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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsBootleg DemakesRetro Game System: Demake Edition
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Author Topic: Retro Game System: Demake Edition  (Read 24754 times)
Ivan
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alright, let's see what we can see


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« on: July 22, 2008, 01:18:30 PM »

I am currently working on a new release of my retro 2d platformer engine which includes Python bindings and an updated map/sprite editor and a tutorial. It has NSF playback and NTSC filter emulation, so it will be good for NES/SNES type games.

You can download the beta development environment here:
http://librgs.googlecode.com/files/RGS_rc1.zip

Here's the current version of the tutorial:
http://code.google.com/p/librgs/wiki/RGSTutorial
« Last Edit: August 14, 2008, 04:41:45 PM by Derek » Logged

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Ivan
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« Reply #1 on: July 22, 2008, 03:50:28 PM »

Python bindings are completed!
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moi
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« Reply #2 on: July 22, 2008, 04:52:09 PM »

Don't forget the tutorial and documentation this time, it's the most imoprtant for us Wink
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« Reply #3 on: July 22, 2008, 07:44:12 PM »

Python bindings are completed!
Kiss
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Ivan
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alright, let's see what we can see


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« Reply #4 on: July 22, 2008, 08:42:55 PM »

The RGS integrated development environment and tutorial are coming TONIGHT!
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« Reply #5 on: July 22, 2008, 08:55:15 PM »

The RGS integrated development environment and tutorial are coming TONIGHT!
You are my hero.
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« Reply #6 on: July 22, 2008, 09:09:52 PM »

The RGS integrated development environment and tutorial are coming TONIGHT!
Great; I'll be sure to give it a try Smiley
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Ivan
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alright, let's see what we can see


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« Reply #7 on: July 23, 2008, 01:32:55 AM »

Ok, this is what I got so far of the tutorial:

http://code.google.com/p/librgs/wiki/RGSTutorial

Images, and the rest of the tutorial coming tomorrow.

You can download the current version of the RGS integrated development environment here and play around with the tutorial:

http://librgs.googlecode.com/files/RGS_rc1.zip

You don't need anything except the zip file!

 Gentleman
« Last Edit: July 23, 2008, 01:38:34 AM by toastie » Logged

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« Reply #8 on: July 23, 2008, 08:48:14 AM »

Awesomesauce Grin

Can't wait for the rest of the tutorial.
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« Reply #9 on: July 23, 2008, 10:19:39 AM »

Ok, this is what I got so far of the tutorial:

http://code.google.com/p/librgs/wiki/RGSTutorial

Wow this sounds really fine. I'll be sure to give it a try, maybe not for this compo but for future project.
 Gentleman
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« Reply #10 on: July 23, 2008, 11:02:03 AM »

warning: Not importing directory 'C:\Documents and Settings\Andreas\Mina dokument\Retro Game System\testgame\.\game': missing __init__.py

I THINK YOUR PROGRAM IS BROKEN

This also happened for a friend of mine.
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Ivan
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« Reply #11 on: July 23, 2008, 11:13:08 AM »

I know of the warning, but it should have no effect on anything. Does it crash or something?
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« Reply #12 on: July 23, 2008, 11:24:10 AM »

It won't run at all.
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Ivan
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« Reply #13 on: July 23, 2008, 11:32:47 AM »

hmmm.. is there anything else in the log file?
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« Reply #14 on: July 23, 2008, 11:43:53 AM »

Yes. The same error back from when I tried running it from another place. Here's the entire log:

