Charas-Project

Off-Topic => Archive => Old Game Discussion => Topic started by: clockworkroutine on June 19, 2007, 07:46:26 AM

Title: Joy
Post by: clockworkroutine on June 19, 2007, 07:46:26 AM
+++++++++Joy++++++++

Its all about marketing.

"Joy"

Witness an accurate feel of a three dimensional space and explore and play around till your hearts content.

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 Cubic Terrain V. 1.02 - Click me But look below for a little set of rules (http://www.savefile.com/projects/808527270)
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Yea, a few glitches and to make sure you don't fall into them - for now - just obey the following rules.

*In the beginning don't move your character around - wait 1 second so that the shadow event for your character finishes loading.

*When you wall jump don't press any random keys - or experience the slip through time and space effect. Usually this occurs when you are jumping in the direction down and press the enter key too many times without pushing the up direction key.  Another thing occurs when you jump left or right into a wall and push the enter key too many times - what happens is that the character looks graphic as if he fell down.

There is a glitch - not a big one - but it has to do with the indication arrows sometimes being wrong when they say you cannot move onto a space.   Haven't found out why.
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Command Keys:
*All four direction keys = move in indicated direction
*Space = jump
*Space + Direction Key = Jump in Direction of Key

Features:
*Witness an accurate feel of a three dimensional space.

*Wall Jump = Jump into a wall and be able to kickoff and jump into the opposite wall.  Push Space + Opposite Direction key at moment of impact

*Shadow under player character and all other objects

*Hit the Teleporting Color Block to increase your jump by 1 point.

*Nice sound effects.

*Indication Arrows that tell whether you can move up and down a tile.

Enjoy - its alot more fun then any discription can put on it.
Tell me what you think.

- Clockwrkroutine
Title: I think I get it.
Post by: aboutasoandthis on June 19, 2007, 12:02:15 PM
It's supposed to look like he's jumpig over the walls right? The faact that there's no poses to show it yet kindof confued me at first.

I looked at your coding a bit and understood it. It gave me some ideas. I noticed that you use Parallel Processes, Autostart Commands, and Loops. I know what I do isn't real programming, but I've always been against the use of this type of coding in an RPG Maker game. I've always programmed my stuff to have abolutely no lag so that it's accessible to everyone. This lagged a bit in the beginning and I had to let it run a couple of minutes.

I don't see how this can be useful now, but I might be eventually surprised. Good job. :)

Here' one little glitch I noticed. The top-left block causes the game to sortof freeze...
Title:
Post by: aboutasoandthis on June 19, 2007, 04:42:57 PM
Uh, where to start...Well, I got the lag in small-yet-full screen.

If your wondering what I'm talking about, I actually have 4 ways to display a game as opposed to the usual 3 when I'm running RPG Maker.

-I have the small screen you are talking about
http://i75.photobucket.com/albums/i316/aboutasoandthis/01.png

-the mid-sized screen that as all should know lags like hell,
http://i75.photobucket.com/albums/i316/aboutasoandthis/02.png

-the full screen,
http://i75.photobucket.com/albums/i316/aboutasoandthis/03.png

-and a special small-yet-full screen.
http://i75.photobucket.com/albums/i316/aboutasoandthis/04.png

The bottom is the form I run my games on, as it takes away  even more lag that the mentioned full screen. I think it's kindof cool. Even with that mode though, and without the internet or any other programs running, it still took a minute or two to catch up with itself.

As to how old my computer is, it sucks. My mom somehow literally blew up our old computer after putting it on the same electrical line as the heater. We had to find makeshift parts around the house. As of now, I cannot play a single 3D game on my computer. Even certain GBA and SNES roms lag on our computer. IT'S THAT BAD. XD

I can still play sprite based games though. This is why I try to program my game to not rely on a computer's system.

On an off-topic note, you know what would be a good use for this system? This could be a Halo styled action shooter. Think about it. If you were to put in a jumping system and a working form of shooting, this could be really fun.

Have you ever heard of the Ineluki Key Patch? It lets your RPG Maker games use a few more buttons, as well as the mouse, for your games. If you could take this system, set movement controls to the keyboard, and set the shooting controls to the mouse, it could be something easy and fun to play.

This system might be able to work for a Prince of Persia styled games, but I'd have to think about the controls.

