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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 24673 times)
Hideous
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3D models are the best


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« Reply #20 on: August 02, 2008, 04:23:45 AM »



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


ivansafrin.com/rgs/nanodoc/
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nayon
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dickfish


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« Reply #21 on: August 02, 2008, 04:27:36 AM »

Although incomplete, that's pretty helpful, thanks :D

Now, about my other problem...
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Dr.Melon
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Randomized Programming


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« Reply #22 on: August 02, 2008, 10:10:11 AM »

The only problem I have is that in the example game, I can't jump whilst holding left or right. I can move in the air of course, but to jump I have to let go of the right arrow key. Also, it won't detect my gamepads.
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nayon
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« Reply #23 on: August 02, 2008, 01:25:14 PM »

It appears there are some simple problems with this one... toastie, we demand some answers! :D
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Hideous
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« Reply #24 on: August 02, 2008, 01:46:25 PM »

I believe he hasn't put the gamepads in yet.
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moi
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« Reply #25 on: August 02, 2008, 04:39:40 PM »

Maybe you  guys have to tweak the code? I dont know.
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subsystems   subsystems   subsystems
Ivan
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alright, let's see what we can see


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« Reply #26 on: August 02, 2008, 05:25:13 PM »

Hey guys,

I think I found the issue with the weird collision problems. I'll fix it over the weekeend. The gamepad supports isn't in yet indeed, but I'll put it into the next build. Stay tuned.
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nayon
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« Reply #27 on: August 06, 2008, 10:56:00 PM »

We demand!
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moi
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« Reply #28 on: August 07, 2008, 07:00:03 AM »

When Toastie says "over the weekend" or "tomorrow" the meaning is not the one we are used to.   Gentleman
Just kidding, keep up the great work toastie.
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Hideous
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« Reply #29 on: August 07, 2008, 08:18:31 AM »

Toastie runs on Valve time!
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Chris Whitman
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« Reply #30 on: August 10, 2008, 10:08:48 PM »

I've compiled all your stuff for OS X using XCode and so far it is pretty rocking. I have one question, though, which I can't seem to find an answer for, and that is: can I use the NTSC emulation and get any kind of fullscreen mode going on? There doesn't seem to be a fullscreen option and it seems like a shame to play games in a tiny square when I have an entire monitor to use.
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« Reply #31 on: August 16, 2008, 02:58:46 PM »

with RGS is possible, hypotetically, to make a platform with game mechanics similar to abe's odissey/exoddus?
with kinda advanced friendly/enemy AI and puzzle/platform gameplay

i have a protagonist

..that must save uuh.. cute little animals.. from uuh.. robots! bad robots!!
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Psychotronic
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« Reply #32 on: August 17, 2008, 06:19:42 PM »

 Shocked That does not look like it should be allowed near animals.
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michael
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« Reply #33 on: August 22, 2008, 09:48:22 AM »

cake, would you be so nice as to share with us, your compiled mac version?
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Gainsworthy
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« Reply #34 on: August 29, 2008, 06:42:44 AM »

Any new news on The RGS? I'm nutting it out, sloooooooowly. I like it, though. very cool.
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Annabelle Kennedy
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« Reply #35 on: September 10, 2008, 11:52:38 AM »


i have a protagonist


this is soooo cooool i love it!
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« Reply #36 on: September 14, 2008, 09:46:00 AM »

Hi there !

I'm new to this forum. I actually joined because I discovered the RGS and I'm actually learning (a very little bit) how to Python programming with it (I never programmed before).
It's so much fun, the tutorial is so easy to understand.
But I still have 2 problems (3 in fact).

First one, my character does not collide with the blocks. So it keeps falling again and again. Is it something not in the tutorial that I "forgot" to write in the code ?
Second, when I add the line to assign jump to the "button1", the game does not start at all and write something in the log
Quote
warning: Not importing directory 'C:\deploy\template\.\game': missing __init__.py
Traceback (most recent call last):
  File "main.py", line 4, in <module>
  File "game\game.py", line 14
    player.entity.yVelocity = -200
         ^
IndentationError: expected an indented block

Third, I desactivated the NTSC thing, and thegame doesn't fit in the screen. Why ?

