post 1 (Click to View)
I thought I'd post this up. If you remember the previous thread, >click<, the preview you all got what the applet at the end (which was kinda a big thing, coz it was actually focused on the gameplay).
I'm rewriting it from scratch, and this time I'm doing it in order of functionality (getting the UI to function properly), before setting up the game's playable part.
the updates would be available to download as I go along, but I won't update so frequently (each update should be worth downloading, and I've still got uni work). I know the data workstation is half done, but I thought I might as well work on it after this is quite well done (lest people lost interest in lf2 and the DW doesn't serve its purpose). what you see here is what I've done in 2 and a half days.
![[Image: oa7oko.png]](http://i41.tinypic.com/oa7oko.png)
First "release" is just showing the game start and controls which are settable (works with control.txt as well). Sound system is set up, data and sprites load into memory, and yes it uses lf2's data, so you all don't have to learn a new syntax. Course, you can't see most of this happening, but just to let you know.
>download<
I'll set up a form next time for certain stuff, but just to let you all know, it's restarted.
I'm rewriting it from scratch, and this time I'm doing it in order of functionality (getting the UI to function properly), before setting up the game's playable part.
the updates would be available to download as I go along, but I won't update so frequently (each update should be worth downloading, and I've still got uni work). I know the data workstation is half done, but I thought I might as well work on it after this is quite well done (lest people lost interest in lf2 and the DW doesn't serve its purpose). what you see here is what I've done in 2 and a half days.
![[Image: oa7oko.png]](http://i41.tinypic.com/oa7oko.png)
First "release" is just showing the game start and controls which are settable (works with control.txt as well). Sound system is set up, data and sprites load into memory, and yes it uses lf2's data, so you all don't have to learn a new syntax. Course, you can't see most of this happening, but just to let you know.
>download<
I'll set up a form next time for certain stuff, but just to let you all know, it's restarted.
post 2 (Click to View)
kayz 2nd release is here.
>download<
seeable updates - char selection menu
unseen - better input method organization
credits @ Yinyin for silva_f pic (used for random_f silhouette)
>download<
seeable updates - char selection menu
unseen - better input method organization
credits @ Yinyin for silva_f pic (used for random_f silhouette)
post 3 (Click to View)
here we go. update 3:
info:
after confirming all characters, during/after countdown you need to press J to "start the game". Right now all you can do is walk around. z axis isn't done yet, plus facing left walking hasn't had the centerxes corrected.
seen:
- sound plays when u accept a char.
- you can control your own char
- gameplay development started
unseen:
- better code structure
- many bug fixes
some potentially unwelcome news:
due to U1 owning the Little Fighter copyright, I may have to not use the "Little Fighter" name and any of the LF2 chars, but I'll keep you informed. There's no proper way around this, but there are alternatives. Game engine will still be developed, so don't worry about stuff.
>download update 3<
info:
after confirming all characters, during/after countdown you need to press J to "start the game". Right now all you can do is walk around. z axis isn't done yet, plus facing left walking hasn't had the centerxes corrected.
seen:
- sound plays when u accept a char.
- you can control your own char
- gameplay development started
unseen:
- better code structure
- many bug fixes
some potentially unwelcome news:
due to U1 owning the Little Fighter copyright, I may have to not use the "Little Fighter" name and any of the LF2 chars, but I'll keep you informed. There's no proper way around this, but there are alternatives. Game engine will still be developed, so don't worry about stuff.
>download update 3<
7th May (Click to View)
Alright. so, I actually didn't plan to release another thing this early, but there's been a number of changes/updates to the project:
![[Image: nn2ttl.png]](http://i44.tinypic.com/nn2ttl.png)
![[Image: 2exr9k5.png]](http://i44.tinypic.com/2exr9k5.png)
http://www.mediafire.com/file/gyucdwznyl...y 2009.rar
Background shown is the Azriel background Marshall made. The Inferno one is also made by Marshall but has a slightly weird animation.
--
I know I have to fix the window title and the player names (not working properly).[/font]
news (Click to View)
This is now known as Hero Quest. Period. The LF2 Remake is DEAD. Go ask U1 why.
We won't be using any of lf2's characters, backgrounds or w/e.
updates:
Char menu now has the settings menu overlay for choosing characters. For now, Game Start, Reset All, Background, and Return to Menu work (report any bugs). I've tried to simulate LF2's character menu (in terms of character/team memory).
Backgrounds now load, loop, rect and cc c1 c2, and a new function, friction, all work. I've included fx: and fz: tags for friction in the x and z directions respectively (u have to make them rather small to notice them when u walk). Maybe next time i'll add gravity.
Background boundaries are set; character processing would be one of the earlier next steps.
We don't use Bitmaps anymore. No more black pixel transparency. Now we use pngs (8 bit and 32 bit pngs support transparency. 32 bit for semi transparency).
