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Title: Mushroom Stew [FINISHED] Post by: iarwain on December 06, 2009, 02:07:24 PM Mushroom Stew - v1.0 (http://orx-project.org/ProjectX/MushroomStew-1.0.zip) In-game: (http://orx-project.org/ProjectX/ScreenTitle2.png) (http://orx-project.org/ProjectX/Screen5.png) (http://orx-project.org/ProjectX/Screen11.png) Editor (http://orx-project.org/ProjectX/ScreenEd4.png) You can change the controls in MushroomStew.ini. (http://orx-project.org/wiki/en/orx/config/settings_main/input_keyboard) You can have a list of the controls + basic game hints by pausing the game with escape. There are .bat/.sh files to run in editor mode and the edited map is specified in ScrollEd.ini. I'll add a readme with all the info soon. Archive contains win32, linux & Mac OS X binaries + source code & data. Mushroom Stew v1.0 (http://orx-project.org/ProjectX/MushroomStew-1.0.zip) And here are the credits: -= Gfx =-
-= Zic / Sfx =-
-= Code / Design =-
-= Story / infant distraction =-
-= Additional challenge maps =-
--- [Original post below] Here are the facts:
I've been wanting to enter previous compo but always lacked time. Now that I'm on parental leaves for a while it's the perfect occasion. Also it'd be criminal, for a programmer that isn't even capable of drawing stick figures, not to try to play with all the great assets that have been made. :eyebrows: It's also a good occasion for me to use the latest version of a level-based game engine/editor I'm about to release pretty soon (open source). Title: Re: Project X Post by: J. R. Hill on December 06, 2009, 06:13:26 PM What programming language are you thinking of using?
If I can get by just designing that'd be sweet. Title: Re: Project X Post by: iarwain on December 06, 2009, 06:41:19 PM C++ is the language.
A level editor (Aquaria-style) is available and everything is tweakable with .INI config files. I'll take care of all the programming. Today I began doing a top-down action/shooter game (so far I've got the main character animated movement + shooting along with static enemies with homing missiles) but most of the assets are better for side views so I'll probably abandon this proto there. It's also harder to do differential scrolling with a top down view. ;) Any idea? :) Title: Re: Project X Post by: J. R. Hill on December 06, 2009, 06:47:38 PM Hmm, well I guess I'm better at designing side-scrollers since those are the only kind of games I've made. (Besides interactive fiction, lol)
So I guess if you go with a side-view I'd like to do the level designs. Do you have ideas for plot or anything yet? Title: Re: Project X Post by: iarwain on December 06, 2009, 10:41:24 PM Sidescroller sounds good to me.
As for the plot, I haven't a single clue. We can have tanks, a fighting "dragon-girl", wizards spawning mushroom soldiers and a lot more of awesome stuff but I haven't any idea how to bind this all. :) As for the main character, any preference? There are a couple of very well animated sprites in the assets. Title: Re: Project X Post by: J. R. Hill on December 07, 2009, 08:45:35 AM I don't know, I pretty much like all the graphics made for the compo.
I guess I primarily want to use stuff that other people aren't using yet. Title: Re: Project X Post by: Kazerad on December 07, 2009, 02:04:10 PM I guess I primarily want to use stuff that other people aren't using yet. As far as I've seen, nobody has touched a western theme yet, despite Yokomeshi's excellent cowgirl sprites and my own mouse-aim cowboy sprites. Plus you can slap a cowboy hat and revolver onto anything to instantly westernize it.Title: Re: Project X Post by: iarwain on December 07, 2009, 02:38:23 PM That's true. Actually I was planning on mixing themes. :)
I'll prepare a couple of different playable characters first, and then select tile sets. So far I've planned on using the tile sets made by jrhill and arachne. I'm currently in the process of setuping your own DragonPrincess as a playable character, Kazerad, it's a fine work you've done there, congrats! :handclap: The overlay for the on-the-fly coloured version is a nice addition too. Right now I'm trying to figure out how to add an alpha layer with GIMP to your sprite sheet. Such a simple task ends up taking me so much time, but I'll eventually figure it out! ;D As I still don't know exactly what the game would be, I'll try to have some of the characters usable both for player and NPCs. EDIT: Victory! I'm now a lvl 0 artist: I can create an alpha layer from a selection in GIMP. -_- Title: Re: Project X Post by: yokomeshi on December 07, 2009, 03:28:31 PM you can slap a cowboy hat and revolver onto anything to instantly westernize it (http://dl.dropbox.com/u/1000017/assemblee/dragonchick.png)Title: Re: Project X Post by: Kazerad on December 07, 2009, 05:36:39 PM I'm currently in the process of setuping your own DragonPrincess as a playable character, Kazerad, it's a fine work you've done there, congrats! :handclap: The overlay for the on-the-fly coloured version is a nice addition too. Awesome, and thanks ;D. Glad to see her being used!you can slap a cowboy hat and revolver onto anything to instantly westernize it (http://dl.dropbox.com/u/1000017/assemblee/dragonchick.png)Title: Re: Project X Post by: György Straub on December 07, 2009, 05:42:48 PM you can slap a cowboy hat and revolver onto anything to instantly westernize it (http://dl.dropbox.com/u/1000017/assemblee/dragonchick.png)(I loved your shotgun girl sprite, and if I wasn't aiming for something simpler in terms of gameplay, I would have went with that.) In the meantime, have some more Project X (http://www.youtube.com/watch?v=WpcO2yMxO3U). Title: Re: Project X Post by: J. R. Hill on December 07, 2009, 08:03:57 PM EDIT: Victory! I'm now a lvl 0 artist: I can create an alpha layer from a selection in GIMP. -_- You can also go to Layers > Transparency > Color to AlphaTitle: Re: Project X Post by: iarwain on December 07, 2009, 08:41:14 PM EDIT: Victory! I'm now a lvl 0 artist: I can create an alpha layer from a selection in GIMP. -_- You can also go to Layers > Transparency > Color to AlphaI tried that at first but I ended up with full transparency on the blue background and some kind of half-transparency on the sprites themselves. Learning how to use GIMP-like softwares sounds to me far more difficult than learning any new programming language. ^^ Title: Re: Project X Post by: J. R. Hill on December 07, 2009, 09:37:52 PM Oh yeah, it'll do that... Your way is the most consistent.
Title: Re: Project X Post by: Blaizer on December 07, 2009, 09:49:42 PM EDIT: Victory! I'm now a lvl 0 artist: I can create an alpha layer from a selection in GIMP. -_- You can also go to Layers > Transparency > Color to AlphaI tried that at first but I ended up with full transparency on the blue background and some kind of half-transparency on the sprites themselves. Title: Re: Project X Post by: iarwain on December 07, 2009, 10:02:13 PM EDIT: Victory! I'm now a lvl 0 artist: I can create an alpha layer from a selection in GIMP. -_- You can also go to Layers > Transparency > Color to AlphaI tried that at first but I ended up with full transparency on the blue background and some kind of half-transparency on the sprites themselves. Ok I see! So far I only wanted fully opaque sprites. I'll probably use semi-transparency for sword trails and stuff like that. Title: Re: Project X Post by: iarwain on December 10, 2009, 06:20:14 PM Erm, had 2 days off the computer so the project didn't advance much, but I'll try to be more productive for the coming days.
I decided to integrate a bunch of assets (see the Credit.txt for the exhaustive list). So far I only had time to had trees, houses, a couple of backgrounds and the basic animation set for Kazerad's Dragon princess. As integrating assets so that they can be used in the editor is a tedious work, I took a pause to actually code a bit and I got the basic player move (run, jump/double jump, crouch & slide). I've also coded logic for missiles/projectiles and creating dust FX/impacts depending on the surface that was hit. Next steps are adding a melee+range attack to the player logic + test it with the Dragon Princess character. I'll add other playable characters later (such as Fifth's Doggy or Xion's Sword Guy) as it's only a matter of integrating their assets and tweaking their properties (type of attack, damage, health, FXs, ...). This tweaking is completely done in config files so it won't require any extra code and other playable characters can be easily added. As I literally such as level design, if jrhill is too busy I might go for arenas and have a PvP game instead of a more traditionnal side scroller. The editor is still in alpha version but it allows users to:
Again, it's an alpha version so don't expect the best map editor made, but so far it suits my need. To launch the editor, simply use the -editor flag (there's a .bat provided for convenience). The sample level I created is *simply* an example to test the whole code, nothing more, so it's a bit messy with trees all over the place! ;) The full source code is provided in the archive along all the unencrypted config files. Only the release win32 build is available to keep the archive light though. The Mac OS X & linux project file will be made later but I can do them if someone would like to play with them. jrhill, if you ever try the editor and want a detailed explanation on how to use it, please let me know. :) Also, I know the explosion are a bit "too much" for land/jump FXs, but I find them neat for a red-coloured Dragon Princess! ;) Link to the archive: http://orx-project.org/rom/ProjectX.zip Please let me know if you find any bug. Any suggestion is also welcomed! :) Title: Re: Project X Post by: J. R. Hill on December 10, 2009, 07:36:02 PM Eh... I realized my own project is going to take up too much of my time at the moment...
Yours is looking pretty awesome at the moment though! Title: Re: Project X Post by: iarwain on December 11, 2009, 12:46:37 AM Eh... I realized my own project is going to take up too much of my time at the moment... Yours is looking pretty awesome at the moment though! No worries! I'll go with local multiplayer à la smash bros then. =) Good luck with your own project! Title: Re: Project X Post by: iarwain on December 11, 2009, 01:11:38 AM Here are a couple of screenshots...
