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Author Topic: BoundWorlds: An action-adventure game with an insanely powerful level editor  (Read 141326 times)

IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #120 on: May 27, 2014, 09:13:34 am »

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's a good idea.  Or possibly have an extreme corruption effect instead.  I've been experimenting with various visual effects (screen shaking, fading colors, etc.) that could be both used by players or appear in worlds that are on the verge of being destroyed.

Armok

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #121 on: May 27, 2014, 06:16:58 pm »

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("If it was enabled, this would would have been deleted!")"
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #122 on: May 28, 2014, 03:40:36 am »

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("If it was enabled, this would would have been deleted!")"

It's not a placeholder, it's the final system, just without the deleting.  I suppose I could make a placeholder message, but at this rate I should be done with the effects before there are enough coins circulating to start reducing them anyway.

Armok

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #123 on: May 28, 2014, 08:41:37 pm »

Oh I thought you had started reducing coins already and them reaching 0 just was invisible.
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Alestance

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #124 on: June 09, 2014, 01:02:55 pm »

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
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #125 on: June 10, 2014, 02:19:55 pm »

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?

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.

Alestance

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #126 on: June 10, 2014, 03:19:19 pm »

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".
I do have a small example of my tile art, but it might be less than impressive given what I was trying to do:
Spoiler (click to show/hide)
Don't mind the interface, and these tiles are 16x16.
Spoiler (click to show/hide)
Here's another, a character sprite.
« Last Edit: June 10, 2014, 03:39:57 pm by Alestance »
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #127 on: June 10, 2014, 04:38:08 pm »

Not bad.  Very NES Legend of Zelda-esque?

I'm not really sure what causes the login issues, it's working fine for me and I haven't had a server failure in quite some time.  I know some people started out with login problems which later improved.  It might be related to location but so far I haven't found any pattern.

Looking forward to seeing what you come up with!

Alestance

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #128 on: June 11, 2014, 09:27:55 am »

How does the game handle transparency? What's the preferred image format?

Since my access to the game is very limited, I cannot test these things on my own.
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Arx

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #129 on: June 11, 2014, 09:29:42 am »

Transparency is treated as transparent, but #FFFFFF is rendered as transparent as well. I don't think there is a preferred image format.
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Alestance

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #130 on: June 11, 2014, 11:30:27 am »

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.
One last question for now. Does the game handle animated gifs as tiles, or would the user need to use sprites to make animated tiles?

Here's what I've got so far:
Spoiler (click to show/hide)
« Last Edit: June 11, 2014, 11:41:21 am by Alestance »
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Arx

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #131 on: June 11, 2014, 12:58:43 pm »

Sprites for animation. If you look back a couple of pages in the thread there's detail on how to do it.

Your tiles look nice!
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #132 on: June 11, 2014, 03:28:33 pm »

There are four conventions for sprite animations: Single-frame, RPG Maker VX convention, Charas convention, and a continuous animated strip.
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).

Alestance

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #133 on: June 11, 2014, 05:02:08 pm »

There are four conventions for sprite animations: Single-frame, RPG Maker VX convention, Charas convention, and a continuous animated strip.
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).
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.

According to the development console, I'm getting the following:
"Failed to load resource: the server responded with a status of 404 (Not Found)" on "http://boundworlds.com/crossdomain.xml" if that helps. This occurs when I attempt to use doors or the blobs with functions.
« Last Edit: June 11, 2014, 05:38:21 pm by Alestance »
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project: Point System Implemented
« Reply #134 on: June 11, 2014, 11:13:04 pm »

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.
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