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Mista Epic
- Guest
Postby Mista Epic » Sun Aug 31, 2014 8:41 pm
Ghost please stop. There's too much hype.
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Julia Pseudo
- Luigi

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Postby Julia Pseudo » Sun Aug 31, 2014 8:41 pm
Oh shit this is some real progress, very exciting, very exciting.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sun Aug 31, 2014 9:17 pm
Is each NPC its own class or do you have base classes for the NPC's that you inherit and such?
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aero
- Palom

- Posts: 4787
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Postby aero » Sun Aug 31, 2014 9:34 pm
SnifitGuy wrote:And by NPCs, you mean complete with behaviors or no?
They don't have AI or anything like that, just: placement, animation, and direction in the editor with some variables.
Luigifan2010 wrote:Is each NPC its own class or do you have base classes for the NPC's that you inherit and such?
I have just one NPC class which goes through a Select Case (VB's equivalent of switch) to set the variables. This will; however, be separate from the NPC section in a game-play class when I get to it.
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SMBXxer
- Fuzzy

- Posts: 1023
- Joined: Fri Dec 20, 2013 4:33 pm
Postby SMBXxer » Sun Aug 31, 2014 9:41 pm
GhostHawk wrote:Mista Epic wrote:
UPDATE
I finished adding Super Mario World NPCs to the editor. Next up is the Miscellaneous NPCs, and then, ACTUAL GAMEPLAY.
Screenshot:
OH MY GOD I JUST CAME SO MUCH I THINK I HAD A 5 MINUTE MULTI-HEART ATTACK.
Wow, just wow, this is... amazing.
I can't even describe how much hype is here.
Good luck in the future, hero of SMBX.
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Thundaga_T2
- Ripper II

- Posts: 352
- Joined: Wed Jun 11, 2014 6:31 am
Postby Thundaga_T2 » Sun Aug 31, 2014 11:36 pm
I like that the Shell-less Koopas are actually graphically correct now
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Sun Aug 31, 2014 11:58 pm
>mfw hype twice in the same day
That's right guys, all the place-able NPCs have been implemented, and game-play development will be starting tomorrow after I check a few things and make some finalizations. By Christmas, there should be something for you guys to play with, since there isn't much other than the editor right now, but for now I'll start sending copies of the editor to beta testers to ensure you guys get high quality work. Thank you to everyone who has taken an interest in the development so far!
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Sun Aug 31, 2014 11:59 pm
Will there be snow???
Also that was fast!
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Mon Sep 01, 2014 12:02 am
FanofSMBX wrote:Will there be snow???
Also that was fast!
Snow can be added through custom graphics, and there's a slippery setting for tiles if that's what you're getting at.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
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Postby Wohlstand » Mon Sep 01, 2014 12:42 am
GhostHawk wrote:FanofSMBX wrote:Will there be snow???
Also that was fast!
Snow can be added through custom graphics, and there's a slippery setting for tiles if that's what you're getting at.
I think for OpenGL's layer over backgroung and over everything for immitate weather effects, I.e. insteat trash your screen with BGO's like "snow" or "rain" use the huge rectangle with animated texture. Or better: you can make one flake sprite and render falling snow/rain by software.
You have a big brother of OpenGL which calling as DirectX, use them 
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Thundaga_T2
- Ripper II

- Posts: 352
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Postby Thundaga_T2 » Mon Sep 01, 2014 2:03 am
I think it would look better if the editor had a weather toggle feature which uses graphics that can be customized to the user's needs. So if the user wanted different snow graphics they can change them, but the editor itself places the snow into the levels. As if it were an in-engine thing. Rather than having to fill the levels with BGOs for it, or if people want there to be partial sections with no snow, have an area select (like water) that makes it snow in that spot only.
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aero
- Palom