(Notice, the collision bug thing)

I think this is all for now. Of course, event if the RGSEdit is a real pleasure to use, it needs to be improved. Like the "A file is already called like that, are you sure you want to erase it ?" well known feature :D

If you're interested to see were I'm wrong, here's my code
Code:
from librgs import *
def gameLoop():
return 1
RGS_Init(320,240,640,480,RGS_NORMAL)
screen = RGS_CreateScreen()
level = RGS_CreateTilemap(screen, 256,240, "level.map", "titles.sur")
player = RGS_CreateEntitySprite(screen, level, "goggles.spr")
player.entity.x = 43
player.entity.y = 64
RGS_TilemapFollowEntity(level, player.entity, 0,0)
RGS_PlaySpriteAnimation(player.sprite, "idle", 0)
while RGS_Update():
if RGS_KeyDown(RGS_BUTTON1) and player.entity.isTouchingGround:
                player.entity.yVelocity = -200
        if RGS_KeyDown(RGS_RIGHT):
                player.entity.xVelocity = 100
                player.entity.xDirection = 1
                player.sprite.flipX = 0
                RGS_PlaySpriteAnimation(player.sprite, "run", 0)
        elif RGS_KeyDown(RGS_LEFT):
                player.entity.xVelocity = 100
                player.entity.xDirection = -1
                player.sprite.flipX = 1
                RGS_PlaySpriteAnimation(player.sprite, "run", 0)
        else:
                RGS_PlaySpriteAnimation(player.sprite, "idle", 0)
        gameLoop()
while RGS_Update():
gameLoop()
RGS_Shutdown()

An game_example.py should have been included in the .zip, it would have been even more helpful.

And sorry for my english, you may have noticied that I'm not a native speaker :D
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muku
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« Reply #37 on: September 14, 2008, 09:51:19 AM »

I can't help you with the RGS-specific stuff, but I noticed that your indentation is messed up in that code you posted. Python is sensitive to indentation, so the relevant part of the code should be

Code:
while RGS_Update():
        if RGS_KeyDown(RGS_BUTTON1) and player.entity.isTouchingGround:
                player.entity.yVelocity = -200
        if RGS_KeyDown(RGS_RIGHT):

Also make sure not to mix spaces and tabs for indentation like you did here. Head over to http://www.python.org to find some introductory tutorials on Python.
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CCPC Speaker
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« Reply #38 on: September 14, 2008, 11:32:31 AM »

Thanks a lot for your help muku, there's no more errors in the log.

I cleaned up a little bit my code.
Code:
from librgs import *
def gameLoop():
return 1
RGS_Init(320,240,640,480,RGS_NORMAL)
screen = RGS_CreateScreen()
level = RGS_CreateTilemap(screen, 256,240, "level.map", "titles.sur")
player = RGS_CreateEntitySprite(screen, level, "goggles.spr")
player.entity.x = 43
player.entity.y = 64
RGS_TilemapFollowEntity(level, player.entity, 0,0)
RGS_PlaySpriteAnimation(player.sprite, "idle", 0)
while RGS_Update():
        if RGS_KeyDown(RGS_BUTTON1) and player.entity.isTouchingGround:
                player.entity.yVelocity = -200
        if RGS_KeyDown(RGS_RIGHT):
                player.entity.xVelocity = 100
                player.entity.xDirection = 1
                player.sprite.flipX = 0
                RGS_PlaySpriteAnimation(player.sprite, "run", 0)
        elif RGS_KeyDown(RGS_LEFT):
                player.entity.xVelocity = 100
                player.entity.xDirection = -1
                player.sprite.flipX = 1
                RGS_PlaySpriteAnimation(player.sprite, "run", 0)
        else:
                RGS_PlaySpriteAnimation(player.sprite, "idle", 0)
gameLoop()
RGS_Shutdown()
The game launch, but since I still fall undifenitely, I can't test the jump.
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Ivan
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alright, let's see what we can see


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« Reply #39 on: September 14, 2008, 05:17:27 PM »

Hey,

Sorry there are actually a few collision bugs in RGS which i havent had time to address. Make sure that you define a bounding box for your sprite in the editor, and the current bug I think is that when the bounding box is smaller than the size of the sprite frame, it doesnt get collided correctly, so try that.

The reason there's black space on the side is because of the size of the tilemap. You're creating a 320x240 screen and a 256x240 tilemap (the size of the tilemap in RGS_CreateTilemap is basically the cropping size for the tilemap renderer.

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