That's all I got. Yeah... I hope this helps.
Title:
Post by: aboutasoandthis on June 19, 2007, 07:43:01 PM
http://www.rpg-atelier.net/ressourcen.php?shGruppe=Programme

I haven't looked too much into it. I think you either use his demo and rework it to fit your needs (deletion, copy/paste, etc.), or copy/paste his RPG_RT file over your own games's. (I'd advise making a copy of your game if you try this.)
Title:
Post by: Yhtomitsu on June 29, 2007, 07:57:43 AM
its really wierd
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Post by: Shaddox on June 29, 2007, 12:53:07 PM
i really like it keep up the good work
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Post by: Yhtomitsu on July 03, 2007, 01:28:37 PM
have you done anymore to the game i wanna see how this turns out it cold be good
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Post by: Moosetroop11 on July 03, 2007, 01:53:24 PM
Despite the fact that that was a kick, I just downloaded it. I think it'd work way better if he didn't do the walking animation when he jumps.
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Post by: Yhtomitsu on July 03, 2007, 02:20:21 PM
yeah sorry that was my bad yeah but hes got the right idea and it works fine too
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Post by: Desimodontidae on July 22, 2007, 05:48:15 PM
Weird. Buggy. But very cool. Its somewhat confusing because you can jump really high, but you stay on the same level horizontally, until you hit a vertical land point (at least I think thats how it is from playing.. I didnt look the code yet). Its also kinda odd that if you run into the back of a wall you fall up. Its a nice system, if tweaked it could probably be transformed into a full on free roam platformer.
Title:
Post by: clockworkroutine on August 21, 2007, 06:05:21 PM
 Cubic Terrain V. 1.02 - Click me (http://www.savefile.com/projects/808527270)

You are really going to enjoy this version - I've come back from my stay at RISD Pre-College.  And now I'm lazy again and have been sapping day and night on this project.

I've added an array of new elements and fixed up alot of coding.  There are a few bugs but thats only if you miss around.

There is now a shadow that follows underneath your hero - that now gives you an idea of where you are jumping and how high you are in the air.

Now you can jump in any direction.

Not only that but if you jump into a wall you can hit the jump button again and the opposite direction key to jump to the other wall - and continue to do so until you've reached the top.  You do so back and forth from the screen but its really hard to tell.

I've used sound effects really nicely in this game.

I've added also an element of arcade style to the game - where you chase after this teleporting color block - that adds 1 point to your jumping ability when you catch it.

Not much else but a special appearance by a sprite that I've worked on that I think looks pretty cool - after finding seeing him - check the data file in the sprite folder.

Okay enjoy.
- Clockwrkroutine
Title:
Post by: drenrin2120 on August 21, 2007, 06:56:40 PM
Wow, I'm honestly impressed, this is a very unique system. and it actually works well. Except for a few glitches, it ran with no lag and pretty smoothly. I played it twice for a good amount of time, both times I had to stop because something glitched and I couldn't play anymore. The first glitch I was jumping up a wall and i suddenly fell and was transparent and kept "falling" till I went off the screen. The second time I simply jumped off a block and froze in mid air. If you can work out the kinks, this system will prove highly entertaining in game. This would make for a good puzzle game.
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Post by: clockworkroutine on August 21, 2007, 08:43:42 PM
Oh that makes me so happy.

Yea, a few glitches and to make sure you don't fall into them - for now - just obey the following rules.

*In the beginning don't move your character around - wait 1 second so that the shadow event for your character finishes loading.

*When you wall jump don't press any random keys - or yes I've experience the slip through time and space effect.

I have not experienced the freeze in the air glitch, I'll see what I can do with the coding - and might just make a self correcting system if I can't figure anything out.

But really appreciate your input.
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Post by: clockworkroutine on August 21, 2007, 08:47:46 PM
Screenshot - look at how the shadow and the block don't fit - pretty cool - play.
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Post by: Bluhman on August 21, 2007, 08:56:20 PM
Cool shot. I'm gonna try it out. Though, one thing I'd personally recommend from seeing the image is to get a simpler charset to match the simple style of the terrain.
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Post by: clockworkroutine on August 21, 2007, 09:35:07 PM
I thought the sprite works fine - it is a game in its infancy - in the future I will replace what you see - layed over with grass and cliffs of different shading according to how high it is.  I realized now that I can just use a panarama and use no chip set at all - except the first layer that would be invisible.

Panarama idea doesn't work - how sad.
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Post by: aboutasoandthis on August 22, 2007, 12:25:04 AM
Quote
Originally posted by clockworkroutine
*In the beginning don't move your character around - wait 1 second so that the shadow event for your character finishes loading.


You might want to add an Autostart based loading event to stop people from moving.

Other than that, it's pretty fun.
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Post by: clockworkroutine on September 16, 2007, 04:06:00 AM
I figured it out.  Huh... the impediment no longer - I can make a running game.

A* Pathfinding - implemented with my varying terrain - I'm so happy right now.

Thank you anonymous German for laying out the template.  I'll get back to all of you with a demo for a TBS.  Finally - fug god damn it I wasted a month trying to figure this out - and I did it all wrong before.  It only took a day - this time.  The best part is that I didn't program anything today except add in 2 lines for the terrain - it was like pulling out that one Jenga block.