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Messages - polyglot762

#16
Development / Game Feel in Solarus 1.4
September 26, 2015, 01:33:13 AM
Hello All,
I have recently encountered the term "game feel" in the following youtube videos.
"Why your game death animation sucks"
https://www.youtube.com/watch?v=HdXoRcq64zQ
"Game Makers Tool kit"
https://www.youtube.com/watch?v=216_5nu4aVQ
"The art of screenshake"
https://youtu.be/AJdEqssNZ-U
"The 4 Hour Game Design"
https://www.youtube.com/watch?v=sgwlJu8Ql2o
"Juice it or lose it"
https://www.youtube.com/watch?v=Fy0aCDmgnxg

The "Juice it or lose it" break out demo clone program is here.
https://github.com/grapefrukt/juicy-breakout

I know there are ways to make some of these type of effects manually in Solarus.
Such as screen shake, and particle effects via sprite art.

Is there a way create these effects without manually editing the sprites with effects?

Or an even better question...
Is there a way we can add these in the code as a manager?

Thanks,
Poly


#17
Bugs & Feature requests / Re: ZSDX hud needed
September 16, 2015, 09:16:22 PM
I'll have this HUD up and running soon.   :)
Where should I post this if anyone else wants the zsdx HUD?
I will be using the Mercurious chest code clean-up update.
Just the HUD code not anything else.
There are quite a few pipes* to hookup before it will be serviceable. :o

*Pipes: (What I like to call the calls and functions and required elements.)
#18
Your projects / Re: Release: Tunics!
September 09, 2015, 11:46:04 PM
This is awesome! Thank you soo much for posting this. I am definitely diving into the code these next couple of days!
Neat-o
#19
Development / Re: Shaders?
August 28, 2015, 02:30:01 PM
I am looking forwards to seeing the feedback. I have some need of this also.
#20
Also... If anyone has a code example using the "other" variable that works. I would very much like to see it and reduce the code monster that I am presently using.
Thanks.
#21
Thanks Chrostopho and Diarandor.
I'm fixing the distance calc.
And investigating the "entity:get_position(other)" function...
What I mean my implementing I think would actually be better described as putting it into my code and debugging how to use the code...
Maybe that is just me.
Thanks So much.
#22
How do you implement entity:get_position(other) ?

I haven't been able to find anything on it in the documentation api on the website...
I bet I'm not looking in the right place.

Thanks for the help.
#23
Thanks for the help... I went a different direction and just decided to have proceedural entity naming for targeting.
It took me the better part of two days to get it working once I got my head wrapped around the base code.
The code can be inserted into any type of entity that can be searched for... It was well worth the time invested... thanks for the quick reply earlier.
I hope that others can be able to use this code.
NOW... I can get to the business of creating more complex AI's and NPC interactions and reactions 8)
local target_dt = nil
local target_dh = nil
local target_dth = nil
  local entity_slots = {}
  for i = 1, 25 do
    local hero = game:get_map():get_entity("hero")
    local hero_x, hero_y, hero_layer = hero:get_position()
    local self_x, self_y, self_layer = entity:get_position()
 
    local distance_hero = math.abs((hero_x+hero_y)-(self_x+self_y))
    local target = game:get_map():get_entity("e_" .. i .. "")
    if target ~= nil then
      entity_slots[i] = target
      print("target ID")
      print(entity_slots[i])       
      local sort_target = target:get_type()
      entity_slots[i] = sort_target
      print(entity_slots[i])
      local breed = target:get_breed()
        entity_slots[i] = breed
        print("breed ID")
        print(entity_slots[i])
     
      local t_x, t_y, t_layer  = target:get_position()
        entity_slots[i] = t_x
        print(entity_slots[i])
        entity_slots[i] = t_y
        print(entity_slots[i])
        entity_slots[i] = t_layer
        print(entity_slots[i])
       
      local distance_target = math.abs((t_x+t_y)-(self_x+self_y))
         entity_slots[i] = distance_target
        print(entity_slots[i])
       
      local distance_to_hero = math.abs((hero_x+hero_y)-(t_x+t_y))
         entity_slots[i] = distance_to_hero
         print(entity_slots[i])
     
      print("B_sight")
      print("B_targeting_started...")
     
      if distance_target <= 100 then
        target_dt = ("e_" .. i .. "")
        print(target_dt)
        print("B_targeting_dt")
      elseif distance_to_hero >= 100 then
        target_dth = ("e_" .. i .. "")
        print(target_dth)
        print("B_targeting_dth")
     
      end
      print("B_targeting_finished...")
end
end

  if target_dt ~= nil then
  entity:go_enemy() -- Not a real function... you have to make you own.
end

I did have some trouble with the ~= nil aspect... but at least this search target code comes up with a name that you can target that satisfies the variables. ;D 8)

#24
Your projects / Re: Day Zero
August 20, 2015, 08:45:10 PM
GOALS UPDATES

SUMMARY: I am almost finished with implementing the Targeting ally code... along with many other features.
       Getting the ally code to work smoothly and well is top priority... because it is a key feature.
       Targeting works solid. Behavior... Buggy. Working on simplifying and cleaning up the code.
       Real code coming soon... by the end of 2015. (If I get some time... sooner than that... or not... later than that...)

