• What are you working on? February 2012
    3,497 replies, posted
  • Avatar of C:\
  • Can anyone link me to the pokemon terrain tilesheet like everyone uses?
  • Avatar of Zyx
  • [QUOTE=C:\;34867003]Can anyone link me to the pokemon terrain tilesheet like everyone uses?[/QUOTE] I use this: [url]http://www.spriters-resource.com/gameboy_advance/pokefrlg/sheet/3863[/url] There are some more if you click next or prev. [QUOTE=Darkwater124;34866617][vid]Video[/vid] Noclip v2 [editline]25th February 2012[/editline] (Actually not noclip but fly mode) [editline]25th February 2012[/editline] (Rightmouse activates)[/QUOTE] Good idea to block off the exit. Make people play forever!
  • Avatar of DeanWinchester
  • [QUOTE=C:\;34867003]Can anyone link me to the pokemon terrain tilesheet like everyone uses?[/QUOTE] I find this one to be the most complete for exteriors [url]http://img458.imageshack.us/img458/1210/completejohto4yhklc3.png[/url] You might want to reduce the size to half of what's in there since that's a RPG Maker XP tileset. Most of those are fanmade to recreate a Johto theme using the GBA games style.
  • I've been working on a assembly language/virtual machine/whatever lately. Source: [code] push 0 toVariable "x" :beginWhile getVariable "x" writeLine getVariable "x" increase copyToVariable "x" push 10 jumpIfNotEqual "beginWhile" push "Done." writeLine [/code] Output: [code] 0 1 2 3 4 5 6 7 8 9 Done. [/code]
  • Avatar of Lord Ned
  • [QUOTE=Zyx;34865791]I made a level editor what the game I showed before. I bet you can't guess where the materials are from? Also the kick ass material selector at the bottom! [img]http://dl.dropbox.com/u/99717/LevelEditor.png[/img][/QUOTE] This popped into my head: [img]http://i.imgur.com/oLzr4.png[/img] (I know the light should have a gradient, but it doesn't look very good) I'm also aware the right side is a bit derpy but that's what I get for rushin' the pen tool. :v:
  • Avatar of IndieGamer
  • [QUOTE=ief014;34865921]I really like the graphical design in this. Are your components scripted as well or hardcoded in the game?[/QUOTE] What is it?
  • Avatar of Zyx
  • [QUOTE=Lord Ned;34867638]This popped into my head: [img]http://i.imgur.com/oLzr4.png[/img] (I know the light should have a gradient, but it doesn't look very good) I'm also aware the right side is a bit derpy but that's what I get for rushin' the pen tool. :v:[/QUOTE] I actually made something like that quite some time ago in another game. Although not as perfect as in your example, which I don't know how to do it. [img]http://i56.tinypic.com/16bhwsj.jpg[/img] Also, the map size in the pokemon themed world is at 100*100 and quite unlaggy. Loads of space! My world editor can save worlds up to 1000*1000 at least, but it can only load up to 100*100 for some reason. Shit be strange son.
  • Avatar of Lord Ned
  • [QUOTE=Zyx;34867929]I actually made something like that quite some time ago in another game. Although not as perfect as in your example, which I don't know how to do it. [img]http://i56.tinypic.com/16bhwsj.jpg[/img] Also, the map size in the pokemon themed world is at 100*100 and quite unlaggy. Loads of space![/QUOTE] You'd have to do some sort of ray-casting and use a special texture map for collision objects (so the base of the tree and not the branches, etc. I doodled some more and added a second player and felt that if you added some ghost sprites, you'd have the settings for a minigame of two players running around shining lights on ghosts. [img]http://i.imgur.com/Gyr52.png[/img]
  • Avatar of Zyx
  • [QUOTE=Lord Ned;34868169]You'd have to do some sort of ray-casting and use a special texture map for collision objects (so the base of the tree and not the branches, etc. I doodled some more and added a second player and felt that if you added some ghost sprites, you'd have the settings for a minigame of two players running around shining lights on ghosts. [img]http://i.imgur.com/Gyr52.png[/img][/QUOTE] Shining flashlights on cute little pokemon ghosts? Not really the idea I had when I started this :v: [img]http://dl.dropbox.com/u/99717/AlmostTheSame.png[/img] And as of right now a tile is either fully solid or not solid at all. Also, I have no idea how to do any ray-casting unfortunally as some realistic lightning like that would be quite rad.
  • Avatar of Zyx
  • [QUOTE=chimitos;34868488]I think you have the scale a weeee bit off.[/QUOTE] Not if I call the game "Midget combat in Kanto!"
