This is a running thread where I'll post any updates to the game worth mentioning since the beta release.
First contribution: removed a few teleport bugs and built the first in-game puzzle, as part of the Church of the Question Mark.
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Game updates thread (Read 92483 times)
April 24, 2014, 11:43:20 pm
#1
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Shining Spammer
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April 27, 2014, 09:16:06 am
#2
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Re: Game updates thread
Making sprites is taking far longer than I'd like, so I'm now creating my own sprite editor, forking it off the tile editor. It will (again) feature a heap of buttons which are intended to make the process of creating sprites semi-automatic.
April 27, 2014, 11:02:18 am
#3
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Shining Sideburns
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Re: Game updates thread
Oooh, a sprite editor sounds cool! Spriting stuff is probably my least favourite thing (mainly because I suck so badly at it), so anything that helps with that would be awesome. What sort of features are you planning on adding to it?
April 27, 2014, 07:18:16 pm
#4
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Re: Game updates thread
Well, first of all it will be entirely geared towards handling PNGs at 48x48 resolution, so the editor will be straightforward to use for other game projects.
If people like it, I'm also wiling to enable a 24x24 export, although I'm sure people know where to find the resize tool (it's extra easy because Shiny Sword Sprites are 50x100 with a 2 pixel width padding ).
So far it has all the relevant features from the tile editor, it can import png's and it can save sprites to png. Also, I just got an 'additive load' working.
The additive load will allow you to load a sprite, and then "add" its contents to the existing sprite in the editor. This is particularly helpful for humanoid sprites, because you can make 'head' sprites, 'armor' sprites, 'clothing' sprites and trivially reuse those in different contexts.
Later on, I'm also considering to put in a widen/narrow button, so that you can change the width of your sprite in an approximate manner with the click of a button (in the case of widen you will need to adjust the central row of pixels manually afterwards to reflect something sensible).
If people like it, I'm also wiling to enable a 24x24 export, although I'm sure people know where to find the resize tool (it's extra easy because Shiny Sword Sprites are 50x100 with a 2 pixel width padding ).
So far it has all the relevant features from the tile editor, it can import png's and it can save sprites to png. Also, I just got an 'additive load' working.
The additive load will allow you to load a sprite, and then "add" its contents to the existing sprite in the editor. This is particularly helpful for humanoid sprites, because you can make 'head' sprites, 'armor' sprites, 'clothing' sprites and trivially reuse those in different contexts.
Later on, I'm also considering to put in a widen/narrow button, so that you can change the width of your sprite in an approximate manner with the click of a button (in the case of widen you will need to adjust the central row of pixels manually afterwards to reflect something sensible).
April 27, 2014, 07:19:30 pm
#5
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Re: Game updates thread
Oh, and as with the tile editor, it will NOT have an undo button.
I am increasingly believing that undo buttons actually encourage the bad practise of making complicated and unreproducible sprites/tiles on the long term .
I am increasingly believing that undo buttons actually encourage the bad practise of making complicated and unreproducible sprites/tiles on the long term .
April 27, 2014, 09:45:18 pm
#6
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Re: Game updates thread
Hmm... a lot of progress today.
Ty, if you check out the SVN version, you'll find the Sprite Editor in SMEE to be now pretty much fully working .
I just have to add the widen buttons and the ability to easily move sprites left/right/up/down in the box .
Ty, if you check out the SVN version, you'll find the Sprite Editor in SMEE to be now pretty much fully working .
I just have to add the widen buttons and the ability to easily move sprites left/right/up/down in the box .
April 27, 2014, 10:03:31 pm
#7
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Re: Game updates thread
Oh well, I added the scroll buttons too now.
But now I'll call it a day. I personally like the sprite editor already. I took a character, separated the head, torso and legs (like with LEGO) and I now have much easier time changing these, and composing new sprites with the individual pieces.
Mission accomplished .
But now I'll call it a day. I personally like the sprite editor already. I took a character, separated the head, torso and legs (like with LEGO) and I now have much easier time changing these, and composing new sprites with the individual pieces.
Mission accomplished .
May 06, 2014, 09:04:13 am
#8
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Re: Game updates thread
Added a Guard Barracks quarter, and implemented a first rebels quest. I also made several new guard sprites using the modular sprite editor.
The color replace buttons are in now, but the widen buttons may not arrive at all (they seem less practical than I thought ).
The color replace buttons are in now, but the widen buttons may not arrive at all (they seem less practical than I thought ).
May 08, 2014, 01:33:26 am
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Re: Game updates thread
~Elvenfyre
Hey Devlyn, that sprite editor sounds great
Can you release that separately as well for us?
Can you release that separately as well for us?
~Elvenfyre
August 19, 2014, 08:42:25 am
#10
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Re: Game updates thread
Hey Elv,
I forgot to answer this, but currently the sprite editor is still sort of grafted to SMEE. I would have to split off the code in a separate exercise for that, but you can use it in its current form already.
Today I fixed a few small bugs and I added a blur button in the tile editor. While at it, I blurred a few of the terrain tiles, so that the soil on the walking maps becomes a bit easier on the eye...
I forgot to answer this, but currently the sprite editor is still sort of grafted to SMEE. I would have to split off the code in a separate exercise for that, but you can use it in its current form already.
Today I fixed a few small bugs and I added a blur button in the tile editor. While at it, I blurred a few of the terrain tiles, so that the soil on the walking maps becomes a bit easier on the eye...
August 21, 2014, 05:17:16 am
#11
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Re: Game updates thread
And today I enhanced the AI. There are now not one, but 5 AI modes.
random, aggressive, careful, default and healer (latter one seeks friendly units as well as enemy ones).
I still have to implement enemy spellcasting, but this is an important step towards it.
random, aggressive, careful, default and healer (latter one seeks friendly units as well as enemy ones).
I still have to implement enemy spellcasting, but this is an important step towards it.
August 21, 2014, 04:36:28 pm
#12
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Shining Sideburns
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Re: Game updates thread
Those sound pretty good. How aggressive is the default compared to the others? Can enemies switch between modes?
August 22, 2014, 03:31:11 am
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Re: Game updates thread
Well, the default mode charges in if an enemy is within range. However, it will only very gradually move towards the player when an enemy is not in range.
In aggressive mode, the 'range' is deliberately extended by a factor 3, and the enemy will prioritize closer ranges over longer ones, but even enter a longer one although it may not be able to attack yet that turn .
The AI system is very easy to change, so I'll just see how these ones work and change them, or add new ones. The type is just an entity specific variable, so I could have it easily changed by land type, or through events if convenient .
In aggressive mode, the 'range' is deliberately extended by a factor 3, and the enemy will prioritize closer ranges over longer ones, but even enter a longer one although it may not be able to attack yet that turn .
The AI system is very easy to change, so I'll just see how these ones work and change them, or add new ones. The type is just an entity specific variable, so I could have it easily changed by land type, or through events if convenient .
August 22, 2014, 03:33:33 am
#14
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Re: Game updates thread
Custom AIs are relatively easy to make by the way. All the AI code resides in AIEngine.java at the moment, and the moving strategy (which goes through a point scoring system for each accessible tile) is defined in one, relatively short, function.
August 22, 2014, 05:11:27 am
#15
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Re: Game updates thread
Revision #100 has been comitted . This revision contains a fully working church of the question mark puzzle quest, and I started on pictograms for a better walkabout interface. I also made exp and gold giving case insensitive.