In-game: (http://orx-project.org/ProjectX/Screen1.png) In editor: (http://orx-project.org/ProjectX/ScreenEd1.png) And here's the link to the archive (source included) (http://orx-project.org/ProjectX/ProjectX.zip). Let me know if someone has any trouble running it as I only tested it on XP. Especially for the grid display in the editor as it's done by a fragment shader and I'm no expert. Thanks in advance! :) Title: Re: Project X Post by: iarwain on December 12, 2009, 12:30:01 AM I added a couple of tiles from MashPotato's tileset and cleaned a bit the mess on the "test level".
But mostly I worked on the player's handling. I know the "flip" FX is very Paper Mario-style, but I like it! ^^ Here's a link to the archive (game + editor + sources). (http://orx-project.org/ProjectX/ProjectX.zip) A couple of screens from the v0.2: In game: (http://orx-project.org/ProjectX/Screen2.png) In editor: (http://orx-project.org/ProjectX/ScreenEd2.png) Title: Re: Project X Post by: iarwain on December 13, 2009, 12:53:19 AM v0.3 is up and contains 3 whole tile sets (grass, lava & snow).
The snow tile set makes characters slide as one could expect. I also added a melee attack to Dragon Princess, and made a couple of tweaks on collision detection / player handling + restart on death when falling off-screen. Next step is to add some easy enemies (probably static mushrooms shooting bullets on sight) + a range attack for the player. Expect some blood spurts and explosions! ^^ Anyway, v0.3 is here. (http://orx-project.org/ProjectX/ProjectX-0.3.zip) If someone is willing to try the level editor, I'd love to have feedbacks/comments/advices/bug reports about it. :) Title: Re: Project X Post by: György Straub on December 13, 2009, 01:25:32 AM can we has an OS X version?
Title: Re: Project X Post by: iarwain on December 13, 2009, 02:06:27 AM Sure, will compile one tomorrow, a bit too late for tonight! :)
Title: Re: Project X Post by: iarwain on December 13, 2009, 04:35:53 PM can we has an OS X version? Mac OS X version is now part of the archive along with the xcode project file. (http://orx-project.org/ProjectX/ProjectX-0.3.zip) And a couple of screens with a first test for the water effect. In game: (http://orx-project.org/ProjectX/Screen3.png) In editor: (http://orx-project.org/ProjectX/ScreenEd3.png) Title: Re: Project X Post by: Kazerad on December 13, 2009, 05:27:23 PM I'm getting strange graphical errors in this latest one; everything is spazzed out in crazy colors except the reflection. I can get a screenshot if you need it.
EDIT: actually I went ahead and got one anyway (http://foxmage.com/zaaaany.png). Title: Re: Project X Post by: Skab on December 13, 2009, 05:28:41 PM i like the screen-shaking-effect when the character hit the ground :-*
Title: Re: Project X Post by: iarwain on December 13, 2009, 06:17:36 PM I'm getting strange graphical errors in this latest one; everything is spazzed out in crazy colors except the reflection. I can get a screenshot if you need it. Oh wow, nice bug! ^^EDIT: actually I went ahead and got one anyway (http://foxmage.com/zaaaany.png). Did you have the same issue with former versions? If not, my shader is probably at fault. What is your video card? Title: Re: Project X Post by: iarwain on December 13, 2009, 06:18:30 PM i like the screen-shaking-effect when the character hit the ground :-* Thanks! It's only when the fall is big enough. I'll add more explosions when it happens I think, to kill nearby enemies. :D Title: Re: Project X Post by: iarwain on December 13, 2009, 06:27:15 PM i like the screen-shaking-effect when the character hit the ground :-* Thanks! It's only when the fall is big enough. I'll add more explosions when it happens I think, to kill nearby enemies. :D My bad, I erased a part of the shader with my last change. The one responsible for updating the part of screen which is not the water. ::) It should be fixed in the current online version. Title: Re: Project X Post by: Kazerad on December 13, 2009, 06:32:39 PM Did you have the same issue with former versions? If not, my shader is probably at fault. What is your video card? No problem with pre-water versions. Video card is an Asus EAH4650.As of latest version, it's now half-fixed. Pretty literally (http://foxmage.com/stillzaaaany.png). Title: Re: Project X Post by: iarwain on December 13, 2009, 10:30:11 PM Did you have the same issue with former versions? If not, my shader is probably at fault. What is your video card? No problem with pre-water versions. Video card is an Asus EAH4650.As of latest version, it's now half-fixed. Pretty literally (http://foxmage.com/stillzaaaany.png). Cute. :'( I worked a little on the shader today, hopefully this will have fixed your issue. (http://orx-project.org/ProjectX/ProjectX-0.3.zip) Thanks for the report, btw! :) (http://orx-project.org/ProjectX/ScreenWater.png) Title: Re: Project X Post by: György Straub on December 14, 2009, 09:59:27 AM Mac OS X version is now part of the archive along with the xcode project file. (http://orx-project.org/ProjectX/ProjectX-0.3.zip) Awesomniac!!! Also, glad to see someone using my tree sprites.