Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411636 Posts in 69394 Topics- by 58447 Members - Latest Member: wcored

May 13, 2024, 09:30:48 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogs[GREENLIT] Double Death | Moddable Zombie Beat'em Up
Pages: 1 ... 5 6 [7] 8 9 ... 11
Print
Author Topic: [GREENLIT] Double Death | Moddable Zombie Beat'em Up  (Read 49479 times)
MrBones
Guest
« Reply #120 on: September 22, 2014, 06:43:33 PM »

LET'S TALK ABOUT MODDING!

Code:

[data]
type=entity

[properties]
sprite1=moddedzombie_idle
sprite2=moddedzombie_walk
sprite3=moddedzombie_attack
sound1=moddedzombie_scream
sound2=moddedzombie_hit

[stats]
hp=100
multiplier=multiplier_normal

[onSpawn]
chasePlayer=ai_choose_random
speed=5
sprite=sprite1

[onChasePlayer]
sprite=sprite2

[onAttack]
sprite=sprite3
playsound=sound2

[onDeath]
awardPlayer=addMoney
sprite=sprite4
playsound=sound1
addMoney=zombie_money_normal


Here's the basic syntax used for modding. In order to keep things simple yet flexible, I decided to make modding done through .ini files. The ini file and a folder with the same name (which contains the sprites/sounds) are both placed in the Mods folder. The ini file is parsed by the game when the mod is active to add custom content.
The basic syntax uses the section as a condition or a definition, and then uses the keys to define the actions relating to that condition. There are hundreds (and believe me, I really do mean hundreds, thousands even) of conditions, actions, etc. which can be used. There are also constants for certain actions that can make your life easier.

The data section must always be first. It declares what the modded object is. For characters, etc. you'd choose 'entity'. An entity is anything which plays a part during the actual game. For custom gamemodes, you'd want 'controller'. A controller is a dynamic, invisible object which handles rules and variables during a game. There's also a 'weapon' type for adding weapons, and a 'other' type for different kinds of mods, such as texture changes.

Sprites and sounds are put into the mod folder. As you can see, sprite1 is equal to moddedzombie_idle in the example above. If it was animated, you'd need to put a file for each frame in the mod folder, labeled: moddedzombie_idle_0, moddedzombie_idle_1, and so on. However, you only have to reference the base name within the properties section, as the _num is added through code.

The game will be released with a full documentation + a few examples of mods made by people who have helped test the game in order to further explain how to make mods. I think that modding will bring a whole new level of customization to the game, and I can't wait to see what others can make!

-----

More information on mods and custom maps coming soon!

Also, DD peaked today at popularity on IndieDB at rank 63 today! It might not mean much but it really made me happy. Thanks everyone!
Logged
MrBones
Guest
« Reply #121 on: September 26, 2014, 05:57:02 PM »



working on the HUD rework!
Logged
MrBones
Guest
« Reply #122 on: September 28, 2014, 01:48:21 PM »

Made some simplistic portrait animations for the dialogue boxes in game.





I did these myself so they aren't as amazing as some of the other art 

----

On a side note, I'm not sure if anyone's still following this, but if anyone is please leave some feedback. This is my first real public project and I'm not really sure what I'm doing right and what I'm doing wrong, haha Coffee.
Logged
MrBones
Guest
« Reply #123 on: October 01, 2014, 12:34:49 PM »



New title screen art!
Logged
MrBones
Guest
« Reply #124 on: October 02, 2014, 03:52:11 PM »




preview of the new boss zombie walking and one of his attacks
Logged
MrBones
Guest
« Reply #125 on: October 13, 2014, 09:59:34 AM »



oh boy
Logged
Thomas_
Level 0
***


https://twitter.com/DustbowlAGS


View Profile WWW
« Reply #126 on: October 13, 2014, 11:05:38 AM »

Nice pixels!
Double Dragon? Alien Storm?
You gained an indiedb watchers!
Btw, I really appreciate efforts put for modding. Wink
Logged


MrBones
Guest
« Reply #127 on: October 13, 2014, 11:20:14 AM »

Nice pixels!
Double Dragon? Alien Storm?
You gained an indiedb watchers!
Btw, I really appreciate efforts put for modding. Wink

Hey thanks! I really appreciate the kind words.
I'm happy you like the modding system!  Beer!
Logged
MrBones
Guest
« Reply #128 on: October 16, 2014, 12:13:15 PM »



inv screen is coming together!
Logged
MrBones
Guest
« Reply #129 on: October 18, 2014, 01:31:15 PM »



death animation for the male zombie

i'll show the rest soon
Logged
MrBones
Guest
« Reply #130 on: November 01, 2014, 11:06:44 AM »

New Maps! Probably the best yet also.



Logged
MrBones
Guest
« Reply #131 on: November 29, 2014, 08:57:41 AM »



Nightfall Map Preview for Screenshot Saturday which showcases the new (yet simple) overlay effect.
Logged
aamatniekss
Level 4
****


hiya


View Profile
« Reply #132 on: November 29, 2014, 12:19:35 PM »

Dat pixel art! :O
Logged

MrBones
Guest
« Reply #133 on: November 29, 2014, 02:21:45 PM »

Dat pixel art! :O

Hey bud, thanks! All the art was done by JamoGames.
Logged
aamatniekss
Level 4
****


hiya


View Profile
« Reply #134 on: November 30, 2014, 01:20:18 AM »

Dat pixel art! :O

Hey bud, thanks! All the art was done by JamoGames.

Wow, he/she or them worked on Hammerwatch, too! Now that's one talented artist/s! :O

Also, the game itself seems really kickass!
Logged

MrBones
Guest
« Reply #135 on: December 06, 2014, 09:25:00 AM »



the Kraken is like 6x the size of the player so that's a thing
Logged
eblomquist
Level 0
***



View Profile WWW
« Reply #136 on: December 06, 2014, 09:43:10 AM »

Sexy palate!
Logged

MrBones
Guest
« Reply #137 on: December 06, 2014, 12:07:57 PM »

Sexy palate!

Hey man, thanks!
Logged
MrBones
Guest
« Reply #138 on: December 25, 2014, 06:25:23 AM »



Merry Christmas (and Happy New Year) from the Double Death team!

Let's hope 2015 will be a great year. Who knows, maybe I'll even be able to release the game.
Logged
MrBones
Guest
« Reply #139 on: December 26, 2014, 07:37:22 PM »

I've had some recent troubles with resolutions and scaling. It seems GMS isn't too keen on scaling without mega artefacts and/or quality loss. Due to this problem and until further notice, it does not seem there will be an option to change the game's resolution. I understand this might not be a huge deal, but it is something that really bothers me.

The game is currently locked at 1280 x 768 resolution. It auto-scales up or down depending on the display it detects. The game window itself is resizable by dragging the ends, etc. You can also change between fullscreen and windowed mode.

If anyone has any ideas on this issue, please let me know!
Logged
Pages: 1 ... 5 6 [7] 8 9 ... 11
Print
Jump to:  

Theme orange-lt created by panic