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Messages - TsukasaZX

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121
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 16, 2011, 08:48:59 pm »
Oh, right, that. Still need to send the letter. Will do eventually, whenever I go back home.

122
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 16, 2011, 07:51:15 pm »
Song? ' _ '
Sorry, I've been daft the last few days, refresh my brain? `-`;;

Also, I'm going to try to get enough of the environment engine started to show it off by Saturday or Sunday.

123
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 16, 2011, 07:20:00 pm »
Bump, theoreticals update:

The environment is going to consist of three bitmaps --two "environment" bitmaps and the "interaction" bitmap. The "environment" bitmaps are, as their names imply, the environment. The actual object sprites appear on these bitmaps. The "interaction" bitmap is a concealed bitmap beneath the "environment" bitmaps that directs the game as to what it needs to do. Whenever Nanami moves, it is this bitmap that is checked to see what should or shouldn't happen. The currently proposed format is thus:

Red areas represent impassible areas. Nanami/Rika/etc CANNOT move onto areas that are this color on the interaction bitmap.
Blue areas represent event triggers. Walking onto these will trigger game events (e.g. cutscenes).
Green areas represent interaction points. If you press the "action" button (think A button in Zelda 64 games) on one of these, Nanami/Rika will perform a given action (e.g. open a chest or door, read a letter, etc)

Pink areas represent typical, walkable land. The Dream World's typical draining effects happen here.
Purple areas represent miasma areas. They can be walked on, but the 10x draining effect happens here.
Yellow areas represent sanctuary areas. They can be walked on and the recovery effect happens here.

Oh, and note: there are two environment bitmaps because the environment engine integrates with the movement engine like this:
 > Environment bitmap 1
 > Nanami's bitmap
 > Environment bitmap 2

Essentially, it allows Nanami to be in front of or behind given objects.

Edit: to clarify something, the "atmosphere" tiles that govern what happens to your health simply set a variable that determines which drain/restore routine gets used. If you step on a purple one then a green one, you'll still have miasma effect. It takes stepping on a different "atmosphere" tile to change it.

124
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 15, 2011, 12:12:09 pm »
When I have time, I'll start working on some dummy environment sprites and get started on the environment engine.

Now, the main issue to address is how to store and create the map. Again, suggestions?

125
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 15, 2011, 11:55:11 am »
* TsukasaZX hugs Geekboy1011

I know what to do now! Thanks! :D

126
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 15, 2011, 11:26:35 am »
heck yes! :D

Anywho, promised theoreticals update:

I'm not exactly sure of all of the bitmap mechanics in Allegro so at the moment, I'm not sure how feasible my idea is for the environment engine. I'm thinking of generation a transparent bitmap and putting all the sprites on that. Then, whenever Nanami moves, the code first checks for pixels of non 255,0,255 (magic pink aka transparent) and if there are any and overlap is imminent, Nanami doesn't progress forward. However, this would render Nanami unable to move behind larger sprites like pillars, walls, or trees.
My idea to circumvent the limitation is very TI-BASIC-esque. Essentially, the map would be "grid-ified" and all environment sprites would be constrained to WxH pixel grid areas. Then, the code would check each individual grid space to see if it's transparent or a "go-behind" sprite. The problem there is that this would be a MASSIVE chunk of coding that would render everything slow as fudge....

Hmmm.... suggestions?

127
UberGraphX / Re: Project Paradise - Ubercalculator
« on: February 14, 2011, 08:44:47 pm »
Holy heck, how did I miss this? This is epic :D
I suggest hard plastic as well.

128
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 13, 2011, 04:57:35 am »
It was our secret hybrid Netham-DJ clone who made it! ;)
j/k :P

Yep, geekboy1011 has epic music talents with whatever it is he made the song in :D

129
News / Re: Some Omnimaga Files Lost
« on: February 11, 2011, 04:32:07 pm »
Hmm... at least the damage seems minimal. I wonder what happened? :/ (I have an inkling, but I'm probably wrong)

130
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 10, 2011, 05:26:25 pm »
If that's your speculation as to the purpose of the new bar, you're wrong :P
If you're inquiring as to how complete the game is, I'd say 10-20% tops.

131
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 10, 2011, 05:10:27 pm »
Is that a speculation or an inquiry? :P

132
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 10, 2011, 03:17:30 pm »
Programming games in C with Allegro is easy as pi! Allegro is to C what xLIB and Celtic are to BASIC. It's actually not too bad of a transition from one into the other if you're decently proficient with procedural programming in general.

And what, no speculations on the mysterious second bar? :P

133
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 10, 2011, 11:26:35 am »
@Eeems: thanks

@Scout: Ew, java :P j/k
It's written in C and uses the Allegro library.

134
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: February 10, 2011, 02:36:16 am »
Altered the Stamina gauge, included the beginnings of another feature that shall remain mostly undisclosed. Feel free to speculate :P


135
Miscellaneous / Re: Happybojr's Ban - The After Ban
« on: February 09, 2011, 09:04:36 pm »
In a way, it's theft and probably libel, but if you think about it, nobody can truly prove their identity on the Internet. Given the general anonymity of the web and the fact it's something of a sovereign entity, it's really hard to call shots here. Again, I could be wrong :/

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