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Forum › Project Guidance & Game development

Jagged Dudes tilemap-streaming game

jonnection Sun Aug 23, 2015 4:36 pm
You log in and edit the games page. There are instructions in the wiki. I am outdoors now, can't help sorry.
mougino Sun Aug 23, 2015 5:48 pm
Jonne, your graphics and your map are splendid :o
That looks like a great game! Is it already playable?

Nicolas
jonnection Sun Aug 23, 2015 7:54 pm
mougino wrote:That looks like a great game! Is it already playable?
Nicolas


No. And it probably will never be, unless someone is interested in making this type of game with me and sharing the workload.

When I saw Valden's tile map demo I just realized that a "Jagged Alliance"-type game with pseudo-3D buildings was possible. Then I just started drawing and coding. This is the result of about 6-8 hours of work combined over several evenings.

But to make it into a real game requires at least:
- collision detection
- line of sight calculation
- movement route calculation and obstacle avoidance
- game user interface
- enemy AI
- level design

Still, I am very proud of the animation and the graphics. I did not expect to get such an atmospheric and functional end result when I started making the art.
deeph Mon Aug 24, 2015 6:17 am
I'd like to help but personnaly I don't have that much time to program lately...

I've never played Jagged Alliance, but it seems to be a sort of tactical rpg/strategy game. I think you can ease a lot of things (movement calculation, AI) by using a pathfinding algorithm. Collisions with tiles are really easy too if you have sorted the tiles by "passability" (tiles that you can walk through first, and then others for example, just like I did with my tilemapper).
jonnection Tue Aug 25, 2015 12:45 pm
Hahaa. Thanks for the inspirational links Deeph !

After reading about pathfinding algorithms & line of sight & field of vision I now have my first FOV code working. And its freaking awesome ! You can hide behind corners, shadows fall behind stones and stuff. I am projecting 8 rays (N,NE,E,SE,S,SW,W,NW) and interpolating a visibility map.

Walking along, shadow moving behind rocks and stuff ... you see inside buildings through windows and doors... it looks too awesome to leave alone. I'll make a video soon.

So I guess I'll continue for a while :lol:
deeph Tue Aug 25, 2015 3:15 pm
Nice ! I can't wait to see :)

You're planning to implement vision for enemies ? That would be great because most games simply make them "omniscient", but therefore the AI is a little "cheated".
erico Tue Aug 25, 2015 4:17 pm
Yep, wrote an article about exactly that ´cheat´, that is why I don´t fancy much the path finding thing.
I´d prefer to work with line of sight (LOS) and field of vision (FOV) plus AI.
Here some insight into it:
http://www.roguebasin.com/index.php?title=Category:FOV

And a nice comparison here:
http://www.roguebasin.com/index.php?tit ... sed_worlds

Cheers!
jonnection Tue Aug 25, 2015 7:38 pm
Here you go.

Some bugs still, but I know where the problems are.

Drakker Tue Aug 25, 2015 8:37 pm
Wow! Amazing work as always Jonnection!
erico Tue Aug 25, 2015 9:04 pm
Superb!
Say, is the middle face on the right Lee Van Cliff? It MUST be him! :)
Do we already have Morricone signed for the tracks?
jonnection Wed Aug 26, 2015 5:54 am
@erico

This is the first picture I drew. I even named him "Lee" and I didn't think at all about Lee van Cleef

In hindsight, obviously I was thinking about him. That's how your subconscious works ;-)

Image

Mr Morricone promised some epic chiptunes if I get my tracker done or someone figures how to stream both tilemaps and music at the same time - so I guess I'm screwed.

By the way: the good the bad & the ugly is not a great western movie. Its one of the greatest movies ever made, regardless of genre. That movie is the definition of epic. I have seen it maybe 10 times.
erico Wed Aug 26, 2015 11:49 am
jonnection wrote:@erico
...
Mr Morricone promised some epic chiptunes if I get my tracker done or someone figures how to stream both tilemaps and music at the same time - so I guess I'm screwed.
...

:lol: :lol: :lol:

Also, this game cries for a certain mount machine gun coffin dragger dude ;)
superfreaky Wed Nov 04, 2015 5:23 am
Mr Morricone promised some epic chiptunes if I get my tracker done or someone figures how to stream both tilemaps and music at the same time - so I guess I'm screwed.


About that, the way computers multitask is by quickly switching from task to task, back and forth, usually at too high a speed for you to notice any sort of stutter. Maybe something like that can be used for streaming music and map data at once(not really at once, doing only one task at a time and alternating very fast). I couldn't help you with that though, because I know almost no code. :(
superfreaky Tue Nov 17, 2015 5:07 am
Where can I download the source code?
I read where you said the map is so huge it almost becomes pointless walking around, and suddenly thought, "This would make a good base for a zombie survival game similar to Unturned (one of my favorite games), except 2d rather than a first person shooter. Of course, I would give you creds for creating a base of code for me to work with.

Note: At the moment I know almost nothing about C/C++ or any other code language. Don't be anticipating a useable form game any time this year!
jonnection Tue Nov 17, 2015 11:04 am
Hello Superfreaky

I used Valden's sourcecode to do it. My source only compiles with a custom setup I have made in Code::Blocks - you can't easily use it in the Arduino IDE.

You can go get Valden's source from his git repository.

Check out the discussion in this thread:

viewtopic.php?f=13&t=3260&p=10282&hilit=tilemap#p10282
superfreaky Tue Nov 17, 2015 4:57 pm
Thanks!
Vicenzo Fri Nov 20, 2015 12:40 pm
jonnection, this looks really really good.

I'm just starting with GameBuino, made my own board last week and currently considering to start a project. I was thinking to approach a turn-based project until I saw this. I'm a kind of generalist software developer, not a C or C++ expert but I find my way around every time I need to do something. I would like to contribute to Jagged Dudes in the near future.

I will go through the source code of other games and make some experiments myself in order to get acquainted with the environment.

Regardless of my own participation on this, have you considered publishing this in a public repository?
jonnection Tue Nov 24, 2015 8:29 pm
Vicenzo wrote: I would like to contribute to Jagged Dudes in the near future.
...
Regardless of my own participation on this, have you considered publishing this in a public repository?


Welcome to Gamebuino, I'd very much like to work with you on a turn-based game.

Yes, I am working on releasing pretty much everything I have done so far. Not just Jagged Dudes but all the other stuff as well. Unfortunately, I am very busy before the year end with work, it will be early 2016 before I will get back to Gamebuino coding... such is life. :-(