  • Avatar of Perl
  • [QUOTE=Zyx;34868542]Not if I call the game "Midget combat in Kanto!"[/QUOTE] with the Hoenn game generation tileset? :(
  • Avatar of Zyx
  • [QUOTE=Perl;34868555]with the Hoenn game generation tileset? :([/QUOTE] The sprite sheet is called Leaf Green/Fire Red which is in Kanto v:v:v Better scale? [img]http://dl.dropbox.com/u/99717/ScaleSpotOn.png[/img]
  • Transitions!! [vid]http://dl.dropbox.com/u/18131951/BR2/BR2%202012-02-26%2000-30-06-42.webmvp8.webm[/vid]
  • Avatar of Lord Ned
  • [QUOTE=Zyx;34868349]Shining flashlights on cute little pokemon ghosts? Not really the idea I had when I started this :v: [img]http://dl.dropbox.com/u/99717/AlmostTheSame.png[/img] And as of right now a tile is either fully solid or not solid at all. Also, I have no idea how to do any ray-casting unfortunally as some realistic lightning like that would be quite rad.[/QUOTE] I don't know what language/framework you're using but here's one for SFML: [url]http://www.facepunch.com/threads/1011659[/url]
  • Avatar of Zyx
  • [QUOTE=Lord Ned;34869237]I don't know what language/framework you're using but here's one for SFML: [url]http://www.facepunch.com/threads/1011659[/url][/QUOTE] I'm using Java with no premade framework/libraries. Everything but the input handling classes are made by myself. Input handling is from the book "Developing games in Java". I might look into it if I fell like it some day though.
  • [code]k,s,j=ARGV[0],(0..255).to_a,0;256.times{|i|j=(j+s[i]+k[i%k.length].ord)%256;s[i],s[j]=s[j],s[i]};j=i=0;while d=STDIN.read(1);i=(i+1)%256;j=(j+s[i])%256;s[i],s[j]=s[j],s[i];putc d.ord^s[(s[i]+s[j])%256]end[/code] something just for fun
  • Avatar of TerabyteS_
  • I'm one step closer to PyOS (for now it's just ShitOS) [img]http://gabrielecirulli.com/p/20120226-013047.png[/img] [editline]26th February 2012[/editline] Don't be deceived by the flashyness of the above presentation. It does not do shit.
  • Avatar of ZenX2
  • I implemented some basic transition tables and decided that "If in the player's FOV then move in his direction" pathfinding is good enough for now and started on combat.
  • Avatar of leontodd
  • [lua] seed = love.timer.getTime() math.randomseed(seed) if math.random(1, 10) == 5 then print("true") end [/lua] I have a problem with math.random(). No matter what value I put as the seed or what minimum and maximum value I use, it always returns the minimum value. I've tried using os.time(), love.timer.getTime() and even single numbers as the seed. It's probably an easy fix but I'm pretty new to lua.
  • [QUOTE=leontodd;34870455][lua] seed = love.timer.getTime() math.randomseed(seed) if math.random(1, 10) == 5 then print("true") end [/lua] I have a problem with math.random(). No matter what value I put as the seed or what minimum and maximum value I use, it always returns the minimum value. I've tried using os.time(), love.timer.getTime() and even single numbers as the seed. It's probably an easy fix but I'm pretty new to lua.[/QUOTE] I always hear about this issue but have never once hit upon it.
  • Avatar of leontodd
  • I also just remembered that there's a "What do you need help with" thread. Whoops...
  • Avatar of ZenX2
  • [QUOTE=leontodd;34870455][lua] seed = love.timer.getTime() math.randomseed(seed) if math.random(1, 10) == 5 then print("true") end [/lua] I have a problem with math.random(). No matter what value I put as the seed or what minimum and maximum value I use, it always returns the minimum value. I've tried using os.time(), love.timer.getTime() and even single numbers as the seed. It's probably an easy fix but I'm pretty new to lua.[/QUOTE] Try calling math.random() three times after seeding, might help a bit
  • Avatar of marvincmarvin
  • I usually do something like this. [lua] local seed=1 function rnd(min, max) seed=seed*love.timer.getTime()/5 math.randomseed(seed) --Forgot this.. :l return math.random(min,max) end [/lua] [editline]...[/editline] Completely forgot to set the seed..
  • Avatar of leontodd
  • [QUOTE=ZenX2;34870612]Try calling math.random() three times after seeding, might help a bit[/QUOTE] [QUOTE=marvincmarvin;34870689]I usually do something like this. [lua] local seed=1 function rnd(min, max) seed=seed*love.timer.getTime()/5 return math.random(min,max) end [/lua][/QUOTE] Thanks guys, seems to work fine after trying both these.