This certainly looks interesting, and I may have a go at making a world later. A couple of questions though:
Would gates have to be to a specific world? Or would 'random' gates be possible?
And, of course, how possible would it be to script in basic combat using the language already there?
This looks very cool, but the login/sign up interface always fails to connect to the server for me.
EDIT:
And the world creation area. I can get to "Enter a world name", but hitting OK! doesn't do anything.
Ah, cool. Was worried it might be because of long oversea ping times, but it makes more sense that it wold be caused by the server going down.This looks very cool, but the login/sign up interface always fails to connect to the server for me.
EDIT:
And the world creation area. I can get to "Enter a world name", but hitting OK! doesn't do anything.
The server has an annoying tendency to go down every so often. I'm going to have to either file a complaint or just move to a more reliable host. Try again in a little while.
Awesome. This has been one of my favourite game concepts for years, so you haveFTFYonetwo people eagerly awaiting updates/improvements/whatever you decide to do!
I love the idea!
I've always thought that the very best sort of 'massive' game (either massively multiplayer or just massive) could be done by giving the player a really good framework to interact with their environment and then just letting them loose on proceduraly generated (or player generated) worlds.
This is going to sound super critical, and I'm only saying it as I think the game has a huge amount of promise:
I'd really suggest going for a different graphical style. I get what you're trying to do with all the different tilesets and retro theme (as well as harking back to JRPGs), but I think one coherent style would be better. There seem to be a lot of really talented tile makers around, and I'm sure you could partner with one to make a really awesome tileset. Also, your sizing makes it look a bit more like a JRPG world map and takes away from the exploration feel a bit.
Again, I don't want you to think I'm just trashing your art style, I just don't feel it fits somehow.
Good luck!
Well, that's the thing: there IS no real graphical style, aside from the player sprite. Everything else is imported by the world builder. I suppose there can be one or several 'default' tilesets for people who don't want to have to make or find a new tileset (there already is one, but it is very basic - the 'blocks' tileset). But one of the main ideas is to make everything in-game as generic as possible, leaving the style up to the user.
Of course, there is the question of the player sprite itself. As the only real constant, its style will strongly influence the style of all worlds. I tried to keep it as generic as possible.
One reason I'm going with a JRPG style is because there is already an abundance of resources online for sprites, tilesets, etc. to go with it. Other suggestions are welcome, of course.
I like the custom tilesets, myself. I suppose it's because I feel that if there's a specific tileset then it will feel more like a world with user created rooms than a universe with user created worlds, plus 1/3 of the fun in this for me is seeing the creativity of other users and their tilesets, 1/3 is making my own tileset (and thus the mood of my world), and only 1/3 is actually walking around. In the end, though, it's IndigoFenix's call.
Nice.Eggcellent. Also, gonna fix that as soon as the server gets back up again. :P
All right, I'm making a gate...
People can now access Floaty Metal World from the intro area.
By the way, to make an actual exit, you will need to make a sprite with a 'change rooms' function. Gates only work as entrances.
I'm rebuilding the central/hub/tutorial area to use the 'blocks' tileset, which is a step above the plain blue tiles that were there previously. It's not exactly high-def, but it is enough to make a unique-looking world with if you're creative.
I'm rebuilding the central/hub/tutorial area to use the 'blocks' tileset, which is a step above the plain blue tiles that were there previously. It's not exactly high-def, but it is enough to make a unique-looking world with if you're creative.
Could I also suggest possibly a smaller central hub? I felt it was a lot of walking before getting to a 'level'. Possibly an initial tutorial gate would allow new people to go through that?
Update: You can now make randomly-wandering NPCs for that old-school JRPG village feel. Graphics are a little inflexible at this point, but custom animations will come in time. The sprite sheet must look like this:Looks pretty neat. Will have to see how that works when I next have time, which is unfortunately not right now.
It is a 4 frame animation (the column on the left will repeat twice per step).
Sprite graphics can have any size, but they will always be regarded as a single tile. The graphics will be positioned and centered automatically.
You might need to do a full reload (Shift+F5) for updates to work.
It is actually possible to make stuff like key doors but stuff like that should be easy.Hallelujah.
Now, where could I get a good resource for default graphics? This game still needs some and pixel art is unfortunately not my strong point.Retropunch linked a website with a bunch of tilesets, maybe there? Or ask shook if he has enough free time :P
Now, where could I get a good resource for default graphics? This game still needs some and pixel art is unfortunately not my strong point.
In the meantime, I'm going to see what can be done about the current scripting system. Right now it's kind of complicated to make sprites do anything more interesting than wander around and say the same thing over and over. It is actually possible to make stuff like key doors but stuff like that should be easy. Also I'm thinking about a persistant item system that will allow you to save progress for proper quests and stuff.
In terms of advancement, I'm not really sure what you want your game to be in the end? I mean, if you wanted it to be like an exploration and socializing space then a chat system would be best, or if you wanted it to be more of a puzzle building thing then tiles which could be used would be best.
Hmm, even if you don't make player able to directly interact, it might still be an interesting idea to have meta-global variables that change the actual world for everyone? Like, somone could make a room where different people have to cooperate to stand on switches simultaneously, even if they cant see each other.
So, when I attempt to use (http://i.imgur.com/UhXs1mq.png) as an animation, one of the frames keeps a solid white background. Is this a bug, or have I potato?
I am intrigued by this, and already have ideas...
Though I am having a hard time telling if I am logged in or not.
If anything doesn't work right, try clearing your cache (ctrl-f5). This will be needed for each update.Still doesn't work. Can't access any worlds or log in.
It was like that a lot for me at first as well, but it seemed to stabilise. I can get in no problem right now. If you have two tabs open with BW, the second one you opened doesn't seem to work; is it maybe that?Nope. Tried with only one tab of BW open and no other tabs. Still can't log in, or access worlds. It isn't adblock or other things like that either, already disabled those in case.
Cool!
Some day I'll get enough done to actually have keys for some of the locked doors...
a universal currency that is used to build worlds.
a universal currency that is used to build worlds.
This would be really good - I definitely think that the game needs more, well, game in it.
How about if you gave all players a set amount of gold and then put some more scattered around other worlds that you've built (to guarantee a certain amount). With this you can build your own world, with each block/object costing a certain amount of gold. Once your world is built (or it could go up as you're building it), you then get a certain amount of gold (based on how much you put into the world or other factors) to use as loot. When your world gets entered/looted, you could then get a certain percentage back.
This could easily be expanded on. For maze type worlds you could have a 'completion item' which gives the builder (in percentage) and the player more gold, this would only be buildable after a certain amount of gold and certain amount of wealth had been spent on the world already and has to be a certain distance from the entrance portal. I'm sure there are loads of other ideas, but I'd definitely encourage some sort of 'game' systems being put in place, even if they're pretty loose.
Well, this could be done, although I don't want to place too many limits on what can and cannot be built, especially since some functions let you make new objects procedurally... no point in making each new object have a cost when you can just make an object that produces more on its own. Perhaps more coins will be used to make bigger rooms and more worlds, and leave it at that. The whole idea is to encourage more building by making the players feel as though they ought to be doing something with the coins they collect, not to restrict it.