NEW Finished Code Migration to new code from Z_M_chest...
         UPDATE: FIXED all: completely migrated. Kind of... am migrating now to a newer version with better scripts that work.

??? Finish the Custom Entity Allies...
       Created enemy universal naming system that allows the default name to be accessible by the ally script.
       Created all mem id's for allies and their stuff/ conditions.
       Created target search function in the names to allow allies and enemies to target each other. (IMPLIMENTED)
       Last day to work on targeting... am close to finishing... dang... so much work.
       Every enemy, ally, door, boss, switch, stairs, npc, projectile, tile ect... must have a name to be seen.

;D Finished the Enemy types: IE Melee, Scout, Ranged, Leader + New Weapon Types.
      Created optimization code for bullets and enemies.
;D Finished Intro-screen, Pause Screen for Allies and Equipment.
      Finished shiftscape logo.

:o Finish New Weapon Type behaviors: Knife, Pistol, Shotgun, Rifle, Grenades,
          Not Finished yet...

:o In process HUD for Allies.
     Modified HUD system, created new sprites, for Allies and Player. (BUGGY)
#25
Zelda Return of the Hylian SE / Awesome Features...
August 20, 2015, 07:08:18 PM
Hi Devs,
Every amount of awesome content and code deserves recognition.
While trying a playthrough of the beta I just thought I would give a shout out for the great work that has been done on this project as of Aug 2015.
The new menu animations are great!
I love the new "run" mode for link.
The menu system using "hot keys" really works for speed runs.
The enemy movement speed really fits with the speed run game design.
I also like the use of the custom entities in the bombs_counter code to create a more original Zelda feel.

The organization of the code in the scripts into libraries is much cleaner and more utilitarian.
The custom objects like the hookshot(though presently suffers from some performance issues.) are great!
Also the ice_rod coded to change the tiles from water to ice blew my mind.
I love how you included the custom transformations into the "rabbit" code in the game_manager.

I also like how the dungeon_manager records in real time where you have explored in the HUD and in the savegame file.
I have downloaded the most recent version and am looking to try another playthough later this week.
Seriously... you all do Awesome Work! Thankyou!
#26
Bugs & Feature requests / Re: ZSDX hud needed
August 14, 2015, 05:11:19 PM
Thank you Chrostopho.
I am having trouble with the DX HUD.
I'll grab the mercurious chest HUD now.
#27
Bugs & Feature requests / Re: ZSDX hud needed
August 12, 2015, 11:46:04 PM
You could just download the ZSDX... and then cut and paste the code...
But this type of project would be a bit like putting a square block through a round hole...
Lots and lots of research and reading the code for understanding then applying it...
#28
Hello Again,
I have been working steadily on methods to create a targeting system for my custom entities and enemies.
Is there any way to target map entities with out giving them a name?
That right now is the biggest hurdle I have come across.

Currently, the system I am working on uses collision detection with an invisible circular sprite to create the illusion of a line of sight search...
But this is just a work around...
Any suggestions? Better ideas? Things I'm missing?
Thanks.
#29
Your projects / Day Zero
July 29, 2015, 06:33:23 PM
Hello all,
I am currently developing away from the standard Zelda themed quests.

The time-line
PRE-ALPHA for the end of the year for the coding.
ALPHA: well over a year for the sprites and art.
BETA: ~ 2 Years.

I am far enough along to post this as this version will be finished.

The current goals list and change log are posted below.

GOALS LIST: For Summer 2015
Finish the Custom Entity Allies.
Finish the Enemy types: IE Melee, Scout, Ranged, Leader + New Weapon Types.
Finish New Weapon Type behaviors: Knife, Pistol, Shotgun, Rifle, Grenades,
Finish HUD for Allies. Finish Pause Screen for Allies and Equipment.
Start Minigame Implimentation.
Start Dialog and Map Coding.

I hope this will give some scope and focus to the type of game that is in process.

FIXED BUG: Created ally behavior so that it isn't constantly running over the hero.
FIXED ERROR: DLL No longer crashes. Make sure to enclose all maps.
FIXED ERROR: Do set optomization distances.
FIXED Flee function: Make the enemy/ally run away.
FEATURE: Enemies now run away/ towards hero when enemy has low health. (to a distance away)
FEATURE: Enemies now regenerate health with the "regen" in properties.
FEATURE: Rudimentary weapons effect.
FEATURE: Created leader generic enemy that spawns a number of enemies outside the view of the player.
FEATURE: Finished generic ranged enemy that spawns bullets of sorts.
FEATURE: Created allies system...
BUGGY: Working on leaders and commoners code to detect various enemy groups.

The story is done, (Conceptually).

The allies system progress is below.
--DONE! ENEMY/ALLIES_BEHAVIOURS: Melee, Run when weak(Low health)
--DONE! ENEMY/ALLIES_BEHAVIOURS: Ranged, Stay far, run when weak, attack far.
--DONE! ENEMY/ALLIES_BEHAVIOURS: Leader, Attack close, Spawn enemies, attack far, stay far.

IF you want to help shoot me a post.
IF you want to discuss how to implement or create these features please start a separate post in the development section.
When in ALPHA the game code will be released and you will be able to tinker with it then.
#30
What's the scope? (IE Dungeons, over world, ect...)
Any innovations? (Things that will make your game unique?)
How many bosses?
Characters?
Locations...
What do you want the final product to look like? (ish...)