Advice on general approaches or feasibility and discussions about game design
by awesome101 » Thu Jul 27, 2017 1:19 am
- Code: Select all
bool Parse(int start = 0) {
if (commands == null) return false;
int index = 5;
if (start == 0) index = 5;
else {
int j = 0;
for (int i = 5; i < commands.Length; i++) {
if (int.Parse(commands[i]) == 255 || int.Parse(commands[i]) == 254) { j++; }
if (j == start) {
index = i + 1;
break;
}
}
}
for (index = index; index < commands.Length; index++) {
switch (int.Parse(commands[index])) {
case SCRIPT_NOP:
continue;
case SCRIPT_FADE:
if (fadePlane != null) { StartCoroutine(Fade(int.Parse(commands[index + 1]), int.Parse(commands[index + 2]), int.Parse(commands[index + 3]))); }
index += 3;
continue;
case SCRIPT_SET_MAP:
index++;
continue;
case SCRIPT_SET_PLAYER_TILE:
index++;
continue;
case SCRIPT_SET_PLAYER_X:
index++;
continue;
case SCRIPT_SET_PLAYER_Y:
index++;
continue;
case SCRIPT_IF:
if (Condition(index)) {
index += 2;
continue;
}
index += 16;
continue;
case SCRIPT_NOT_IF:
if (!Condition(index)) {
index += 2;
continue;
}
index += 16;
continue;
case SCRIPT_MOVE_PLAYER:
continue;
case SCRIPT_BRANCH_FORWARD:
int offset = 0;
for (int j = 0; j < int.Parse(commands[index + 1]); j++) {
offset += cycles[int.Parse(commands[index + 2 + offset])];
}
index += offset + 1;
continue;
case SCRIPT_RETURN_TRUE:
return true;
case SCRIPT_RETURN_FALSE:
return false;
}
}
return false;
}
bool Condition(int index) {
switch(int.Parse(commands[index + 1])) {
case SCRIPT_PLAYER_X_CHECK:
return false;
case SCRIPT_PLAYER_Y_CHECK:
return false;
case SCRIPT_PLAYER_TILE_CHECK:
return false;
case SCRIPT_MAP_INDEX_CHECK:
return false;
case SCRIPT_PLAYER_TILE_NUMBER_CHECK:
return false;
}
return false;
}
Here is my code
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awesome101
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- Posts: 159
- Joined: Sat Jun 20, 2015 6:56 pm
by awesome101 » Thu Jul 27, 2017 1:26 am
This is the basic plot that I have so far:
The game begins with a cutscene of Shivudu (Mahendra Bahubali and the main character) under the huge waterfall and then he sees Avantika. The cutscene ends and then the person playing has to climb the waterfall. Then, Shivudu learns of the guerilla warfare against Bhallaladeva and then there's another cutscene showing Bhallaladeva fighting with the bull in Maahismati (just like the movie). Shivudu then takes on the quest of saving Devasena and then leaves out for Maahismati. There is another cutscene of the 150 feet statue of Bhallaladeva being lifted. Then the fight with Bhallaladeva's son Bhadra begins and then the following events of Kattappa telling the story of Amarendra Baahbubali begins as a cutscene
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awesome101
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- Posts: 159
- Joined: Sat Jun 20, 2015 6:56 pm
by Duhjoker » Thu Jul 27, 2017 1:37 am
Well i tried a few things with the sd on my t3.6 but couldnt ever get it to work so thats why i was asking. Wasnt triying to be rude or any thing. Just curious.
Wow those images are gonna look great on the screen.
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Duhjoker
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- Location: Where Palm trees grow
by awesome101 » Thu Jul 27, 2017 1:41 am
No no i didnt mean to imply that you were being rude. Im just saying that it works on mine cause I have ashift register managing my button inputs and then I have SD Card connected to SPI Bus 1 while Display is connected to SPI Bus 0
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awesome101
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- Joined: Sat Jun 20, 2015 6:56 pm
by Duhjoker » Thu Jul 27, 2017 1:43 am
Ohhhhhh ok i got you
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Duhjoker
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by awesome101 » Thu Jul 27, 2017 1:43 am
Im gonna create a python script to make the graphics work easier.
Ive got to create some tiles for myself for my game too so let me start on that and then ill make the script to convert everything to palette indices
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awesome101
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by Duhjoker » Thu Jul 27, 2017 8:41 am
Would love to see and use that.
I cant tell you how many times I had to change my tile sheet today. I kept getting confused about the amounts of stairs and steps down needed to make the dungeon levels when traversing an outcropping of rock. I ended up doing every thing one at a time then adding one at a time. Worked in reverse for the cave that starts at top and leads to the bottom.
im still debating on how to do seitch villages. The villages are set deep in the rock with carved paasages and rooms. Cant figure out wether to do a small map of out door formations with cave entrances or try to make it all look like its indoors.
Here is my current 106 x 106 map that I will expand out with......
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Duhjoker
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- Location: Where Palm trees grow
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awesome101
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- Posts: 159
- Joined: Sat Jun 20, 2015 6:56 pm
by Duhjoker » Sat Jul 29, 2017 6:39 am
What a long day!!!! Last night I realized I was missing some kind of machines since the saga starts in the year 10,191ad. I didn't want it to look to techy after all the machine jihad or Butlerian jihad which ended the legality of thinking machines after a machine murdered a colleagues child out of curiosity. So the story goes so technology is rather low tech but amazing.
I also wanted to create something that could be construed as a 3D printer since the fremen natives on the planet make plastics from Spice. This also makes it possible to do a build system with dropped items and spice that be used to fashion any thing from armor to items to weapons. I also needed a water tile for the cisterns in each village plus a water tunnel from a cave tile so it looks like it's flowing into canals or what ever. I made a potted plant but it looked like crap. Nothing to sit on though but it's not needed. The rooms are pretty busy but the seitch village caves have only sparse grass and plants since there's lil light. So now I'm looking for a cart or something I can place in the seitch village outsides to look less plain and a lil more busy.
Also I need to make some back drops for planets. just need 4. Caladan the native home of house Atreades, Kaitan home of imperial house Corrino and Geidi prime home of house harkonnen and last but not least Arrakis Itself also known as dune.
So to save space with NPC's I'm just gonna copy out single sides and make most of them stationary. Then I can just add them to the game as needed. But to add NPCs what I will do is make a Sprite sheet with an empty tile and add just the NPCs. After that I just add them on top of the other maps. That means double rooms though. One for terrain one for people.
So far I have 2 seitch villages 4 cave exit/entrances 3 levels for both cave dungeons, a total of 8 rooms for seitch 1 and 4 for seitch 2. 7% used so far on t36. So now I have every thing done on the spritesheets now I have to add the rooms to my sketch to switch them out.
21 rooms if worldmap is counted as a room
55 action tiles to do the switching back and fourth with two registers included.
Looks like I can make it as big as I want but I'm going to try and keep it so a t3.2 can still play shouldn't be a problem.
I made the seitch villages like lil pueblos inside the cave. Preview soon
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Duhjoker
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