Code:
warning: Not importing directory 'C:\Documents and Settings\toastie\Desktop\Workshop\librgs\deploy\template\.\game': missing __init__.py
warning: Not importing directory 'H:\No More Sweden\Retro Game System\testgame\.\game': missing __init__.py
Traceback (most recent call last):
  File "main.py", line 4, in <module>
  File "game\game.py", line 11
    while RGS_Update():
        ^
SyntaxError: invalid syntax
warning: Not importing directory 'H:\No More Sweden\Retro Game System\testgame\.\game': missing __init__.py
Traceback (most recent call last):
  File "main.py", line 4, in <module>
  File "game\game.py", line 11
    while RGS_Update():
        ^
SyntaxError: invalid syntax
warning: Not importing directory 'H:\No More Sweden\Retro Game System\testgame\.\game': missing __init__.py
Traceback (most recent call last):
  File "main.py", line 4, in <module>
  File "game\game.py", line 11
    while RGS_Update():
        ^
SyntaxError: invalid syntax
warning: Not importing directory 'C:\Documents and Settings\Andreas\Mina dokument\Retro Game System\testgame\.\game': missing __init__.py
Traceback (most recent call last):
  File "main.py", line 4, in <module>
  File "game\game.py", line 11
    while RGS_Update():
        ^
SyntaxError: invalid syntax
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Ivan
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« Reply #15 on: July 23, 2008, 11:55:38 AM »

That's pretty fucking weird. It should work just fine. Did you make any changes to it?

Also, I added images to the tutorial.

NOTICE:

I uploaded a new version with some bugfixes in the editor. Please use the new one:

http://librgs.googlecode.com/files/RGS_rc1.zip
« Last Edit: July 23, 2008, 12:11:02 PM by toastie » Logged

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« Reply #16 on: July 24, 2008, 08:25:15 AM »

The bug fixed itself. What I did was to try and run the template program, which worked. Then I edited it to make the hello world sample, and running it after every line. Which worked fine! So then I copied over the entire .py file to "testgame" and it worked fine too. Huh.
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« Reply #17 on: July 24, 2008, 04:33:31 PM »

I can get the framework and the sample game (which is awesome, btw) to build in XCode.  Nice.  Is there an ETA for OS X python bindings? (or are they in there and I just didn't notice?)
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« Reply #18 on: August 01, 2008, 01:34:23 PM »

This looks awesome, will try it out tutorial now  Gentleman
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nayon
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« Reply #19 on: August 02, 2008, 01:51:57 AM »

EDIT: Nevermind, my problem was that I didn't set my sprite's bounding box.

The system is great, thanks a lot!


EDIT AGAIN:

So now I have another problem, the player character lands on the ground after level creation, but when I press left, the player won't move or teleports one tile to the right, when I press right the player moves to the leftmost location on the map, when I jump I can move normally (left/right too) but when I land movement's screwed again. Any idea why?

By the way, will there be a documentation for this engine? Like a library reference or something?

Code:
from librgs import *
def gameLoop():
        return 1
RGS_Init(256,240,0,0,RGS_NTSC)
screen = RGS_CreateScreen()
level = RGS_CreateTilemap(screen, 256,200, "test.map", "tileset.sur")
RGS_CreateLabel(screen, "test", RGS_FONT_SMALL, 10,210,0xff0000);
player = RGS_CreateEntitySprite(screen, level, "hero.spr")
RGS_TilemapFollowEntity(level, player.entity, 0,0)
while RGS_Update():
        if RGS_KeyDown(RGS_RIGHT):
                player.entity.xVelocity = 100
                player.entity.xDirection = 1
                player.sprite.flipX = 0
                RGS_PlaySpriteAnimation(player.sprite, "walk", 0)
        elif RGS_KeyDown(RGS_LEFT):
                player.entity.xVelocity = 100
                player.entity.xDirection = -1
                player.sprite.flipX = 1
                RGS_PlaySpriteAnimation(player.sprite, "walk", 0)
        if RGS_KeyDown(RGS_BUTTON1) and player.entity.isTouchingGround:
                   player.entity.yVelocity = -300
        elif not player.entity.isTouchingGround:
                   RGS_PlaySpriteAnimation(player.sprite,"jump",0)
        else:
                RGS_PlaySpriteAnimation(player.sprite, "idle", 0)
        gameLoop()
RGS_Shutdown()
« Last Edit: August 02, 2008, 04:15:55 AM by NaYoN » Logged

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