NEW DEMO RIGHT HERE!!!
Posted: Mon Jun 28, 2010 4:08 am
Good. Good. I'm glad. Images are fine, but I'd hate to have to make all my Quads power of 2 too.
This is the longest topic on the forums. I just checked. Second place is the Avatars: Obey topic by two pages. I'm kinda impressed, and happy that you all are so interested in my project and are giving me the will to keep it going. Thanks everyone!
Well, here it is. The new demo. I am sorry to say that I decided to jump into larger (Taller) "actors" sooner than I wanted to. (I wanted to add them next time) So the NPC's and player all look extremely out of place and the player's attack is a hack job right now. I just wanted to get something in place. The player sometimes seems too tall, and other NPC's were just stretched by 1.5x. The player's sprites take up a 96x96 area on the image sheet because I want some freedom for creating. I probably only need that size on the attack frames and not the walking. I'll fix that later. As such, some things are scaled way too small now. The player is now taller than 32 pixels so doors and buildings look like they were designed for Disney World's Main Street. In time it will work itself out.
NOTE: DELETE all the associated files in your Love save directory before launching to prevent conflicts. Do this practice each time I release a demo as things change a LOT. DELETE them. Start fresh.
ALSO: If you are going to play a lot, make sure to press S right after the "Conversation" to save your game so you don't have to watch the script every time. I know some people complained about that. S saves the game anywhere you are.
There's also some other bugs too. Graphically. Because I shifted some stuff around on the "tile" sheet (Which now holds both tiles and Scenery) before removing them from every map as a tile. (Unless I get to it before I post this)
Scenery works amazingly. Try it! Walk around the trees! I love it!
Most fonts are now TrueType for convenience sake. Also, I miss being able to set the letter spacing in image fonts. What happened?
It'll all come together in time. This is what demo's and prototypes are for.
Oh, and the editor. Press E during the startup logo to go to the editor. It's not finished. You can't add scenery, so the maps now look barren. If you save a map, it will be placed in the "Save Directory" (On OS X this is in ~/Library/Application Support/LOVE/Adventure Game in a sub folder matching the path where the original is in the game archive.) and will NOT replace the original for obvious reasons. You can modify the map to try it out, then load up the game and see your changes. In time this will be more seamless with the ability to go back and forth as well as warp the player to your own custom map right from the editor. Remember, if you mess up, delete the map. You can also screw around with scenery by taking a look at the "Post" LUA files in the Maps directory. They go with the associated maps and add stuff after the fact.
In time, maps will be streamlined and rely less on tiles. (I hope to get it down to a single layer if not two eventually with everything else being scenery) One thing to note, in the outside maps, there is no grass tile. (Not counting the scenery decoration) The grass color is a background color set in the "post" files for those levels. You currently cannot set that from the editor. I am working on it. The editor has a long way to go. Also, maps can technically have a name, I just haven't gotten to changing them yet from numbers.
The editor also cannot resize maps yet.
Oh, and the Editor has an Undo function. One level though. Press U to undo the last action. (It simply saves the undo when you mouse down before making any changes.)
Press D to show debug info. Once to show text, again to show more detailed color coded information including collisions and tile checks and ID's of certain objects. This slows the game a little, but it's for debugging!
Press A to spawn a bunch of money.
Press E to spawn some enemies in random empty tiles.
Press Z to target the closest enemy. When targeting the controls are wonky. Sorry. The Zelda 3D style targeting system doesn't translate as well to 2D. I have to work on it. When targeted, the boomerang is the only weapon that goes towards the enemy. I hope to have arrows doing this too soon. And I want to make bombs carryable so I can throw them anywhere, including at a targeted enemy.
Press V to throw the boomerang.
Press B to drop a bomb.
Press X to fire an arrow.
Also, I know about all the bugs, but you can tell me of them if you want. NPC's have a Z-index problem as their base anchor point is not in the same place as the player or enemies. Easy fix, but time consuming so it'll wait for later. NPC's warped to other maps flash for a frame on screen in their new location for some silly reason. Enemies disappear when scripts run. (Easy fix, NPC's did the same thing before I fixed them.) And so on...