Spoiler: So uh... how do you advance dialogue? (click to show/hide)
I was thinking it could be based on time. The more time people spend in a world, the more coins the world's builder receives, but only if they leave through a regular gate, to discourage dead ends. Perhaps, to encourage linking to new worlds, the builder also gets a little extra if the player leaves to a world that they haven't visited yet in the session...
Has anyone considered this coins-to-build system might simply be a bad idea? You want as many people to build as good worlds as possible, and placing a cost on it discourages it. What you *want* to happen is for the exploration part to be more gamey and have costs, and the building system being a way to grind it. What about this; building is free, you get a coin (or gem, since you'll probably have just a few), whenever someone chose to link a portal to your world from theirs. The gems can be gifted, or they can be spent for some permanent variable change in a specific world (typically represented as buying an item), in which case the creator of that world get it.
The main barrier for me is that, even working off detailed references, I don't have enough time to do all the spriting I want in my world. It also doesn't help that I have no idea how many people see my world.
To be fair, Arx, you DID make a pretty major undertaking, creating a world from scratch using imported graphics.
New player registration isn't working for me?
I think one of the barriers to a wider audience is that you could do with an updated website. I know website stuff is a pain, but a big logo and some more main screen info/help/list of controls and so on would really help people that just come across it.
Overall, I really think it just needs more focus - as in, I feel you need to really figure out what you want to do with it and pull it more in that direction. At the moment it's kinda unclear what to do other than make a world with a few basic puzzles and some narration. If you want to go in the direction of exploration then there needs to be a reason to explore - just generally enjoying the environment only carries you so far. If you want to go into the world building thing then you definitely need limited resources/a way to collect them. I'm guessing you want a mix, but it definitely needs a much stronger direction.
The overall lore is...
Aside from not having time to toss at things, I wanted to look for a nicer looking tileset. The default one is pretty bland and uninteresting.
I'm really glad you're adding more game elements!
This sounds like a really good system, although I can imagine players could get annoyed with everything being permanently lost and feeling like they need to keep playing just so their world doesn't get deleted.
Possibly the worlds could get 'corrupted' instead of deleted, you could delete some random blocks/change some and just make it a mess. This could be undone with a certain number of coins perhaps.
A player 'home base' map, which they could decorate as they wish and would start at each time they logged in. This couldn't be visited by other players, but could serve as a sort of playground for them to design at will and give them somewhere to just relax.
Another type of more valuable resource, perhaps one that's only gifted in a few rare occasions or could be bought for a highish number of coins. This could be used to do special things and would be something that people would really strive to get. Perhaps it could allow them to keep worlds completely safe, or perhaps it could be just used to buy certain types of stuff for the home base.
Some sort of threat. Currently there isn't anything that can really damage the player, and it'd be good if there was some sort of threat. It'd be good to see some interesting mechanics for this, instead of just a few random monsters put down.
The chaos causes monstrous shadows to appear, these appear as you gain more coins (to stop beginners having to deal with them). These could start off randomly pacing around like sort of random ghosts, but could then get more purposeful in following you/attacking you as you gained more and more coins. Walking into them would cause damage (or a loss of coins or however you want to deal with it). These could then be negated/set back with help of the valuable resource. This would also happen on any world other than 'safe worlds' which could be designated with the valuable resource or some other way.
Lastly, I would perhaps suggest changing coins to something else - coins are very mario, and I don't really see them fitting in with the chaos theme.
Onton has a nice sound to it, though I don't really like the wisp idea... it should be something you could reasonably expect to find in chests, given as rewards for quests, etc. Although thinking about it now, it doesn't even have to have a real name or appearance in-game. It's just a number that can be modified through the script... and the variable that controls it is simply $*.
My intent is that the deletion process should be slow enough that it would be basically impossible to lose your world if anyone (whether the builder or players) cared at all about its survival. Perhaps there could be some cosmetic 'warping' effect for a little while before the world is actually destroyed, as a warning (and a hint for travelers to donate to the world's upkeep if they so choose.) But if you are still worried about losing a world, you can simply copy the XML data and save it on your own computer, then upload it again later.
EDIT: I suppose that if a world builder wanted to, they could allow randomly generated elements to be created by the game itself. Maybe players who felt like creating monsters instead of worlds could make them independently and set them loose on the universe, and anyone who checked the 'allow foreign random encounters' option could let them into their own world at random...
Maybe make it slightly more general, random sprites that could be anything rather than combat opponents specifically. like, you could make a trader that wanders around different worlds, or even a world that can only be accessed through a portal that appears randomly and unpredictably in any other world.
Good grief. That makes it at least twice that it's bugged out. I'll take a look from my side, but I think IF'll have to do something.
Ed: Bug confirmed. Editing the world works fine, but attempting to load it causes FF to freeze up. I'm thinking memory bug of some kind?
I think Protea is sort of Zelda themed in parts, and dialogue is currently possible with sprites (silent protagonist dialogue right now).
maybe for debug, have a popup pop up when you enter a world that would have been deleted? as in, one of the shitty single line default browser ones you should never leve in fro to long, but are fine for this kind of debuging.
that'd take actual time to program, wich it's not worth for a placeholder like this. I meant literlay a single like in OnEnterRoom, "if(assignedCoins=0) alert (http://www.w3schools.com/js/js_popup.asp)("If it was enabled, this would would have been deleted!")"
I was just thinking of checking this out again just to see what this has to offer and it seems like the servers are down. CTRL+F5 didn't do anything. Anyway I might be able to offer my spriting and music talent. How large are tiles? I'll put together something by Friday so you could see if I fit.
I do have some songs that I can share right now. Here's a few:
http://tindeck.com/listen/slps
http://tindeck.com/listen/jsar
http://tindeck.com/listen/stvv
http://tindeck.com/listen/tyex
http://tindeck.com/listen/juky
http://tindeck.com/listen/ddok
These are very good! Does the site allow direct audio streaming?Thanks! I've never needed it to directly stream audio, but if I were to wager a guess, mine would be "no".
As for the tiles, they are 32x32, although sprites can technically be any size the typical character sprite should be around 32x48. Tiles are the bigger issue, though. Mostly I think that the typical tilemap should be fairly simple (so that it isn't overly difficult to put together a decent-looking map) and versatile. Protea's mountain area is a good example of the kind of geographical formations that should be possible with them.Ah, nice. I'll be able to get something together as a test sometime by Friday. My issue right now is that I cannot play the game. Trying to log in, travel to different worlds, etc just hang on "waiting to server".
Transparency is treated as transparent, but #FFFFFF is rendered as transparent as well. I don't think there is a preferred image format.Thanks for telling me.
There are four conventions for sprite animations: Single-frame, RPG Maker VX convention, Charas convention, and a continuous animated strip.Well I won't be making character sprites any time soon. I'm going to stick with making background tiles for now. Hope you can figure out what the issue is regarding people not being able to connect, because it'd be a real shame to be someone working on official stuff for it and at the same time being incapable of seeing how its being used.
There are quite a number of online sprite makers available for characters so I don't see that as being a real problem (mostly I like to use Charas-project, although the sprites need to be enlarged in order to fit).
