Just a little game demo

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Oh! Then you just make the camera follow the player- got it! Perfect.
You can move around objects based on the view rather than move objects based on the player's location. We can make the location influence the view, but they won't be directly related. This way we can set borders for the view, if the player moves outside the border then the view moves. But if the player moves inside the borders, then the view doesn't change. Using that method we don't give players vertigo from a constantly moving view, we only move the view when necessary.
Sounds amazing, I hate to ask, but do you think it may be possible for you to lend a hand on this one? You seem to know what you are talking about and I would love a hand, if not it's not a problem and I can do it- but I would be grateful if you could!
Version 10 is out!!

http://sourceforge.net/projects/ultiscroll/

This one has scrolling, next I'm implementing more moving objects, it's getting closer!
Wow!! you're making really fast progress. I envy your perseverance.

I'd like to ask you some questions if your don't mind.
1. Where do you learn about game programming?
2. Where do you get art resources for your game?

You're inspiring me continue my unfinished projects :)
Thank you!

Answering your questions.

1. Well I had been programming for quite a while and I was cranking out pretty awesome stuff, but I felt very restricted having to stay within the bounds of the console. So I did some research on where to go next, I found the image library Allegro. So I decided to try some simple stuff- move an image around the screen and such. After about four hours with little progress, and what progress I had made was flickering (hadn't learned about double buffering yet) I decided to try something else.

I looked for a library that had a little more details as far as tutorials and documentation went. So I found Lazyfoo.net as soon as I started the first tutorial I was hooked. I started going through and step by step going through his guides.

I went slowly at first, just reading then typing everything out immediately after having read it, then I started to speed up. I was getting more and more excited about actually having something that could turn into a full fledged game! Well after going through all of the tutorials relevant to simple 2d graphics I decided to start programming. I programmed for something like three weeks, and I got next to nowhere- you can see where I ended up here:

http://sourceforge.net/projects/ninjasoul/

Well I happened to need to reformat my computer, so I did, not realizing that the only part of the game that I had backed up was in fact the executable... So work on that stopped immediately. So I started another project, Chess! I nearly completed it but then I got involved with school and work and I just ended up letting the project die. Mostly because I hadn't received anything positive about it and no one was downloading it. See here:

http://sourceforge.net/projects/ultifi-chess/

Well since neither of those had worked out really I decided that I needed to make a project that would actually end up playable and fun. So I started on UltiScroll. It's been very easy because I have another year of experience programming and since teaching numerous people a lot of the concepts have solidified in my mind and I can do a lot more programming than I was capable of before. I'm actually working on two other projects as well, but these two are for money =D if you're interested I'll tell you about them.

Onto the next question.

2. I make every resource by hand with Gimp. I started by drawing everything on a sketchpad then scanning it in (Ninja-Soul) then I found out how to anti-alias and how badly images made so small look, I decided my mouse was my best friend. I've come up with a system to make my sprites and my backgrounds. If you look at my mountains on my new version I had a really fun time making those (i'm actually quite proud of them) It's time consuming but I like the way my images look.

I can show you two possible enemies (as long as I keep my server up) at : http://ultifinitus.dyndns.org

The reason I'm working on this project so hard is all of the positive feedback- I have seriously not received a single negative comment =)



I wish I could do pixel art. :P The best I can do is recolor sprites I stole from other places. -_-
I know a couple of truely amazing pixel artists from my days in Rom Hacking circles.

I'm still blown away by their talents.

Thaddeus in particular continues to floor me:

http://www.youtube.com/watch?v=MZWLp31Rvto

The Simon graphics (player) and all of the backgrounds are 100% original artwork.

What's more, that's for the NES. Without getting too into technical details, you basically only have 50 total colors to work with (though only 13 can be used for the background on any one frame), and each 16x16 pixel square can only have a maximum of 4 colors.

Even under those crazy limitations, the graphics are downright beautiful

EDIT: in particular, the forest (at around 0:53) is downright breathtaking. The backdrop alone is stunningly beautiful, and that's not even counting all the fine detail that is in the floor tiles.
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The floor/BG looks really nice, but Simon doesn't look that different (maybe it's just the crappy quality that I'm watching it at though).
When will you be on today? I'll try to get on so I can talk to my partner and he can get those sprites done.
Minuscule update, version 11, trying some stuff. Get it at the normal download spot.

https://sourceforge.net/projects/ultiscroll/

Adding a selection feature, and a destination feature (left and right clicking) neither is functional.
Added a pause feature, Push escape to pause.
Kind of added back the bouncing boxes, they only bounce off the bottom of the screen though.

(Excuse for lack of updates :: had to work...)

I'll be on from 5-6ish and 10 - about 12
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@ultifinitus
Don't you have any other learning resources other than lazyfoo? I'm also reading lazyfoo's guide but not yet finish. I kinda feel lazy when there is no deadline to be met :(

BTW you don't have to update in a daily basis, a weekly update is good i think.


@Disch
Nice!
As far as SDL goes, I have used google for some general help, but for the most part lazyfoo was the only resource. Haha I understand the laziness!

Well I only have 20 days of programming left before I leave on a mission, so I would like to update as often as possible. I really want to have something playable by the time I leave!
where are you going? school? anyway good luck!
I'm going to Kentucky. Thanks.
Okay I need opinions! I have the camera system up and running (thanks to NGen) and I'm working on the enemy system. I would like your opinions on the following objects:

Should I make controllable minions? (similar to an rts)
-info : you control them with bare left and right clicking.

Should I make your jumping and running upgradable along with the basics?
-info : the basics being attack, defense, magic, etc.

If I make the minion system, should that be the only mode of attack, or should I keep the idea of spells and such for your main attack system?

If I made this an online multiplayer game, would any of you actually play it?

Does anyone have further suggestions?
Should I make controllable minions? (similar to an rts)
-info : you control them with bare left and right clicking.


Why not? If you can make it work well, go ahead.

Should I make your jumping and running upgradable along with the basics?
-info : the basics being attack, defense, magic, etc.


That would depend...it may or may not be useful, since it could allow people to sequence break your game more easily.

If I make the minion system, should that be the only mode of attack, or should I keep the idea of spells and such for your main attack system?


I think both would be nice.

If I made this an online multiplayer game, would any of you actually play it?


Sure.
I've played it already and it was fun as it was, I'd definitely play it if you kept improving it.
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