Enjoy!
This is the longest topic on the forums. I just checked. Second place is the Avatars: Obey topic by two pages. I'm kinda impressed, and happy that you all are so interested in my project and are giving me the will to keep it going. Thanks everyone!
Well, here it is. The new demo. I am sorry to say that I decided to jump into larger (Taller) "actors" sooner than I wanted to. (I wanted to add them next time) So the NPC's and player all look extremely out of place and the player's attack is a hack job right now. I just wanted to get something in place. The player sometimes seems too tall, and other NPC's were just stretched by 1.5x. The player's sprites take up a 96x96 area on the image sheet because I want some freedom for creating. I probably only need that size on the attack frames and not the walking. I'll fix that later. As such, some things are scaled way too small now. The player is now taller than 32 pixels so doors and buildings look like they were designed for Disney World's Main Street. In time it will work itself out.
NOTE: DELETE all the associated files in your Love save directory before launching to prevent conflicts. Do this practice each time I release a demo as things change a LOT. DELETE them. Start fresh.
ALSO: If you are going to play a lot, make sure to press S right after the "Conversation" to save your game so you don't have to watch the script every time. I know some people complained about that. S saves the game anywhere you are.
There's also some other bugs too. Graphically. Because I shifted some stuff around on the "tile" sheet (Which now holds both tiles and Scenery) before removing them from every map as a tile. (Unless I get to it before I post this)
Scenery works amazingly. Try it! Walk around the trees! I love it!
Most fonts are now TrueType for convenience sake. Also, I miss being able to set the letter spacing in image fonts. What happened?
It'll all come together in time. This is what demo's and prototypes are for.
Oh, and the editor. Press E during the startup logo to go to the editor. It's not finished. You can't add scenery, so the maps now look barren. If you save a map, it will be placed in the "Save Directory" (On OS X this is in ~/Library/Application Support/LOVE/Adventure Game in a sub folder matching the path where the original is in the game archive.) and will NOT replace the original for obvious reasons. You can modify the map to try it out, then load up the game and see your changes. In time this will be more seamless with the ability to go back and forth as well as warp the player to your own custom map right from the editor. Remember, if you mess up, delete the map. You can also screw around with scenery by taking a look at the "Post" LUA files in the Maps directory. They go with the associated maps and add stuff after the fact.
In time, maps will be streamlined and rely less on tiles. (I hope to get it down to a single layer if not two eventually with everything else being scenery) One thing to note, in the outside maps, there is no grass tile. (Not counting the scenery decoration) The grass color is a background color set in the "post" files for those levels. You currently cannot set that from the editor. I am working on it. The editor has a long way to go. Also, maps can technically have a name, I just haven't gotten to changing them yet from numbers.
The editor also cannot resize maps yet.
Oh, and the Editor has an Undo function. One level though. Press U to undo the last action. (It simply saves the undo when you mouse down before making any changes.)
Press D to show debug info. Once to show text, again to show more detailed color coded information including collisions and tile checks and ID's of certain objects. This slows the game a little, but it's for debugging!
Press A to spawn a bunch of money.
Press E to spawn some enemies in random empty tiles.
Press Z to target the closest enemy. When targeting the controls are wonky. Sorry. The Zelda 3D style targeting system doesn't translate as well to 2D. I have to work on it. When targeted, the boomerang is the only weapon that goes towards the enemy. I hope to have arrows doing this too soon. And I want to make bombs carryable so I can throw them anywhere, including at a targeted enemy.
Press V to throw the boomerang.
Press B to drop a bomb.
Press X to fire an arrow.
Also, I know about all the bugs, but you can tell me of them if you want. NPC's have a Z-index problem as their base anchor point is not in the same place as the player or enemies. Easy fix, but time consuming so it'll wait for later. NPC's warped to other maps flash for a frame on screen in their new location for some silly reason. Enemies disappear when scripts run. (Easy fix, NPC's did the same thing before I fixed them.) And so on...
Enjoy!