I finally figured out the problem. Sometimes firefox sticks a "www." into bookmarks. Apparently, boundworlds does not like that.It is also possible that using https as opposed to http might be a problem.
That reminds me! Someone else was having similar problems and figured out how to fix them, sending me this message:I finally figured out the problem. Sometimes firefox sticks a "www." into bookmarks. Apparently, boundworlds does not like that.It is also possible that using https as opposed to http might be a problem.
I need a more detailed explanation, then I can post it in the troubleshooting section.
So how does this new coin system work? I've finally got a bit of time to look at my world again.
I seem to have a balance of $232. Attempting to deposit any amount of this into my world results in it depositing $0.
Can I be enlightened?
EDIT: Auugh why are the Vaults such a bug magnet? The game crashes if I try to enter the world.
The plot will probably evolve over time as people add their own interpretations into their worlds. It's all kind of abstract right now.
Truthfully, I doubt graphics or mechanics are going to draw people in at the moment, so the only thing left is story/atmosphere.
Truthfully, I doubt graphics or mechanics are going to draw people in at the moment, so the only thing left is story/atmosphere.
I'd just like to note that they draw me in massively, but I don't actually have time for this right now.
A more coherent story would not hurt, certainly. I don't know how many others are as excited by the possibilities offered as I am.
I don't think I'll add too many default counters, at least until there's a base combat system. It's easy enough, using persistent global variables, for world builders to create their own where they are relevant. For instance, Protea's dungeons use an HP counter, and there will be a desert area in which you will have to deal with persistent thirst. There isn't really any reason to carry information like that between worlds, (most worlds would just have a healing area near the entrance anyway) and it would get in the way of the 'free exploration' theme.
I don't think I'll add too many default counters, at least until there's a base combat system. It's easy enough, using persistent global variables, for world builders to create their own where they are relevant. For instance, Protea's dungeons use an HP counter, and there will be a desert area in which you will have to deal with persistent thirst. There isn't really any reason to carry information like that between worlds, (most worlds would just have a healing area near the entrance anyway) and it would get in the way of the 'free exploration' theme.
While the 'free' exploration theme is good, even the most enthusiastic player needs something to aim for, whether it's an end goal or a constant goal. Whilst games like Myst and Riven are pure exploration, they have a defined end goal to work towards, whereas boundworlds is endless.
I'd suggest an implementation of global survival systems (maybe basic ones like food to start with), as they are easy to implement and create a good continuous goal - it's also something that can be easily worked into a reward system but doesn't conflict with the idea of endless exploration. You could then expand on this with things like a 'sanity' system which could cause apparitions if it was low, and other such systems that might link with combat.
I know this might sound like a departure from the original idea, but I think it could really give people an incentive to explore to find the resources they need.
I don't think I'll add too many default counters, at least until there's a base combat system. It's easy enough, using persistent global variables, for world builders to create their own where they are relevant. For instance, Protea's dungeons use an HP counter, and there will be a desert area in which you will have to deal with persistent thirst. There isn't really any reason to carry information like that between worlds, (most worlds would just have a healing area near the entrance anyway) and it would get in the way of the 'free exploration' theme.
While the 'free' exploration theme is good, even the most enthusiastic player needs something to aim for, whether it's an end goal or a constant goal. Whilst games like Myst and Riven are pure exploration, they have a defined end goal to work towards, whereas boundworlds is endless.
I'd suggest an implementation of global survival systems (maybe basic ones like food to start with), as they are easy to implement and create a good continuous goal - it's also something that can be easily worked into a reward system but doesn't conflict with the idea of endless exploration. You could then expand on this with things like a 'sanity' system which could cause apparitions if it was low, and other such systems that might link with combat.
I know this might sound like a departure from the original idea, but I think it could really give people an incentive to explore to find the resources they need.
Hmm... Well, I could make gates that require you to have collected a minimum number of ontons to enter. These could lead to secret areas (and associated plot developments or minigames) that are only accessible to players who had either made reasonably popular worlds, or had spent enough time exploring and solving challenges to collect the required amount. Other world builders could do the same; you simply run a check for the $* variable.
Wait, you implemented that feature without realizing how perfect it is for making stuff like interiors of buildings only once, or fractal labyrinths,or all sort of other stuff within a world? Just make the actual rom once, and it'll remeebr "wich one" you "are in".
Anyway, does anyone have any ideas about how the game could be improved on a fundamental level?
Anyway, does anyone have any ideas about how the game could be improved on a fundamental level?
I've said it before, but I really think it needs to have more 'structure' to it. Whether that be survival or RPG mechanisms (or anything else) I don't think it matters, but it needs to have a driving force to make the player want to keep coming back for more.
Make the player have to work to build stuff (collect ontons or something), or make them have to explore to survive. On from this, I'd also encourage you to have some sort of 'threat'. I like the idea of sort of 'demons of the warp' that try to stop you from building things to keep it formless.
Hmm, one HUGE change this rewrite could make: unpin the player and maybe even NPCs from the grid. Smoother movement, hit boxes of different sizes, diagonal moment but pressing two directions at once.
Hey, i couldn't make an account a while back, is that fixed?
Joining the Necroposting. Looked like fun, if you had more options in your catalog-thingy, and found a way to build a larger playerbase, that could get interesting.I agree, yes, we want to play ^_^
What you probably need is a questing system - more NPC behaviors, advanced ones, some basic form of interesting combat (See Realm of the Mad God for an idea of this), and artifacts. Stuff like armor, weaponry, random bits of treasure items (not coins, valuable items - goblets, gems, Persian rugs, paintings, tapestries, whatever else you can think of - lucky horseshoes anyone?), monsters, princesses-/princes-worth-nothing-and-got-themselves-captured, and anything else that can be quested over (and has physical form; although random "energies" could also be involved in this, trapped in a scroll or whatnot).
Other than that, very cool idea. I'd play it.
Neat to see this coming back. I saw this before, but it was dead then. Looking forward to trying it out later.
-snip-This is what I mean about nailing down the plot though. You can easily restrict the plot via combat if you want to, or you can do resource limits (I would STRONGLY advise against playtime though. The player either gets frustrated about having to wait around, or just leaves the game on in the background whilst they do something else).
Oh, I'll certainly make a couple of worlds myself, I wouldn't expect people to have any interest in playing without seeing what the game is capable of. I was talking more about some kind of meta, all-encompassing story that explains why you're building worlds. Games that focus on level design generally don't have an elaborate meta-plot in that sense. I think it would be fun to make one but I don't think it's strictly necessary to explain, for instance, that poorly rated worlds are corrupted and eaten by a Zalgo expy to stave off its hunger as opposed to simply being deleted to free up the database. It might even be seen as kind of pretentious.
Oh, I'll certainly make a couple of worlds myself, I wouldn't expect people to have any interest in playing without seeing what the game is capable of. I was talking more about some kind of meta, all-encompassing story that explains why you're building worlds. Games that focus on level design generally don't have an elaborate meta-plot in that sense. I think it would be fun to make one but I don't think it's strictly necessary to explain, for instance, that poorly rated worlds are corrupted and eaten by a Zalgo expy to stave off its hunger as opposed to simply being deleted to free up the database. It might even be seen as kind of pretentious.
