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Author Topic: BoundWorlds: An action-adventure game with an insanely powerful level editor  (Read 139803 times)

IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #45 on: April 14, 2014, 10:21:11 am »

I'm not sure how far I should go with pre-programmed basic functions.  I want to keep the basic functions focused on things that many people would want to put in easily.  Some stock puzzle elements maybe, like block pushing...item collection and checking should probably be reserved for advanced functions though.

It can take a while to balance all the different aspects that have to go in - default graphics, worlds, the program itself...  Maybe I'll take some time out to make an actual proper game so people can know the kind of things that are already possible with the system.

Arx

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #46 on: April 15, 2014, 08:15:49 am »

So, when I attempt to use as an animation, one of the frames keeps a solid white background. Is this a bug, or have I potato?

Edit: Also, the server uptime seems to have improved significantly.
« Last Edit: April 15, 2014, 09:40:32 am by Arx »
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #47 on: April 15, 2014, 12:15:40 pm »

So, when I attempt to use as an animation, one of the frames keeps a solid white background. Is this a bug, or have I potato?

I've seen this a few times, but I'm not sure what causes it.  Saving the image again with a transparent background can fix it, it might also have to do with the particular image editor you're using.

IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #48 on: April 15, 2014, 02:13:57 pm »

I made a new function for the graphic editor.  You can now select from one of several animation conventions, including Charas and RPG Maker VX.  This should make creating NPCs a lot easier.  (You will need to expand characters generated by charas by 200%).

emeralis00

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #49 on: April 15, 2014, 02:59:32 pm »

I am intrigued by this, and already have ideas...
Though I am having a hard time telling if I am logged in or not.
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #50 on: April 15, 2014, 03:34:08 pm »

I am intrigued by this, and already have ideas...
Though I am having a hard time telling if I am logged in or not.

Technically, you are always logged in as someone.  When you start the page you are logged in as a nameless user whose password is a blank space ('logging out' is just logging in while leaving the user name and password fields blank).  This means that you can build worlds without logging in, but anyone else who is playing without being logged in will be able to edit or delete them, so obviously you won't want to put much effort into them.
You have to log in every time you reload the page, but not when simply returning to the start.
If you are logged in, you will see the worlds you have created when going to the World Builder, otherwise, you will see the anonymous worlds.

IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #51 on: April 15, 2014, 04:03:45 pm »

Fixed the transparent background bug, or at least came up with a decent solution.  Seems importing images into Flash doesn't save all transparency data properly, so I simply turned all completely white pixels (#FFFFFF) transparent.  Note that this means you can't use white pixels in imported graphics, but the eye can't tell pure white from almost-white so this shouldn't be a problem.

Arx

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #52 on: April 16, 2014, 02:10:49 am »

Yaaay it works. Thank you.

Progress has been made!
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #53 on: April 16, 2014, 05:33:33 pm »

I'm making backgrounds next, but I'm having really weird problems involving the flash player not removing buttons even though the buttons aren't in the design, in addition to other problems related to the program itself.  Don't try to import backgrounds until this is fixed.

emeralis00

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #54 on: April 16, 2014, 09:26:14 pm »

I've not been able to log in or access any worlds. This has been a problem for the past 12 hours. Refreshing does nothing.
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #55 on: April 17, 2014, 03:20:02 am »

Backgrounds are in.
You can now make layers that function as background images, with transparency, rotation, and parallax scrolling for distance effects.  No tiling option unfortunately, so you'll need images at least large enough to cover the screen.
If anything doesn't work right, try clearing your cache (ctrl-f5).  This will be needed for each update.

emeralis00

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #56 on: April 17, 2014, 10:39:46 am »

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.
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Arx

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #57 on: April 17, 2014, 11:12:02 am »

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?
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emeralis00

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #58 on: April 17, 2014, 12:55:35 pm »

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.
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IndigoFenix

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Re: BoundWorlds: The Patchwork Universe Project
« Reply #59 on: April 18, 2014, 10:21:35 am »

There are some new default images to use - you can import these by simply typing their names.  The list so far (I'm only including images that will probably remain mostly unchanged):

blocks (basic tileset as seen in the Hub)
stars (background image)
coin (animated spinning coin, uses continuous animation convention)
key
door (32x48)
keydoor (32x48)
blob (little gray blob with eyes, uses RPG Maker VX convention)
aco (little gray humanoid, uses RPG Maker VX convention)
traveler (the player sprite, uses RPG Maker VX convention)
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