=) Title: Re: Project X Post by: Fifth on December 14, 2009, 10:06:08 AM (http://orx-project.org/ProjectX/ScreenWater.png) No, no! Go back to the straight-reflected water! This one makes no sense! Title: Re: Project X Post by: iarwain on December 14, 2009, 10:45:49 AM Mac OS X version is now part of the archive along with the xcode project file. (http://orx-project.org/ProjectX/ProjectX-0.3.zip) Awesomniac!!! Also, glad to see someone using my tree sprites.=) Thanks for the appreciation and for the tree sprites, they're great! :) No, no! Go back to the straight-reflected water! This one makes no sense! But, but... I like it! :'( (http://orx-project.org/ProjectX/ScreenWater2.png) Anyway, it's a simple parameter in ProjectX.ini to remove the waves or the water completely. :) Btw, expect to see your Doggy and some fire/lightning balls there soon. :D Title: Re: Project X Post by: Kazerad on December 14, 2009, 11:05:49 AM Anyway, it's a simple parameter in ProjectX.ini to remove the waves or the water completely. :) I'm guessing he's referring to the way the reflection is stretched out further at the right and left edges, as though on a 3D plane going toward the player. Realistically, reflections are pretty much just like a flipped-over version of whatever is above them. Example (http://imagecache5.art.com/p/LRG/30/3029/S6WBF00Z/john-elk-iii-cypress-trees-reflected-in-water-mountain-fork-river.jpg).I'll try out this new version when I get home tonight, hopefully it'll stop glitching up for me now - I really want to play with this new water! Title: Re: Project X Post by: jamatthews on December 14, 2009, 11:17:30 AM i like the screen-shaking-effect when the character hit the ground :-* This is my favourite part. Title: Re: Project X Post by: iarwain on December 14, 2009, 01:01:28 PM Anyway, it's a simple parameter in ProjectX.ini to remove the waves or the water completely. :) I'm guessing he's referring to the way the reflection is stretched out further at the right and left edges, as though on a 3D plane going toward the player. Realistically, reflections are pretty much just like a flipped-over version of whatever is above them. Example (http://imagecache5.art.com/p/LRG/30/3029/S6WBF00Z/john-elk-iii-cypress-trees-reflected-in-water-mountain-fork-river.jpg).I'll try out this new version when I get home tonight, hopefully it'll stop glitching up for me now - I really want to play with this new water! Oh I see. Well I guess I can remove that and go for vertical sine perturbations then. The stretching was mainly done to avoid reflecting pixels that are out of the display as they don't exist for the shader and cause visual artefacts. I'll play with water a bit more later, tonight I'll focus more on mushrooms, bullets and blood spurts. Also, I was thinking of having a fast-paced, clear the level of all enemies as fast as you can with bonus for combos and stuff game, with maybe some kind of leaderboard. Not sure yet... Please let me know if the current version works correctly on your computer. :) EDIT: More something like this, then? (http://orx-project.org/ProjectX/ScreenWater3.png) Title: Re: Project X Post by: iarwain on December 15, 2009, 04:17:37 AM Tonight I've added mushroom soldiers that shoot mini fireballs. They can also shoot shurikens, bullets, lightning balls or homing missiles.
Also both Dragon Princess & Mushroom Soldier can be playable or NPCs. As I haven't built a mac version, I'll put everything online tomorrow. Here's a screenshot of what's coming though. :) EDIT: The version (windows & mac) is online here (http://orx-project.org/ProjectX/ProjectX-0.4.zip) (http://orx-project.org/ProjectX/Screen4.png) Title: Re: Project X Post by: HanClinto on December 15, 2009, 09:51:07 AM Wow, looks beautiful!
Those new reflections are fantastic! Title: Re: Project X Post by: Kazerad on December 15, 2009, 02:16:16 PM New version works great! Graphical glitches are gone, water looks amazing. I was having some slowdowns in the last version of 0.3, but those seem gone too. Those mushroom NPCs in the latest really kill my FPS, though, even crashing the game in some cases. I hope that constant stream of fire particles is temporary?