Backgrounds don't have the transparency tag anymore. It's redundant with the above feature implemented.
Backgrounds without the shadow: declared will use the provided default shadow embedded in the jar.
Backgrounds now have proper z axis boundaries, so some new dc info: layers in the background would normally just be x and y coordinates of the pics. Now, with the z axis boundaries implemented, your y coordinate should be (y + z_min), where z_min is the upper z boundary (the smaller value). Normally you'd set this to 0, so z_min would be 0 as well, and the z axis will extend outwards (down) and be a positive value. I'll explain this properly later if you don't get it.
I haven't put in a default background into the jar yet, so you'd need at least one bg in data.txt
We won't be using any of lf2's characters, backgrounds or w/e.
updates:
Char menu now has the settings menu overlay for choosing characters. For now, Game Start, Reset All, Background, and Return to Menu work (report any bugs). I've tried to simulate LF2's character menu (in terms of character/team memory).
Backgrounds now load, loop, rect and cc c1 c2, and a new function, friction, all work. I've included fx: and fz: tags for friction in the x and z directions respectively (u have to make them rather small to notice them when u walk). Maybe next time i'll add gravity.
Background boundaries are set; character processing would be one of the earlier next steps.
We don't use Bitmaps anymore. No more black pixel transparency. Now we use pngs (8 bit and 32 bit pngs support transparency. 32 bit for semi transparency).
Backgrounds don't have the transparency tag anymore. It's redundant with the above feature implemented.
Backgrounds without the shadow: declared will use the provided default shadow embedded in the jar.
Backgrounds now have proper z axis boundaries, so some new dc info: layers in the background would normally just be x and y coordinates of the pics. Now, with the z axis boundaries implemented, your y coordinate should be (y + z_min), where z_min is the upper z boundary (the smaller value). Normally you'd set this to 0, so z_min would be 0 as well, and the z axis will extend outwards (down) and be a positive value. I'll explain this properly later if you don't get it.
I haven't put in a default background into the jar yet, so you'd need at least one bg in data.txt
![[Image: nn2ttl.png]](http://i44.tinypic.com/nn2ttl.png)
![[Image: 2exr9k5.png]](http://i44.tinypic.com/2exr9k5.png)
http://www.mediafire.com/file/gyucdwznyl...y 2009.rar
Background shown is the Azriel background Marshall made. The Inferno one is also made by Marshall but has a slightly weird animation.
--
I know I have to fix the window title and the player names (not working properly).[/font]
19th July (Click to View)
for my 499th post, there's no download, coz of the U1 thing, but there's a huge load of progress made:
[youtube]yQO64m5cUFk[/youtube]
type 3s now load, and opoints now work (kind of anyway).
(i know it doesn't look very exciting towards what LF2 can do, but it's not easy to make something work properly and efficiently at the same time).
---
and btw, @the u1 issue, I think i'm gonna play safe and change HQ's gameplay and look quite a lot (user interface will change, spriting style may be the same/similar, backgrounds may be different (making platforms in lf2 and having a vertical scrolling camera would make fighting quite different, though I may omit the vertical scrolling bit (just thinking of the AI) ) ).
[youtube]yQO64m5cUFk[/youtube]
type 3s now load, and opoints now work (kind of anyway).
(i know it doesn't look very exciting towards what LF2 can do, but it's not easy to make something work properly and efficiently at the same time).
---
and btw, @the u1 issue, I think i'm gonna play safe and change HQ's gameplay and look quite a lot (user interface will change, spriting style may be the same/similar, backgrounds may be different (making platforms in lf2 and having a vertical scrolling camera would make fighting quite different, though I may omit the vertical scrolling bit (just thinking of the AI) ) ).
10th August 2009 (Click to View)
[font=tahoma]bazoing~
[youtube]D0b8pysDyfI[/youtube]
Updates:
future updates at [http://heroquest-silver.blogspot.com/]
[youtube]D0b8pysDyfI[/youtube]
Updates:
- Camera scrolling works perfectly (y/z axis scroll may need correction of coordinates)
- Platforms (buggy)
- Multiple opoints
- z coordinate opointing
future updates at [http://heroquest-silver.blogspot.com/]
Release (Click to View)
Hero Quest - 31st August 2009
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Characters:
- Aeron (YinYin/Havoc Creator), slightly modded by Azriel (flight)
- Joe (Siegvar)
Backgrounds:
- Lion Forest (Marti), edited by Azriel (vertical scroll, castle)
Notes:
~~~~~~
More of a feature preview than a "playable" release, you can write your own code to test stuff, but a rundown of some of the differences between HQ's data files and LF2's data files:
x new tags
Backgrounds:
- [friction] fx: 1.25 fz: 1.25
- [ybound] y1: -600 y2: 0
- [opoints] check bg/sys/lf/bg.dat
Characters:
- [hold_<a,j,d>]
As long as you're holding A, J or D, your character will go to the frame number specified in hold_a: # (for example) after the wait: # is up. i.e. This serves as an alternative next: # frame. hit_a: will have priority over hold_a: (if you press A on a frame with both tags enabled)
- [z coordinate areas]
z1: z2: are used for bdys and itrs. This is an alternative to the zwidth: tag whereby z1 == -z2 if used. If none of these tags are specified, the data will treat it as LF2 does - z1: -12 z2: 12.