Definitely not, the more you explain and go into it - the more it becomes not just a level designer and an actual game. Just make sure that everything you put in has mechanics behind it. If a world gets eaten, don't just have it disappear with a quick note - have a quest attached to the whole process to find out why it disappeared.
Wow, I had no idea you were working on this again! I saw this about a half a year ago, and thought you gave up on it. Pretty happy your working on it again, it's a very interesting idea!
EDIT: I assume the more code-y parts are in HTML5?
I would suggest eventually adding stock tilesets while keeping the ability to import your own. BTW what would be the best PixelxPixel size for tiles?Wow, I had no idea you were working on this again! I saw this about a half a year ago, and thought you gave up on it. Pretty happy your working on it again, it's a very interesting idea!
EDIT: I assume the more code-y parts are in HTML5?
The whole thing is in HTML5 (except for server side stuff).
I'm basically rebuilding the whole thing from scratch; there's going to be more focus on making it easy to create the stuff people will probably want to create, which in this case means enemies.
Also there's jumping and sidescrolling platforming sections. I'm going to need a new player sprite, I think.
The current open alpha has examples of all of these, though the physics are still a little bit off.
I would suggest eventually adding stock tilesets while keeping the ability to import your own. BTW what would be the best PixelxPixel size for tiles?Wow, I had no idea you were working on this again! I saw this about a half a year ago, and thought you gave up on it. Pretty happy your working on it again, it's a very interesting idea!
EDIT: I assume the more code-y parts are in HTML5?
The whole thing is in HTML5 (except for server side stuff).
I'm basically rebuilding the whole thing from scratch; there's going to be more focus on making it easy to create the stuff people will probably want to create, which in this case means enemies.
Also there's jumping and sidescrolling platforming sections. I'm going to need a new player sprite, I think.
The current open alpha has examples of all of these, though the physics are still a little bit off.
Once you leave Open Alpha you might want to add some HTML5 basic documentation as well. I could probably find out how to do all this, but it would make it easier just to have some side-notes to look at.
I can interpret coding pretty well, I dabble in it from time to time, but I still need too know the basic codes and stuff. For example how you define variables. What I really want to know is how you would make a text box (Maybe I'm just missing something obvious).I would suggest eventually adding stock tilesets while keeping the ability to import your own. BTW what would be the best PixelxPixel size for tiles?Wow, I had no idea you were working on this again! I saw this about a half a year ago, and thought you gave up on it. Pretty happy your working on it again, it's a very interesting idea!
EDIT: I assume the more code-y parts are in HTML5?
The whole thing is in HTML5 (except for server side stuff).
I'm basically rebuilding the whole thing from scratch; there's going to be more focus on making it easy to create the stuff people will probably want to create, which in this case means enemies.
Also there's jumping and sidescrolling platforming sections. I'm going to need a new player sprite, I think.
The current open alpha has examples of all of these, though the physics are still a little bit off.
Once you leave Open Alpha you might want to add some HTML5 basic documentation as well. I could probably find out how to do all this, but it would make it easier just to have some side-notes to look at.
Oh, building in the game doesn't require knowledge of HTML5. I actually made a custom scripting language for that. Which... will need documentation, yes. It's pretty self-explanatory stuff if you're into programming; just your standard loops/conditionals/variables, but people will want to know all the keywords for maximum options. (You can modify almost all object variables through the function system, it's pretty neat.) Although I do want to make the basic options flexible enough that you can make complex and fun worlds without getting into scripting.
I do intend to include stock tilesets and sprites, unfortunately my pixel art skills are rather basic so I'll have to either find a set that works for the game's purposes, or commission someone to draw them.
The tile size is 32x32.
I can interpret coding pretty well, I dabble in it from time to time, but I still need too know the basic codes and stuff. For example how you define variables. What I really want to know is how you would make a text box (Maybe I'm just missing something obvious).I would suggest eventually adding stock tilesets while keeping the ability to import your own. BTW what would be the best PixelxPixel size for tiles?Wow, I had no idea you were working on this again! I saw this about a half a year ago, and thought you gave up on it. Pretty happy your working on it again, it's a very interesting idea!
EDIT: I assume the more code-y parts are in HTML5?
The whole thing is in HTML5 (except for server side stuff).
I'm basically rebuilding the whole thing from scratch; there's going to be more focus on making it easy to create the stuff people will probably want to create, which in this case means enemies.
Also there's jumping and sidescrolling platforming sections. I'm going to need a new player sprite, I think.
The current open alpha has examples of all of these, though the physics are still a little bit off.
Once you leave Open Alpha you might want to add some HTML5 basic documentation as well. I could probably find out how to do all this, but it would make it easier just to have some side-notes to look at.
Oh, building in the game doesn't require knowledge of HTML5. I actually made a custom scripting language for that. Which... will need documentation, yes. It's pretty self-explanatory stuff if you're into programming; just your standard loops/conditionals/variables, but people will want to know all the keywords for maximum options. (You can modify almost all object variables through the function system, it's pretty neat.) Although I do want to make the basic options flexible enough that you can make complex and fun worlds without getting into scripting.
I do intend to include stock tilesets and sprites, unfortunately my pixel art skills are rather basic so I'll have to either find a set that works for the game's purposes, or commission someone to draw them.
The tile size is 32x32.
The white box under the tilemap represents a "blank" tile and can be selected like a normal tile. (You can select tiles with both mouse buttons by the way.)So the blank tile works like an eraser? I could of swore I tried that...
You can't put more than one tile in a space in a single tilemap, but you can make multiple tilemaps in a single layer. One of the best techniques is making two tilemaps, one for visuals and an invisible one for collisions.
Well, it is alpha. So yes, there are bugs. I do try to get rid of all the outright crashes before updating the public version, but there are some mistakes. The crash on the empty gate menu being one of them. My bad. Edit: It's fixed now.Ok, I was a bit frustrated last night. I didn't really explain my reasons for my reasons.
I'll add in an instant save button so crashes are less frustrating when they do happen. Edit: Added.
I'm a little confused about your issue with the tiles though. Are you selecting a tile from the menu between each click? You don't have to do that... Just click the tile and then click on the map as many times as you want to place them. Or you can right click the blank tile and then use the right mouse button to delete, which is what I usually do.
What part of the UI is hard to navigate specifically? How might it be made better? Suggestions for the menu is the main thing I'm looking for now. You should be able to open menus by clicking on objects in lists and close the menus by clicking on the x in the corner. Are there any other menus you got stuck on?
Wait... I just ran a test in Firefox, and... wow. Are you using Firefox by any chance? Or any other non-Chrome browser?I haven't checked my world yet, but thanks! Let's hope I don't make the same mistake again. As for tiles maps, you said
I build in Chrome. I'll try to make it work in as many browsers as possible, but there might be some...uh, differences for the time being.
That being said, I'll see what I can do about your suggestions, like click-and-drag for tile placing, although that's also how you move the screen around for larger rooms. Maybe hold shift, then click and drag? And draggable menus are a possibility, I wasn't really sure whether they would be more confusing or less.
Global sprite classes are kind of buggy at the moment; internally classes can be held at any level (layer, room, or world) but I'm still working on what interface would be the most intuitive, so only the ones added at the layer level will work as intended.