Also, the flipping effect when turning is cute, but personally I don't think it works that well with the graphics. It worked well in Paper Mario because those graphics looked pretty simple and flat to begin with, but I don't think it translates as well to this. Title: Re: Project X Post by: iarwain on December 15, 2009, 02:26:44 PM Wow, looks beautiful! Those new reflections are fantastic! Thanks! =) New version works great! Graphical glitches are gone, water looks amazing. I was having some slowdowns in the last version of 0.3, but those seem gone too. Those mushroom NPCs in the latest really kill my FPS, though, even crashing the game in some cases. I hope that constant stream of fire particles is temporary? MMh, interesting for the slowdowns in 0.3. If they ever come back, please let me know. As for the stream of explosion on the fireballs I will probably remove them or at least propose an option to do so. I made a whole list of features I'd like to implement, including coop multiplayer, gravity attacks, time slowdown attacks, ... Quote Also, the flipping effect when turning is cute, but personally I don't think it works that well with the graphics. It worked well in Paper Mario because those graphics looked pretty simple and flat to begin with, but I don't think it translates as well to this. You might be right about that, I wasn't sure myself. I'll keep them a bit more to make up my mind definitely. Removing them is a matter of changing one line in the .ini config file anyway. Thanks for the feedbacks! :) Title: Re: Project X Post by: iarwain on December 18, 2009, 04:05:36 AM ProjectX v0.5 (http://orx-project.org/ProjectX/ProjectX-0.5.zip) (http://orx-project.org/ProjectX/Screen5.png) 0.5 update list:
I also updated pdated the TODO.txt list with priorities. If you think there's a cool feature missing, let me know. :) No mac version in the package for now as it's 7:00 am and I'm pretty tired. ^^ EDIT: Because sleep is for the weaks, the Mac OS X version is now part of the archive. :) Title: Re: Project X Post by: iarwain on December 20, 2009, 12:15:27 PM I've updated the v0.5 archive (http://orx-project.org/ProjectX/ProjectX-0.5.zip) with new types of NPCS that can patrol (with or without falling over ledges).
Next task is implementing the gravity and time weapons. Title: Re: Project X Post by: György Straub on December 20, 2009, 01:28:12 PM thanks for the continued Mac support! :handthumbsupL:
I really like where this is going, the editor feels really robust, although some docs would be great (there were a couple things I didn't find after one superficial look at it, such as: the basis of rotation (pivot point? corner?), the way to switch between tiles to put, etc). what did you make this in / with? (pre-dit: I just realized that you're the one that made ORX. neat framework!) Title: Re: Project X Post by: iarwain on December 20, 2009, 01:51:09 PM thanks for the continued Mac support! :handthumbsupL: You're welcome! Although the latest update doesn't have the mac version as I had to hack Box2D again. I will recompile everything for Mac later today. :) Quote I really like where this is going, the editor feels really robust, although some docs would be great (there were a couple things I didn't find after one superficial look at it, such as: the basis of rotation (pivot point? corner?), the way to switch between tiles to put, etc). I'll put some work in a wiki page but I don't think I'll have time to do so before the end of the compo. However, if you look at ScrollEd.ini you'll find all the bindings. They're pretty easy to guess with that file and you can change them too, of course. By default, changing the tile model is done with the mouse wheel or by copying an already placed object with middle click. Mouse wheel + left control -> changing the current layer. The pivot point used for scale and rotation is defined in the object property in the .ini files. Most of the time I put a top left pivot for background tiles (easier for edition) and center pivot for objects that will probably be rotated at runtime. I'm still not sure if I should override the object's pivot for editing sake and always use the top left corner, for example. Any suggestion? Any feedback regarding the editor will be greatly appreciated before I release all this publicly on sourceforge. :) Quote what did you make this in / with? (pre-dit: I just realized that you're the one that made ORX. neat framework!) You got your answer! ;) Well, Scroll is a level-oriented game engine/editor. It's written in templated C++ (so as to embed directly the editor in the game exe, effortlessly) and based on orx. It currently runs on windows, mac os X and linux. I'll have an iPhone version running in a couple of months of both orx and scroll. Any game built with scroll (like ProjectX) can embed the editor. The editor allows to test a level directly while editing, without having to restart or anything. Title: Re: Project X Post by: György Straub on December 20, 2009, 02:12:04 PM However, if you look at ScrollEd.ini you'll find all the bindings. They're pretty easy to guess with that file and you can change them too, of course. By default, changing the tile model is done with the mouse wheel or by copying an already placed object with middle click. Mouse wheel + left control -> changing the current layer. The pivot point used for scale and rotation is defined in the object property in the .ini files. Most of the time I put a top left pivot for background tiles (easier for edition) and center pivot for objects that will probably be rotated at runtime. I'm still not sure if I should override the object's pivot for editing sake and always use the top left corner, for example. Any suggestion? Any feedback regarding the editor will be greatly appreciated before I release all this publicly on sourceforge. :) thanks for the explanation. I gotta be the one with the craziest input devices as I'm commuting between a touchpad and a tablet.=D as for the pivot point, I use a central pivot point in my framework. it goes together with halfsize vectors and linear transformations as nicely as strawberry and cream.;) then it isn't extortionate to calculate a base point from it where needed. Title: Re: Project X Post by: iarwain on December 20, 2009, 02:19:14 PM thanks for the explanation. I gotta be the one with the craziest input devices as I'm commuting between a touchpad and a tablet.