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- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Mon Sep 01, 2014 3:00 am
Thundaga_T2 wrote:I think it would look better if the editor had a weather toggle feature which uses graphics that can be customized to the user's needs. So if the user wanted different snow graphics they can change them, but the editor itself places the snow into the levels. As if it were an in-engine thing. Rather than having to fill the levels with BGOs for it, or if people want there to be partial sections with no snow, have an area select (like water) that makes it snow in that spot only.
Oh, that's what you guys mean. Yeah, I was thinking of adding a weather system for desert levels line in NSMBW but I could make snow work too.
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Astronaut
- Swooper

- Posts: 77
- Joined: Wed Aug 13, 2014 10:47 am
Postby Astronaut » Mon Sep 01, 2014 3:01 am
Thundaga_T2 wrote:I think it would look better if the editor had a weather toggle feature which uses graphics that can be customized to the user's needs. So if the user wanted different snow graphics they can change them, but the editor itself places the snow into the levels. As if it were an in-engine thing. Rather than having to fill the levels with BGOs for it, or if people want there to be partial sections with no snow, have an area select (like water) that makes it snow in that spot only.
+1
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Julia Pseudo
- Luigi

- Posts: 5609
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Postby Julia Pseudo » Mon Sep 01, 2014 3:15 am
Oh holy shit this is exciting GhostHawk. Gameplay is going to exist soon... The hype could not be any more real!
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Lunar Chris
- Tweeter

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Postby Lunar Chris » Mon Sep 01, 2014 12:51 pm
GhostHawk wrote:Thundaga_T2 wrote:I think it would look better if the editor had a weather toggle feature which uses graphics that can be customized to the user's needs. So if the user wanted different snow graphics they can change them, but the editor itself places the snow into the levels. As if it were an in-engine thing. Rather than having to fill the levels with BGOs for it, or if people want there to be partial sections with no snow, have an area select (like water) that makes it snow in that spot only.
Oh, that's what you guys mean. Yeah, I was thinking of adding a weather system for desert levels line in NSMBW but I could make snow work too.
I think that would be a great idea! A weather system will make levels feel realistic and diverse.
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zioy
- Reznor

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Postby zioy » Mon Sep 01, 2014 1:14 pm
The hype is real......
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Sep 01, 2014 2:42 pm
GhostHawk wrote:>mfw hype twice in the same day
That's right guys, all the place-able NPCs have been implemented, and game-play development will be starting tomorrow after I check a few things and make some finalizations. By Christmas, there should be something for you guys to play with, since there isn't much other than the editor right now, but for now I'll start sending copies of the editor to beta testers to ensure you guys get high quality work. Thank you to everyone who has taken an interest in the development so far!
holy crap dude you work fast
saving and loading is working too?
oh yeah i meant to ask, will this be open source at any point? say when you're done with development maybe someone else can pick it up?
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aero
- Palom

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- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Mon Sep 01, 2014 3:01 pm
Luigifan2010 wrote:GhostHawk wrote:>mfw hype twice in the same day
That's right guys, all the place-able NPCs have been implemented, and game-play development will be starting tomorrow after I check a few things and make some finalizations. By Christmas, there should be something for you guys to play with, since there isn't much other than the editor right now, but for now I'll start sending copies of the editor to beta testers to ensure you guys get high quality work. Thank you to everyone who has taken an interest in the development so far!
holy crap dude you work fast
saving and loading is working too?
oh yeah i meant to ask, will this be open source at any point? say when you're done with development maybe someone else can pick it up?
Saving and loading works, but there's a lot of cleanup that needs to be done. This will be open source when I get a community going for it, but copies of the beta's source code will be given to beta testers for debugging.
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Axiom
- Phanto

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- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Mon Sep 01, 2014 3:14 pm
OH FRICK YES B)
I used to code in VB.NET before I switched to C#, so hopefully I'll be of some use
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Mon Sep 01, 2014 3:50 pm
Luigifan2010 wrote:OH FRICK YES B)
I used to code in VB.NET before I switched to C#, so hopefully I'll be of some use
It's really so errors can be found in the debugger and the bad code will show right up rather than having an unhelpful error message coming up, but yeah if you understand C# you'll do fine with VB.
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