I'm working on the custom animation system right now, in the meantime you can use 2 types of sprite sheets for standing and moving around, either Charas Project standard or RPG Maker standard, which are selected in the sprite editor.
Thanks for playing! I know it can be frustrating at this early alpha stage. But on the plus side, the earlier suggestions are made, the easier it will be to implement them.
EDIT: I just looked at your world (not in-game, just copied the data) and I think I understand the issue you've been having with tiles... you're using a bunch of tilesets with a single tile each! While it is...possible to make a room like this, that's not how it's supposed to work... normally you would have a single image with all or most of the tiles you need for the room, then select them from the image on the right. Try looking up 32x32 tilemaps for examples.
I'll see if I can figure out the problem you had with gates.
EDIT2: Seems the game crashes when trying to load a sprite with a globally-defined class. I'll have to fix that up... yeah there's no way you could have known that. In the meantime, I put your room back into working order by moving the class into the layer through text editing.
Oh, speaking of text editing, I have copies of the data from most if not all of the worlds from the original version of the game on my computer (there weren't very many, I must have downloaded them for some reason and then forgotten). A lot of the data structure is different now, but tilemaps are stored the same way, so if anyone spent a lot of time building and has a particular request, I can manually hack their maps back into the new edition.
You can't put more than one tile in a space in a single tilemap, but you can make multiple tilemaps in a single layer.I thought that meant only one tile. Interesting to know it automatically splices them. Thanks for the help, I'll probably try again once I get home. Good to know your working on animations. Using shift or Middle-Mouse button plus holding left-click for scrolling would be best I think. Shift would be the best for non-mouse users though.
The only movement right now is combat related movement, so if you're trying to do something else it won't work.Well, guess I'll look up "Rpg Maker" Conventions. Shame about the only attack AI. I was hoping they could just wander around. They are rabbits after all. I'll just have to have them stand still for now.
Aggro radius is the distance at which the creature will start to pursue an enemy.
Aggro max is added to aggro radius to determine the distance at which they will give up pursuit.
Home radius is the distance from their origin point they will consider "home", they will return to this area when they have no target.
Pursuit distance is the distance beyond their home that they will go when chasing an enemy.
Stalking radius/stalking max is the distance they will circle an enemy when their attacks are on cooldown.
I made an AI visualiser button that lets you view all of these distances.
Fear and aggression are placeholders for more complex AI, right now anything with aggro range will mindlessly attack anything not on their team.
For using the default animations, you need a sprite sheet that uses either Charas-project or Rpg Maker conventions, then use that image as your object's graphic source and select the relevant choice from the "animation convention" dropdown. These sprite sheets include animations for standing and walking in four directions.
I've added some idle wandering behaviors. The relevant values are Idle walk speed, Idle walk timer, Idle stop timer, Idle turn frequency (probability of changing direction, must be non-zero for now as continuous walking in a straight line doesn't work), and Idle randomness (placeholder for now). These values relate to a sprite's behavior when not in combat. You can make sprites that wander around randomly.For reference what does Idle walk timer and Idle stop timer do?
The custom animation editor doesn't actually work yet, but you can fiddle with it. Default animation conventions still work.
You can also bounce on non-solid NPC's heads. This doesn't do anything and is just a placeholder.
For reference what does Idle walk timer and Idle stop timer do?
Thanks for the info! I appreciate that you're looking into the graphics.For reference what does Idle walk timer and Idle stop timer do?
The logic is as follows:
At the start, the unit starts walking
After [Idle walk timer] frames, they stop
After [Idle stop timer] frames, they start again
There is a [turn frequency]% chance they will change direction each time they start walking
[Idle randomness] is not implemented yet, but it will cause the start/stop timers to vary by a certain amount.
However there is a small bug right now where if you don't give them any turn frequency they will not start walking in the first place. This is because the initial direction is not set properly; I will soon change the way the initial direction works to be incorporated into the instance's position so you can have multiple instances of the same object facing different directions at the start.
I'm going to see what's up with the graphics.
PTW, it's certainly a good idea. I've got an idea for something similar (player-created worlds with their own set of rules), but it's in a very different genre.
Custom animations are in.PTW, it's certainly a good idea. I've got an idea for something similar (player-created worlds with their own set of rules), but it's in a very different genre.
That's cool. What genre are you looking at?
How do I import tilesets? And how can I access the default tilesets?
-snip-
I could go with the standard, "display text box and press a button to advance" style dialogue, but maybe making a more dynamic-feeling dialogue system could be fun, where people might talk in the background and you can eavesdrop on them without actually introducing yourself. Are there any games that do something like that in a way that feels natural?Well, a lot of games do dynamic dialogue systems well. I know a lot of people like Mass Effect's, though I've never played the game. Bethesda games are nice too (I would prefer them to the wheel, as they provide more space for text). Don't know about the eavesdropping, probably just have smaller text boxes pop up in the direction of the person (Or people) that you overhear.
I'm adding new functionality to functions. Certain events in the function menu work as "commands" that are executed over a period of time, like "walk to a point"; these events override the normal behavior of sprites and cause the script to automatically wait until they are complete before progressing to the next event, although you can tell them not to wait by clicking the "Continue immediately" option. Relative positions and orientations for walking (for instance, "walk forward 32 pixels") are planned but not active yet.This seems like it could be fun when you implement the fighting systems. Seems like with some work you could make enemies and such have more extravagant attacks.
IndigoFenix: I'm talking a lot of interest in this :), is there possibly a way I could help with the programming? What language is the server in?
This seems like it could be fun when you implement the fighting systems. Seems like with some work you could make enemies and such have more extravagant attacks.
How about client-side scripting or similar. You have a PHP backend, but what's the client coded in?
Maybe split the JavaScript into layers, then allow world devs to make code-based addons for their own worlds? You may need extra checking on anything sent back to the server then, but you should be doing that anyway.
e.g. devs could specifiy what actual JavaScript code is attached to a specific object in their world.
Damn, PHP? wouldnt something like Node.js be faster? plus you could do some extreme multithreading fairly easily with node :pIndigoFenix: I'm talking a lot of interest in this :), is there possibly a way I could help with the programming? What language is the server in?
I don't really see how two people could work on one code, at least one as interconnected as this. Maybe if I split up some of the spaghettier parts into multiple files, but it still might be more trouble than it's worth.
The server is PHP.Quote from: sponge link=topic=137474.msg7353989#msg7353989This seems like it could be fun when you implement the fighting systems. Seems like with some work you could make enemies and such have more extravagant attacks.
I'm planning on splitting up combat behaviors into 3 categories. First, the default aggro/chase/collide/retreat system we have now, although this will have more complex behaviors later with things like retreating, flocking, and threat assessment. Second, custom techniques which will be associated with custom animations and utilize certain stock behaviors: strikes, grapples, tackles, and spawning objects as bullets, beneficial abilities like buffs and heals can also go here; the AI will use these automatically as appropriate. Third, more elaborate attack patterns that utilize functions; these will mainly be used for bosses and the like.
The main focus of the function system, especially as it pertains to motion, is for building cutscenes; everything is executed in sequence by default so you can simply script out what you want to happen without having to worry about getting the timing right.