=D I have to admit I haven't given much thoughts to these control devices yet! ^^ Quote as for the pivot point, I use a central pivot point in my framework. it goes together with halfsize vectors and linear transformations as nicely as strawberry and cream.;) then it isn't extortionate to calculate a base point from it where needed. Totally true. However I found that when scaling objects on a grid so as to create levels, a centered pivot point was pretty annoying as both ends "move". Maybe I can go with a central pivot for rotation and a top left one for scale. On multi-touch input devices, the problem wouldn't even exist. =D Also, the .ini won't teach you how to mirror in the editor, you simply have to scale "negatively" to do so. EDIT: For the scale, maybe I should just use the "opposite corner" as base point. This might feel even more intuitive when scaling objects. Title: Re: Project X Post by: György Straub on December 20, 2009, 02:31:32 PM thanks for the explanation. I gotta be the one with the craziest input devices as I'm commuting between a touchpad and a tablet.=D I have to admit I haven't given much thoughts to these control devices yet! ^^ Quote as for the pivot point, I use a central pivot point in my framework. it goes together with halfsize vectors and linear transformations as nicely as strawberry and cream.;) then it isn't extortionate to calculate a base point from it where needed. Totally true. However I found that when scaling objects on a grid so as to create levels, a centered pivot point was pretty annoying as both ends "move". Maybe I can go with a central pivot for rotation and a top left one for scale. On multi-touch input devices, the problem wouldn't even exist. =D Also, the .ini won't teach you how to mirror in the editor, you simply have to scale "negatively" to do so. EDIT: For the scale, maybe I should just use the "opposite corner" as base point. This might feel even more intuitive when scaling objects. How about keeping the centre point for transformations and using the boundaries for snapping? After all, that's what grids are for? Title: Re: Project X Post by: iarwain on December 20, 2009, 02:42:49 PM As it turns out, my touchpad is so 21st century, that there IS a mouse wheel on the right side of it, it's just totally inconspicous.=) Nice hybrid you got there! =) At least you can scroll through the assets/layers in the editor now. ;) Quote How about keeping the centre point for transformations and using the boundaries for snapping? After all, that's what grids are for? That sounds good in theory. However, let say you've set up your level, including your ground, but you now want to move your right-most wall 4 columns to the right. If you choose now to scale your ground to joint with your right wall, the ground object will scale 4 columns to the right but also 4 columns to the left. Instead you need to make it grow 2 columns to the right, and move it from 2 columns too. With big objects that are larger than the screen, it becomes annoying. Maybe it's not a manipulation level designers have to do often, but I found myself doing it almost every time I was adding a wall/ground object. But again, I suck at level design so I'm the worst beta tester for my own tools ever. =) However for the snapping, you're totally right, it should always been done using the boundaries. That's something I need to change. =) Title: Re: Project X Post by: iarwain on December 24, 2009, 11:28:17 PM Didn't have much time to work on this entry for a couple of days, but here what I did:
- Added time weapon (& gravity one, but it's not plugged yet) + associated shaders - Added health bars - Fixed a couple of things Added new bindings: C to jump, X to shoot and Z for the time weapon. The time weapon is basically a sphere around the player that slowdowns everything in range but the player himself; it recharges over time. The archive doesn't contain the Mac OS X version yet, I'll update it soon. Download ProjectX-0.6 here (http://orx-project.org/ProjectX/ProjectX-0.6.zip) (http://orx-project.org/ProjectX/Screen6.png) Title: Re: Project X Post by: the_illusionist on December 26, 2009, 10:30:42 AM i'm gettin this error.. :'(
(http://i50.tinypic.com/2d7wvhj.jpg) i think my computer isn't awesome enough to play your game,or is it? :'( :'( Title: Re: Project X Post by: György Straub on December 26, 2009, 12:06:01 PM i'm gettin this error.. :'( (http://i50.tinypic.com/2d7wvhj.jpg) i think my computer isn't awesome enough to play your game,or is it? :'( :'( me2, and stderr.txt complain was complaining about a shader that could not be compiled. (sorry, Crossover seems to just not support ProjectX, I shall post the error message next time I'm in Windows.) Title: Re: Project X Post by: iarwain on December 26, 2009, 12:07:53 PM :(
Can you tell me more about your configuration? Video card/windows version? Someone reported a crash on Windows 7 but as I only have access to 32b XPs, I can't do much about it, unfortunately. :/ Title: Re: Project X Post by: iarwain on December 26, 2009, 12:09:51 PM i'm gettin this error.. :'( (http://i50.tinypic.com/2d7wvhj.jpg) i think my computer isn't awesome enough to play your game,or is it? :'( :'( me2, and stderr.txt complain was complaining about a shader that could not be compiled. (sorry, Crossover seems to just not support ProjectX, I shall post the error message next time I'm in Windows.) Oh, shader issue. Can you go to data/object/Weapon.ini and comment with a ';' the line 18? I'll test the new shaders later on Mac today, hopefully I'll then find the issue. Title: Re: Project X Post by: György Straub on December 26, 2009, 12:45:38 PM :( Can you tell me more about your configuration? Video card/windows version? Someone reported a crash on Windows 7 but as I only have access to 32b XPs, I can't do much about it, unfortunately. :/ Windows Vista Home, Pentium Core 2 Duo 2.0GHz, 4GB RAM, ATI Mobility Radeon HD 4570 Windows XP Boot Camp, Pentium Core 2 Duo 2.4GHz, 1GB RAM, ATI Radeon HD 2600 Title: Re: Project X Post by: iarwain on December 26, 2009, 01:42:03 PM Thanks for the specs, György!