- [z axis opoint]
In LF2, objects spawned via opoint are always Parent.z + 1. With the z: tag, you may opoint relative to the Parent's z coordinate. Using z: -1 will cause the spawned object to have the same z-axis coordinate as the Parent.
*Parent here means the object with the opoint:
---------------------------------------------------------------------
The castle object is made from a few different "objects" (single data file, different frames). This is to give the impression of a "room" with different z-levels. If you try and get on top of the castle via the stairs, you'd notice that your character tends to "teleport" to different places. This wouldn't happen if there is only a single identical bdy used for all of the frames, which would be much easier to work with for wall/platform detection. However, bdys keep varying in each frame, so to not have it buggy is near impossible.
Don't kill yourself trying to get onto the castle with Joe, it takes quite a number of tries.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Characters:
- Aeron (YinYin/Havoc Creator), slightly modded by Azriel (flight)
- Joe (Siegvar)
Backgrounds:
- Lion Forest (Marti), edited by Azriel (vertical scroll, castle)
Notes:
~~~~~~
More of a feature preview than a "playable" release, you can write your own code to test stuff, but a rundown of some of the differences between HQ's data files and LF2's data files:
x new tags
Backgrounds:
- [friction] fx: 1.25 fz: 1.25
- [ybound] y1: -600 y2: 0
- [opoints] check bg/sys/lf/bg.dat
Characters:
- [hold_<a,j,d>]
As long as you're holding A, J or D, your character will go to the frame number specified in hold_a: # (for example) after the wait: # is up. i.e. This serves as an alternative next: # frame. hit_a: will have priority over hold_a: (if you press A on a frame with both tags enabled)
- [z coordinate areas]
z1: z2: are used for bdys and itrs. This is an alternative to the zwidth: tag whereby z1 == -z2 if used. If none of these tags are specified, the data will treat it as LF2 does - z1: -12 z2: 12.
- [z axis opoint]
In LF2, objects spawned via opoint are always Parent.z + 1. With the z: tag, you may opoint relative to the Parent's z coordinate. Using z: -1 will cause the spawned object to have the same z-axis coordinate as the Parent.
*Parent here means the object with the opoint:
---------------------------------------------------------------------
The castle object is made from a few different "objects" (single data file, different frames). This is to give the impression of a "room" with different z-levels. If you try and get on top of the castle via the stairs, you'd notice that your character tends to "teleport" to different places. This wouldn't happen if there is only a single identical bdy used for all of the frames, which would be much easier to work with for wall/platform detection. However, bdys keep varying in each frame, so to not have it buggy is near impossible.
Don't kill yourself trying to get onto the castle with Joe, it takes quite a number of tries.
thanks for reading (Click to View)
18th September 2009 (Click to View)
*emerge*
been a while since I posted, but I've been busy. Next update probably won't be related to gameplay
update:
[youtube]zBdRlYNEHM4[/youtube]
Added "special:" tag to implement special in game effects
special: 1 enables one degree of timestop to all Actors
special: -1 disables timestop
basically timestop works like this:
- activating object increases the "timestop count" of everything else in the game
- activating object runs its frames
- activating object decreases the "timestop count" of everything else in the game.
- things in game only run if their timestop count is 0, so u can have timestops within timestops, but u need to decrease all timestop counts for all objects to 0 (-ve just resets it back to 0) for all objects to run
*submerge*
been a while since I posted, but I've been busy. Next update probably won't be related to gameplay
update:
[youtube]zBdRlYNEHM4[/youtube]
Added "special:" tag to implement special in game effects
special: 1 enables one degree of timestop to all Actors
special: -1 disables timestop
basically timestop works like this:
- activating object increases the "timestop count" of everything else in the game
- activating object runs its frames
- activating object decreases the "timestop count" of everything else in the game.
- things in game only run if their timestop count is 0, so u can have timestops within timestops, but u need to decrease all timestop counts for all objects to 0 (-ve just resets it back to 0) for all objects to run
*submerge*
22nd September 2009 (Click to View)
double post, this thing should be "worth" bumping the thread for
[youtube]LCjy-hcLDcc[/youtube]
enjoy~
Got some of my friends to play it for the recording. Time slow is cheap in that sense, but this is just a preview.
[youtube]LCjy-hcLDcc[/youtube]
enjoy~
Got some of my friends to play it for the recording. Time slow is cheap in that sense, but this is just a preview.
Azriel~