There may also be a yield/capture system in place where enemies bring you to a location if you surrender to them, or if they simply bring you anyway if they defeat you. Truth is, I haven't quite worked out what the default behavior will be when you die; right now it just resets the room but there should probably be save points or something. I'm also not sure what will happen if you fall in a pit, should that count as instant death, pop you back out with a bit of HP loss, or something else...?
Someway or other, while editing, i get in a state where almost all buttons become unresposive and i have to reload the page and loose all unsaved progres to get out of it.Fixed this.
Ok, figured that one out. Appearantly when i want to "set gate" and then "clear" something gets messed up and when you reselect the gate all the options after the text "Go to specific location" disapear. You can continue editing but the world can't be saved anymore and once you leave the room dialog (so that you can see your world ID) everything is locked up and you can only reload. But as long as you are in that room dialog you can deleate the broken gate and then all works fine again.
Draging the rooms aroun by left mous heavily interfers with fast tille placement. I would suggest moving the drag function to middle mouse couse i am used to it from other editors.There have been some comments about this. I will make some method of placing tiles quickly.
There was once talk about rotatings and flipping tilles as to remove redundancy from tillesets. Will that be a thing?There will be various ways of manipulating images both in the editor and in the game. This will probably come around the time I make free-rotating sprites.
The water is more of a shallow pit unles we get (have?) a way to submerge the feet.Not all tile physics are done yet. I will leave here what is planned for them, but not all of them really work.
Mouseover text for various buttons chekmarks and options would be mighty helpfull. All these options for tilles have me confused. Is there one which acts as a pit in the original? I know it is in this thread somewhere, but lazy people won't want to look it up.
I probably gonna have to turn some tiles into objects because with the free movement thier 32x32 hitboxes just do not make sense.Yes, this is one of the disadvantages of the free movement system. I might make something to force players into grid mode.
Just noticed that there is a small offset between tillemaps in the same layer. Is that also intentional?I don't see this. Might it be an effect of one of the tilemaps you're using?
A biger "X" close button or key function which moves us one level up in the menu hirearchy to allow for faster layer switching?I'll try to come up with a more intuitive design for the menus.
Open the function editor out of the way or make it movable so i can check for coordinates on screan.
Ok, so this time i made na object and added an event to it, but when i try to test it the editor menu disapears, the screen stays focused where it was and the player does not apear. I tryed deleting the object and reseting the gate but nothig helps and to top it of i can't acces the world from the main screeen the same way i can't acces the spider cave.Sounds like the script hit an error. I need more details to fix this.
Nice.
I used the dialogue event to check wheter i trigered something so jokes on me. The gate event triggred just fine. I had a look at the walk and jump event, but coldn't get them to work. If i'm interpreting it correctly, i have to specify the payer as the target? Woud that be something like "_player" in the target field?
This is amazing. The clientside is in Javascript, right? if so, i think i could help you :)
Thinking about the possibility of making Boundworlds playable on a phone. On the one hand, given its open-world and exploratory nature, it could do well as a casual phone game I think. On the other hand, phone control schemes are quite different than keyboard oriented ones, which means that for a game to function well on both, the number of things that are possible will probably have to be reduced...
On the other hand, maybe streamlining the game as a whole wouldn't be such a bad thing. Is it important for a world building and exploring game to have platforming action, shmup arcade gameplay, and a hitbox-based fighting system? Or is a mildly action RPG where you click where you want to go and who you want to attack or talk to enough? I haven't been getting much feedback on these ideas, maybe I'm overcomplicating things.
Maybe part of my problem is that I'm trying to make BW be too many things at once. It was originally supposed to be a world building game focused on exploration and individual storytelling. Just because it can have an elaborate physics system doesn't mean it should...
I like the idea of being able to do anything myself.
Based on my understanding:
On the Dark Souls vs. Mario thing: you make the enemies. If you make them do one hit kills, you can give them one attack. If you make them deal normal damage, then you can give them many attacks.
On the Charge Attacks thing: it seemed like you could charge your attack or not charge your attack. Against one enemy with lots of life, you could charge attack to do more damage. Against lots of little enemies, you could not charge to do faster damage.
Note that this is just my understanding of what has been said.
Based on my understanding:
On the Dark Souls vs. Mario thing: you make the enemies. If you make them do one hit kills, you can give them one attack. If you make them deal normal damage, then you can give them many attacks.
On the Charge Attacks thing: it seemed like you could charge your attack or not charge your attack. Against one enemy with lots of life, you could charge attack to do more damage. Against lots of little enemies, you could not charge to do faster damage.
EDIT: Whatever you changed fixed my placement problems :)
EDIT2: One thing I noticed is that if you change the name of an object from inside a room, its name in the global list (in the window where you have objects and rooms listed) doesn't refresh.
I'm recoding some tilemap stuff already, necessary to get global tilesets to work. Once that's done, copying and pasting an area of the room seems like a reasonable enough addition.
Directional tiles, and doorways such as you suggested, are most likely going to be in at some point, though I'm still working on the general implementation. You can do something similar with 1 pixel thick solid door sprites in the meantime, just make sure to center the graphics properly.
Keep the suggestions coming :)
By the way, did you figure out what was causing your earlier room to have massive slowdown? I was trying to figure it out before you removed it.
So... I might be going in over my head here, but I'd be willing to make some tile sets if you're still looking for someone to do so. Just tell me the dimensions for each individual tile and more info on what you want (grass floor, dungeon floor, dungeon wall) and I'll give it a try.
Oh, by the way I fixed the background slowdown bug, so that's there.
Oh, by the way I fixed the background slowdown bug, so that's there.
What was causing it?
I wanted to make an invisible entity and the game helpfully provided me with a white sqare so i wouldnt loose it. "No mater" i thought, "I will just set the size of the image to zero so it isn't rendered." So apearently the editor doesn't know how to handle 0 sized images, the website froze and i had to reload the page.
My other curent issue is that i sometimes can't save the world. Happens reliably when i create a new one and happened once after several minutes of editing, but haven't tested yet if it is reproducable.
Tileset ordering is iffy. The change of order doesn't update the editor and isn't even saved until you do other edits, like creating a new object. Global tilesets don't respect visibility and opacity options and are ordered the furthest even thought they are first in the "Tilesets" menu.
I'm guesing you are changing things around curently, as i'm prety sure the unsaving order issue was had and resolved already.
I stopped getting notifications, but I am now watching again. Oops.
Edit: I tried opening up the world editor, but it just stayed in the level currently shown on the main screen background. Can't interact with it at all. Any ideas?
Okay, having an issue. When I make an passable switch (with dialogue) trigger on touch and set it to destroy itself when done (and transform it because that didn't work), it triggers multiple times, locking up the player unless they mash escape and space until the text box goes away. Then it destroys itself. Any ideas on how to avoid this?
Edit: Now I have the opposite problem. The switch I made is deleting itself before the text pops up, and no text pops up at all.
Edit: Well, I found a workaround. It should do for now.
Edit: Okay, now on the death of my giant spider enemy, it is supposed to heal you and open a door. That isn't happening, instead it just dies. Any ideas?
Is there any way to save a switch thing between worlds? I would like to reuse the characters I made, but it would be kind of odd if they had no change if you had met them before.
