Author Topic: Serenity  (Read 63924 times)

0 Members and 1 Guest are viewing this topic.

Offline jsj795

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1105
  • Rating: +84/-3
    • View Profile
Re: Serenity
« Reply #120 on: December 07, 2009, 12:26:28 am »
that's a nice graphics you got there WOW!
Happy to see this project back~ I love ur main screen :)


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
7. PROPENSITY TO CHANGE
A woman marries a man expecting he will change, but he doesn't.
A man marries a woman expecting that she won't change, and she does.
8. DISCUSSION TECHNIQUE
A woman has the last word in any argument.
Anything a man says after that is the beginning of a new argument.

Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Serenity
« Reply #121 on: December 07, 2009, 06:53:10 am »
This is looking really nice. I'm looking forward to being able to test a playable version. I do have a suggestion though. It appear that your life bar starts out completely white and turns black at the top of the bar and fill towards the bottom as you take damage. This seems a bit confusing to me. I might do it the other way around. Have it black and filled from top to bottom and have it slowly erase from the top to bottom. In other words, invert the colors. Completely white looks empty, and like you are out of health to me. Just my thoughts anyway. =) Keep up the great work, this is looking really excellent!

Offline Builderboy

  • Physics Guru
  • Project Author
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Serenity
« Reply #122 on: December 07, 2009, 10:21:10 am »
Mmmm there are two reasons for that configuration:

First is that i actually think it looks full when white and empty when black :P I'll have to test out some more configurations though.

 The second reason though, is that it makes it a lot easier to lose health.  This needs a little explaining of how the engine works.  There is a picture of the terrain, without your character, that is recalled every frame in order to restore objects you walk over (and therefore erase, because text erases 1 row underneath it) and to restore tiles that you can walk through, like support wires.  The health bar inadvertently becomes a part of this picture, and so is recalled as well.  In the beginning, if the health bar were to be filled with black, it would also be stored in the picture and recalled every frame.  If, then, say you took damage, the level of black would change and lower.  However, the black that is still in the picture would be recalled and overwrite it to make it look full again.  I would need to restore the picture after it is edited, making sure enemies, crates, and you have all been removed before i take the picture again.  With the system I have now, the original pic has no black, and so does nothing to stop when your health lowers.  The problem only arises when you get your health filled back up again, but that happens much less often, and under controlled circumstances.

I hope that made sense :) But I cannot switch to a directly inverted health bar without significant slowdowns every time you are hit. (I can't even imagine what would be happening during boss fights D:)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Serenity
« Reply #123 on: December 07, 2009, 11:23:05 am »
i had lot of troubles with health/stamina bars where when you had no health it was black, especially when you could lose variable amount of HP. Because of this, I simply had the bar flicker when taking damage (I recalled the pic containing the empty energy bar (black) then displayed the new white area again with Line( command), which doesn't look as good, though, and less professional (altough it can make it easier to see when you are taking damage)
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Serenity
« Reply #124 on: December 07, 2009, 02:51:28 pm »
Hmm... the way you have the program designed I see what you mean. That sux. It wouldn't be very practical to redraw the health bar every frame after recalling the picture either. It's ok the current design you have seems to fit into your program alot better. I'll just have to get used to it. =)

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Serenity
« Reply #125 on: December 07, 2009, 04:10:15 pm »
Builderboy, this is awesome!  I'm so glad you are working on this again! This made my day.

I'm glad you will be using xcopy to make this bigger, and also in this case, better.

I have a couple of questions:
The title screen looks very, very nice. How do you Text Serenity on the title screen so fast?
I like the Map idea. Are you using a pic 0-9, or a hacked pic?  My vote is for the hacked pic.

The pause menu looks very nice also.  I hope we get a demo soon. :)

Offline Builderboy

  • Physics Guru
  • Project Author
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Serenity
« Reply #126 on: December 07, 2009, 07:27:00 pm »
I use two very long text sprites one on top of the other, a good 100 or two bytes well spent :) Building the menu only takes 385 bytes overall, but operating it takes 1450 bytes :O

For the maps, I have a decision to make.  Should the picture be present even after you quit the game, and risk being deleted by the user, (but consequently giving very little load time) or should it be generated every time you run the program, ensureing no crashing happens, but then giving a load time when you want to see the map for the first time.

Offline Geekboy1011

  • The Oneironaut
  • Donator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2031
  • Rating: +119/-2
  • Dream that Awakening dream
    • View Profile
Re: Serenity
« Reply #127 on: December 07, 2009, 10:01:49 pm »
hmm if it was posible i would think to have it render it at the start of the game if it is missing like a loading screen this way it doesnt lag and risk crashing from a error and people think it isjust the game restting up its enviroment (which it is XD)

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Serenity
« Reply #128 on: December 07, 2009, 10:03:55 pm »
For the maps, I have a decision to make.  Should the picture be present even after you quit the game, and risk being deleted by the user, (but consequently giving very little load time) or should it be generated every time you run the program, ensureing no crashing happens, but then giving a load time when you want to see the map for the first time.
I vote for the second one, but you might want an options menu for stuff like this.  It would mean redesigning part of your main menu, but I think it would be worth it. :)

Offline Builderboy

  • Physics Guru
  • Project Author
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Serenity
« Reply #129 on: December 07, 2009, 10:06:10 pm »
Actually I just ran some tests, and I can render the whole map frame in under a second, so I might not have to deal with this picture thing at all!  It takes about just as much time as it takes to load up the new/load window in the main menu, for comparison :)  I'm integrating the map system into the pause menu right now, and soon will start integrating xcopy into everything (ahhhh! :O)

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Serenity
« Reply #130 on: December 07, 2009, 10:10:45 pm »
Sounds great!  I'm glad you got it to work nicely!

*ztrumpet wishes for a screenshot showing the map*

Offline Builderboy

  • Physics Guru
  • Project Author
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Serenity
« Reply #131 on: December 07, 2009, 10:13:04 pm »
All in good time my friend 8)

Offline Builderboy

  • Physics Guru
  • Project Author
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Serenity
« Reply #132 on: December 10, 2009, 08:12:43 pm »
As promised, here is the screenshot of the (most likely) finished map display thingy


16 rooms, this will be the smallest sector in the game, and used to get users used to controls and game style

There are different types of rooms represented here.  The 4 rooms on the right are the prison cells, the one in the bottom left is the Boss Room.  The normal one in the top right looks weird because it is flashing to show your current position.  These are quadruple layer text sprites, but only use 2 strings (they use each string twice with an offset of 2 left/right).  For other sectors, other strings/maps will be represented.

Now that the map system is up and running (phew) I will start hard coding in all the dialogue, which might take a while as i'm running out of room, and i need to get everything archiving and unarchiving properly now D:
« Last Edit: December 10, 2009, 08:13:44 pm by Builderboy »

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6265
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: Serenity
« Reply #133 on: December 10, 2009, 08:27:01 pm »
Wow looks amazing! As always :p
good job!
/e

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Serenity
« Reply #134 on: December 10, 2009, 09:17:39 pm »
Again, amazing job! Quad sprites. Wow. :)