Apparently the shader compiler on my MacBook is less permissive than the one on my XP computer. I've fixed the Time & Gravity shaders, hopefully that should fix your issue. I've updated the v0.6 archive (http://orx-project.org/ProjectX/ProjectX-0.6.zip). It also includes the mac version as well. :) Please let me know if it fixed it. Also if you can test on Vista, I'd be curious to know if it works correctly on it. :) I will now work on score and level chaining. This week end will be dedicated to sound/music integration, if things go well. Title: Re: Project X Post by: György Straub on December 26, 2009, 02:05:42 PM Thanks for the specs, György! I've updated the v0.6 archive (http://orx-project.org/ProjectX/ProjectX-0.6.zip). It also includes the mac version as well. :) Please let me know if it fixed it. Also if you can test on Vista, I'd be curious to know if it works correctly on it. :) No probs; v0.6 works a-ok. :handthumbsupL: :) Title: Re: Project X Post by: iarwain on December 26, 2009, 02:45:17 PM Thanks for the specs, György! I've updated the v0.6 archive (http://orx-project.org/ProjectX/ProjectX-0.6.zip). It also includes the mac version as well. :) Please let me know if it fixed it. Also if you can test on Vista, I'd be curious to know if it works correctly on it. :) No probs; v0.6 works a-ok. :handthumbsupL: :) Great, thanks! ;D Title: Re: Project X Post by: iarwain on December 27, 2009, 05:38:39 PM ProjectX v0.7 now contains a temporary splash/title screen (can be skipped by pressing space) and some music/sounds + misc tweaks.
It's a bit "messy" for now, so please let me know what you think should be changed. =) Archive contains Windows & Mac OS X binaries + source (http://orx-project.org/ProjectX/ProjectX-0.7.zip) Title: Re: Project X Post by: iarwain on December 31, 2009, 10:22:59 PM v0.8 is now online! (http://orx-project.org/ProjectX/ProjectX-0.8.zip) (http://orx-project.org/ProjectX/ScreenTitle1.png) The code is finished except for minor tweaks/debug and the scores (displayed after each level). The game saves your progression at the end of each level and you can continue by pressing space in the title screen or beginning a new game by pressing F1. Now the time I've been fearing the most is upon me: level design. I'll try to pack a mini story as well. Any comment is welcomed! Title: Re: Mushroom Stew (formerly known as Project X) Post by: iarwain on January 02, 2010, 03:28:11 PM ProjectX has been renamed Mushroom Stew. (http://orx-project.org/ProjectX/MushroomStew-0.1.zip) (http://orx-project.org/ProjectX/ScreenTitle2.png) Here are the changes since last version: (http://orx-project.org/ProjectX/MushroomStew-0.1.zip)
From now on, I'll try to produce 2 or 3 levels a day if things go fine. I'd like to have 5 levels in all the differents lands (lava/sunset, ice/night, grass/sunrise). The special weapon will be discovered during the night levels: the player will be able to either pick the time weapon (slow downs everything around him) or the gravity weapon (deflects bullets around and send NPCs flying). Both can be used for a certain duration and will refill over time. Title: Re: Mushroom Stew (formerly known as Project X) Post by: iarwain on January 03, 2010, 11:08:57 PM Today's update:
Mushroom Stew v0.2 (http://orx-project.org/ProjectX/MushroomStew-0.2.zip) What's new:
The archive contains both windows and mac versions. (http://orx-project.org/ProjectX/MushroomStew-0.2.zip) A couple of screenshots from the new challenge levels made by Blarg & Luco: (http://orx-project.org/ProjectX/Screen8.png) (http://orx-project.org/ProjectX/Screen9.png) (http://orx-project.org/ProjectX/Screen10.png) Title: Re: Mushroom Stew (formerly known as Project X) Post by: mr.mnml on January 05, 2010, 04:18:31 PM wow im only noticing this right now, you're using my backgrounds :D cool stuff, i didn't even finish anything. no i feel bad 8(. could have given you a higher resolution, at least.
