research and choose the right tools for the job. If I had to go back again I'd use good libraries instead of coding from scratch, particularly for graphics and GUI. Oddly enough (or not), I used to make audio software and have experience with how difficult it can be, so it never even entered my mind to make a custom audio engine, I always planned on using something precanned. I guess that's how it works. An overambitious idealist goes in thinking that they can conquer anything and comes out a grizzled veteran. Well, I'm tired, I've made mistakes, and I have the battle scars to show for it. Next time I'll do my best to avoid a fight.

I'm doing the project solo, and I'm losing my mind ever so slightly. I wish I started something smaller, but now I'm in way too deep to go back. If anyone wants to get in on part 2, that'd be great, but now at the last mile of this punishing development marathon, I've got to man up and finish what I started. I still believe in this game strongly, but it feels really nice to hear that someone other than me is looking forward to it.  

By the way. This game is going to be amazing (I hope).

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« Reply #37 on: April 02, 2011, 07:59:25 AM »

Even if it's not, you'll go down as a fallen coding hero.

BUT MAKING YOUR OWN BLITTER IN C++/LUA? AAAAAAA WHYYYYY No No NO
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« Reply #38 on: April 03, 2011, 09:51:42 PM »

Aristotle himself said "No great genius has ever existed without some touch of madness." 

You, sir, are one crazy bastard, and I commend you. Gentleman
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eclectocrat
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« Reply #39 on: May 07, 2011, 02:03:27 AM »

BAYTAHH!

Go to top post or news site.
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