Re: Visual Super Mario Bros. X (VSMBX) Thread
Posted: Sun Aug 31, 2014 8:41 pm
Ghost please stop. There's too much hype.
They don't have AI or anything like that, just: placement, animation, and direction in the editor with some variables.SnifitGuy wrote:And by NPCs, you mean complete with behaviors or no?
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.Luigifan2010 wrote:Is each NPC its own class or do you have base classes for the NPC's that you inherit and such?
OH MY GOD I JUST CAME SO MUCH I THINK I HAD A 5 MINUTE MULTI-HEART ATTACK.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:Spoiler: show
Snow can be added through custom graphics, and there's a slippery setting for tiles if that's what you're getting at.FanofSMBX wrote:Will there be snow???
Also that was fast!
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.GhostHawk wrote:Snow can be added through custom graphics, and there's a slippery setting for tiles if that's what you're getting at.FanofSMBX wrote:Will there be snow???
Also that was fast!
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.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.
+1Thundaga_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.
I think that would be a great idea! A weather system will make levels feel realistic and diverse.GhostHawk wrote: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.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.
holy crap dude you work fastGhostHawk 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!Spoiler: show
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.Luigifan2010 wrote:holy crap dude you work fastGhostHawk 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!Spoiler: show
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?
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.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