Edit: At some point, a tileset fillbucket would be tremendously helpful. Filling in large blank areas gets tedious.
if (sparks > time) sparks = time;
if (sparks > time / 5) return (time / 5) - (sparks / 5);
else return sparks;
Just would like to say: This looks amazing.
Any documentation for the scripting language?
Neat-o.Just would like to say: This looks amazing.
Any documentation for the scripting language?
Not yet. That part of the guide has yet to be written, and some bits (particularly the dash and jump physics) still need refinement.
Most of it should be pretty familiar territory if you've worked with programming systems before, though. (One oddity being that undefined variables and "false" booleans are equal to 0.) There's also mouseover text to help you, and if you click on any object while in world testing mode a window will appear displaying all of that object's current variables.
You can also view the code of any packaged objects, though the only current public object with any notable scripting is the spider and its poison effect.
Oh, by the way, how does special attack creation work? I looked at bite, and I didn’t see how it worked at all. Could you try to explain this (unless it is in world creation notes)?
Uhh... What happened to the switch art? It is now the ball art.
Edit: Also, how many frames are there per second? I looked through the help guide, and I didn't see this. It would be helpful with determining most things related to enemy creation.
If _x < @._x
Set _x to _x + 1
End if
If _x < @._x - 64
Set _x to _x + 1
Else if _x > @._x + 64
Set _x to _x - 1
End if
If _y < @._y - 64
Set _y to _y + 1
Else if _y > @._y - 64
Set _y to _y - 1
End if
Oh, wait, I have no clue where you put code when editing objects. I'll take a closer look later.Functions tab. The _update function will run each frame.
Menu is Q. Escape is pause.
Actually, with the recent edits in 2D movement, it is impossible to shoot up or down, just sideways. Not entirely sure what to do here. Unless I made seeker bullets, but that would be for something else...
- Right click it in select mode or in its object type.
- No clue. Will it make a difference (actual question, unsure)?
- I don’t recall any lag, but I have a pretty nice laptop.
The title of a gate replaces its ID in the gate selector and allows you to use code-illegal characters such as spaces. It is advisable to change the title and not the ID for objects in general; the title is what the player sees and the ID is what the code sees; changing it will break existing gates that target it (unless that's what you want to happen).
EDIT: Sidenote, more editor confusion. :P I'm having some trouble getting the player to die properly when they fall off the screen with platformer physics. Been able to fudge it with a gate on the bottom of the screen, but I doubt that properly restores health/stamina levels and such.
Set _room.batref = _this
Set _room.original_player = @
Transform into BatlierPlayer
This creates references to both objects, which are stored by the room itself. (You'll need to set a reference to the original sprite to switch back; @ refers to the current avatar, not the original sprite). Any sprite in the room can access these references. To set the bat as the avatar, you can run_room.batref : Set as Avatar
and in order to switch back_room.original_player : Set as Avatar
Having a bit of an issue with objects duplicating themselves when I move them and refusing to delete properly. The issue should be fairly visible in the second hall of worlds room (alongside my very questionable placeholder rhyming).
Oops, that fixed it. I had Vision Distance set to -1, figuring it would make it infinite. New problem. Seem to be having some problems with my normal avatar occasionally going on autopilot immediately after I play them, but not reliably.
I think I've gotten a better handle on the combat changes (the standard dash-attack just makes you stay still if you're close enough to the targeted enemy now, and dashing without targeting only deals chip damage?), but the old ones still seem preferable to me.
Other thing: I was looking at the potion effect, and it says If target != 0. What does target ! mean? I want to make some similar effects, so I was examining it.
Okay, that explains it. Thanks. Now I just have to figure out why my "bullets" (I disabled the bullet box (and ghostly)) aren't colliding and causing the poison _collision effect I made.
I think I've gotten a better handle on the combat changes (the standard dash-attack just makes you stay still if you're close enough to the targeted enemy now, and dashing without targeting only deals chip damage?), but the old ones still seem preferable to me.
I didn't want to make it too easy to ninja-slash back and forth through an enemy. I've changed it so that colliding with an enemy during a non-targeted dash stops you but also deals the same damage as a targeted one.
What old ones are you referring to?
If _team != _other._team & _other._unit = 1
This will only allow a collision with a targetable unit that is on a different team. Projectiles with a default team of -1 will be automatically set to the team of the sprite that fires them.Wonder what the Ritual of Ascension has to do with the rest of it.
What species is the protagonist?
The 45 degrees thing isn’t visual. I meant that the tileset rotates 45 degrees (but not objects), and saves that way if saved. It is pretty rare, and nothing reliable triggers it (that I know of). So straight vertical lines become diagonals moving right and up. Very odd.
Secondly, before I get started on making a world, do you have like... idk, maybe a checklist or something for creating tile sets? Obvo--you can always create more tiles as needed, but it might be nice for people getting started to have a quick kind of beginner's: "okay, as a rule of thumb you should x, y, and z types of tiles. Stone, grass, brick, windows, etc. and make sure you make x1, y1, z1 types of borders so you can just get started up front.
Ooh, item techniques will make the Batelier project way easier. Also, ugh, what a waste of time on those skills with transforming.
Eh, I guess, but the old player model was twice as tall, so...
I mean without knowing any lore prior, you'd probably assume the player avatar is a human.As far as the lore is concerned, the player avatar is intended to be
I mean without having seen any other humanoid sprites, one would assume that it is simply stylized as a cartoonish human. Not saying you're wrong, but there's really nothing dwarvish or gnomish about the avatar right now.In worlds where everyone is 32x32, they might call themselves humans. In worlds that use 32x48 sprites (such as Charasproject.net sprites doubled in size), they might call the shorter player a halfling or a gnome. Or they might just call them a short human. Whatever works better for your world.
Is it possible to add a pure image file to a package? aka I want to share my item images in the same package with the tilesets they were made for, but am to lazy to make objects for each of them.Every file you upload to your file system will automatically be added to the public resource list unless you uncheck the "public" checkbox in credits menu. (I want to encourage file sharing to maximize available files but you can make it private if you are so inclined.) It will be removed from the system only if nobody is using it.
So to use something under a creative commons license, I need to link the license, give credit to the creator, and link the content? I haven't done much of this kind of stuff except for citations for projects and stuff, and I would prefer not to mess up.The current upload system was designed with the CC license in mind. Upload the file, then click on it and you'll see a space in the lower right where you can add credit rows: the name and website (when applicable) and an extra space for any additional information the particular file might specify. I'll handle the rest later (basically there will be an auto-generated "credits reel" whenever you finish a generated quest.)
Admittedly, I still have yet to find a 32x32 tileset I really like (a lot of it is 16x16, and there seems to be basically no 32x32 towns on OpenGameArt.org)You can just double the size in Paint. It'll look fine, maybe a bit pixellated next to a proper 32x32 tileset but it's no big deal.
Eh, I guess, but the old player model was twice as tall, so...I'm sticking with the new size, mainly because being one tile tall works much better for platforming sections. However...