Title: Re: Mushroom Stew (formerly known as Project X) Post by: iarwain on January 05, 2010, 04:30:26 PM Thanks for the backgrounds, mr.mnml! :)
As or the higher def ones, I'm not sure if I'm allowed to use them or not as they weren't submitted during the first part of the compo. If it's allowed, I sure would like to use them! :D Title: Re: Mushroom Stew (formerly known as Project X) Post by: iarwain on January 06, 2010, 06:58:30 PM Last update: I've added 2 new levels and I think I will only make 12 instead of 15 total.
Before the deadline, here's what I'd like to do: - 4 last levels + polish all the levels (trees, houses, ...) - Better special weapon gauge (not easy to see which special weapon is active) - A end game boss if I have the time (a magician invoking mushrooms) - Story between levels - Score system (will be saved for each challenge map + main campaign) - Clouds in the sun set levels + snow flakes in the night one (and maybe rain in the sun rise ones) Will probably be too much work before the deadline: - Online leaderboard Here's the last build, windows & mac: Mushroom Stew v0.4! :) (http://orx-project.org/ProjectX/MushroomStew-0.4.zip) Title: Re: Mushroom Stew (formerly known as Project X) Post by: iarwain on January 09, 2010, 10:23:31 PM Mushroom Stew 1.0 alpha has been released. (http://orx-project.org/ProjectX/MushroomStew-1.0a.zip)
Beside the story that will be added tomorrow, it won't change much now. Also a new challenge map by Blarg has been added. The archive contains windows, mac OS X & linux binaries. [EDIT] You can change the controls in MushroomStew.ini. (http://orx-project.org/wiki/en/orx/config/settings_main/input_keyboard) You can have a list of the controls + basic game hints by pausing the game with escape. There are .bat/.sh files to run in editor mode and the edited map is specified in ScrollEd.ini. I'll add a readme with all the info soon. Also, there's now a (very basic) boss: (http://orx-project.org/ProjectX/Screen11.png) Title: Re: Mushroom Stew [FINISHED] Post by: iarwain on January 10, 2010, 05:09:03 PM Updated the archive with a story, a readme, minor tweaks and joystick/gamepad support (untested! :D). Done! Let's do something else now. ^^
Title: Re: Mushroom Stew [FINISHED] Post by: Oddball on January 28, 2010, 07:48:23 AM This didn't run for me. The music starts playing, but nothing happens after that. The window was still responding, because I could close it normally, but nothing ever gets rendered in it. I'm on WindowsXP and my gfx card is a bit crappy so it might be a shader issue.
Title: Re: Mushroom Stew [FINISHED] Post by: moi on January 28, 2010, 07:54:17 AM Doesn't work for me, intro screen runs at <1 fps and I had to kill it :shrug2:
Title: Re: Mushroom Stew [FINISHED] Post by: iarwain on January 28, 2010, 01:53:33 PM It might be a shader issue for both of you. You can deactivate the intro screen shader (which only purpose is to texture the title and drop shadows) by editing /data/font/Text.ini.
In the file there's a line in the [Title] section which is: ShaderList = TitleShader. Simply comment it out with a ';' or erase the line and that should do the trick. If in-game shaders are a problem, the water shader is defined in the same way in /data/MushroomStewData.ini and the weapon ones in data/object/Weapon.ini. Someone reported a crash on an old Celeron processor as it turns out I didn't remove the option for using SSE2 instructions when compiling the windows version, my bad! ^^ After recompiling the game worked fine for him at 60 FPS. I can recompile a windows version without SSE2 instructions if anyone needs it. :) Title: Re: Mushroom Stew [FINISHED] Post by: Oddball on January 28, 2010, 03:48:10 PM That did the trick. Thanks.
Liked: It plays at a nice pace with comfortable controls. Good mix of assets that worked together well. The death sound was a particularly good choice. Disliked: There were the technical issues of course. Ice level... Why?! Conclusion: It has a lot going for it, but not enough to offset the fact it has an ice level. Title: Re: Mushroom Stew [FINISHED] Post by: iarwain on January 28, 2010, 05:26:17 PM That did the trick. Thanks. Liked: It plays at a nice pace with comfortable controls. Good mix of assets that worked together well. The death sound was a particularly good choice. Thanks! Quote Disliked: There were the technical issues of course. Ice level... Why?! Erm, because I ran out of ideas. :-[ Also I wanted to have clouds during evening, snow weather during night and rain during morning, but I ran out of time to write the appropriate code/shaders. If it stopped you from continuing, you can simply edit /data/scenery/SnowTileSet.ini and in the first couple of lines, you can remove the line IsIce = true. :) Quote Conclusion: It has a lot going for it, but not enough to offset the fact it has an ice level. I won't do it again! ^^ Thanks for trying the game and giving your appreciation! |