SPEAKING OF 32x32 VS 16x16, is the player avatar final? Because it seems more 16x16 than 32x32.Yes, it's a bit pixellated. I'll have to commission a proper artist, since the current sprite is a placeholder at any case, being a slightly modified Link. (I cannot art from scratch very well). But the size, as well as the basic features and design (dark grey cloak, no discernible gender) have been in since the very beginning and can be considered finalized.
Every file you upload to your file system will automatically be added to the public resource list unless you uncheck the "public" checkbox in credits menu. (I want to encourage file sharing to maximize available files but you can make it private if you are so inclined.) It will be removed from the system only if nobody is using it.
I knew about that. Figured that's how Whisperling originaly got my images. I wanted to bundle the image in a package for organization purposes. The seerch for image files is going to become increasingly messy unless we all stick to a consistent naming convention. Maybe tags for images?
The items basically would all send you to a central world (the hub world of this concept, basically), from which gates could be taken to other relevant worlds. The items that would get you to the central hub would be obtained in any world with Elen and Alend (I should consider new names, but I am atrocious at names. Of the names used so far, two are based on names from a book (although the characters aren't), and one is a terrible pun based on a french word (Batelier from atelier). But, back to the topic), or from one of the dungeons I make (exclusively if it is relevant to the project. For example, my current dungeon project is planned to give you an item for completing it that will open a room in the hub world if complete twoish other worlds), or from a couple other things in worlds I make (Putting gates at the end of each of them wouldn't have the right aesthetics). Don't know how well this project will turn out, but if it goes well, it should be neat. I am hoping to spread the lore throughout and to have neat dungeons. It probably won't turn out well, but that isn't going to stop me from trying.
Question: If a memento is edited, will all copies of it in players' inventories be edited?
ok = 0
Loop while ok = 0
Set tx = rand whatever
Set ty = rand whatever
Set tilecheck = _layer._tileprops(tx,ty)
If tilecheck._solid = 0
ok = 1
End
Wait 1 Frame
End
ok = 0
Loop while ok = 0
Set tx = rand whatever
Set ty = rand whatever
Set tilecheck = _layer._tilemaps.0._tile(tx,ty)
If tilecheck != 2
ok = 1
End
Wait 1 Frame
End
Each tile._sprites
If #._name = "fliptile1" <-Check the sprite's name to determine if it is the right kind of object
#: transform into fliptile2
Else if #._name = "fliptile2"
#: transform into fliptile1
End
End
Is the sprite layer always below the character or can it be changed?.
Trying to think of a name for this town (populated near-exclusively by monsters) is killing me. Any suggestions?
So do most people in the worlds speak the same language because the ancients spoke it and spread it around (like doors in the south)? This would make sense, and it might be helpful to know, so...
Edit: Harlequin Epicycle's difficult seems very high. Not really sure how to beat it. I can get it to the second phase pretty easy, but with it hitting for 10 damage whenever I get hit, I can only afford 10 hits, and that is a bit tough. Any advice on this?
Could you image search (or was it called reverse image search? I forget) it?
Although, what was the map that was visible during the "and labyrinths to challenge the Avatars"? It looked pretty nice, and I wasn't familiar with it.
So... no spoilers please, but is there (or will there be) a reason for the Harlequin Epicycle to not destroy the world?
Ah, okay. Thanks. Hope they release some stuff. It seems like there is some cool stuff from them.Quote from: Kamani link=topic=137474.msg7779634#msg7779634Although, what was the map that was visible during the "and labyrinths to challenge the Avatars"? It looked pretty nice, and I wasn't familiar with it.
That was by Kiovenn. It isn't publicly accessible, but it was too cool to not include :)
Edit: Platformer Dungeon by Whisperling is also glitched due to the changes in how tilesets work. If you fall in a pit, you just keep falling forever. I don't know if Whisperling is present as of lately, but if so, you may want to fix this, Whisperling.
[b][align=center][size=36][speed=0.1]Boss Name[/speed][/][speed=0.02]
[/speed][speed=0]Boss Subtitle[/][/][/]
Set hasenemy = 0
Each _room._sprites
If #._team = 2
Set hasenemy = 1
End
End
If hasenemy = 0
(do stuff)
End
As for checking if all enemies were defeated, you can do something like this:Code: [Select]Set hasenemy = 0
Each _room._sprites
If #._team = 2
Set hasenemy = 1
End
End
If hasenemy = 0
(do stuff)
End
Each _room._sprites
If #._spawner = _this
Set #._hp to 0
End
End
Something that would improve flowchart convenience: when you are adding in a piece (startpoint, dialogue, function, etc.), it would be helpful if it moved to the top left corner of where you are rather than the top left corner. When you are editing something on the opposite end of the flowchart, it can be really quite inconvenient. Not something that is in any way required, it would just be handy.
Edit: That inescapable moment when you end up making a dialogue with two groups of people in it, and you may know any combination of them, so you have to write four different intro dialogues before starting the actual dialogue. Both frustrating and interesting.
Edit: Problem with the nodes thing for flowcharts. It doesn't work if you are scrolled past the screen. It goes to where it would be if the screen was not scrolled around.
I'm probably going to change the default acolyte sprite to make them a bit more...distinguished. Probably going to give them robes, and something with a color so "unusual" ones can be easily made distinctive.
Altering the acolyte sprite should be fine.
Edit: While looking for an exterior bit for the castle, I noticed that Whisperling's tilesets can be found here: https://opengameart.org/content/pixel-art-castle-tileset. These aren't... cited, I guess?, so...
Edit: Any good ways to make a tile be solid from the top but drop from the bottom (besides adding a bunch of invisible _y checkers)? In addition on that, it would also be nice to be able to make it possible to drop through a platform like that (like the platforms in platformers that you can drop through but can be flow up through). Not sure how I could manage that.
Edit: Hmm, need to remember to make this set a bit easier for enemies than the last. Also, things that would be helpful: Skills that only get used if enemies are in a line from the player (with an area on the line), and a decent way to make enemies try to move to use said skills.
This would be really useful for making a LOT of enemies with 4-way art (the previously mentioned dragon for example, and the Floating Eye enemy I was working on. Which may be on hold now).
Eh, don't worry about it. I've been rather busy myself.
Trying to write a plot is hard. I've basically got this whole set of notes on particular scenes I want to happen but not much to tie them together in a logical way. I guess I can always start with the big twists first and fill them in later...
Edit: My Sculptor golem boss has inexplicably lost all of the skills I gave them. This isn't a huge loss, since I needed to redo them anyway, but it is probably best that it is figured out why, if possible, so it can be prevented from occurring. Might be a bug, might be my own fault. Just noting this in case I run into a similar issue in the future.
I mean this is just how I think, but even if the average player is NOT going to be aware of 99% of what's going on you should at least have an outline for yourself. Also, getting world builders to meaningful contribute to the story can be decidedly difficult. I see that the task of creating a story that is idiot/troll proof is kinda tough.
I mean... it does seem like quite a challenge to write a story when you literally have no idea what the characters are going to do and where they're going to go. Or even who some of the central characters are going to be, I guess.
Just an idea (idk, there are probably other ways to look at it), but it seems like you kinda have two ways you could approach it, you could just like give players a primer on the lore and let them decide how they incorporate it into their worlds (and hope some homestuck level of story tangle develops), or have some kind of meta plot that can happen no matter where you are. IDK.