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Author Topic: Community-driven roguelike development project underway. Want to design a game?  (Read 32696 times)

Thief^

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Try saving the file as UTF-8
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Dwarven blood types are not A, B, AB, O but Ale, Wine, Beer, Rum, Whisky and so forth.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

Tuplis

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Thanks for the advice, Thief^. I hope it helped sayaks. I added the line <?xml version="1.0" encoding="UTF-8"?> to all the xml files, I think that should do the trick. Amirite?

Just released today's version. Added the possibility to inspect area around you. You can only inspect tiles you can see and it will list the <Description> of the tile, creature and item on that tile.

Kinda waiting for nullzero and/or sayaks to show us what they have - that'll help us focus on what to do next. Once we have some actual content to play through, we can consider that the 1.0 - our very first release.
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sayaks

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Ah, ok, i'll see if i can't finish the work on what i have then.

EDIT: <?xml version="1.0" encoding="UTF-8"?> adding this, i still could not use ¤ and §.

EDIT #2:
I've now made some stuff, it adds a small transition tile to map 1, to the north-east side of the river. It's an abandoned mansion.

Adds:

Spoiler (click to show/hide)

Now, how do i add attachments again? It's all stored in one ZIP file.
« Last Edit: June 29, 2012, 08:28:07 pm by sayaks »
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Tuplis

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Now, how do i add attachments again? It's all stored in one ZIP file.

I have no idea if you can add a file but I do know you can add a link. So if you have a dropbox like me you can do it or perhaps you can use a free file upload service.

Also regarding utf-8: I'm developing with Eclipse and I can just right click the file in the package explorer, then by choosing "properties" I can change the file encoding. If you want, I can do it for you. According to google, notepad/wordpad can't change text coding but notepad++ and many others can.

Edit: oh, nevermind, looks like notepad has the UTF-8 option when you click file->save as->encoding
« Last Edit: June 30, 2012, 02:37:39 am by Tuplis »
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sayaks

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Okay then, here:

http://www.mediafire.com/?9h4huq92z2iueh3

(Those tanks are almost invincible, luckily their sight is 2 and speed is 20 (That reaper is another question though))

Edit: oh and saving as UTF-8 worked.

Edit2:
Working with some maps, I have two ideas.

Tiles with Inventories. (Chests, coffers, etc.)

And signs, right now, i'd have to make a new tile for every sign, and give them each descriptions, instead i could make just one tile, and define the text in the map itself.

Edit3:
Code: [Select]
########################################
#......................................#
#......................................#
#......................................#
#......................................#
#......................................#
#......................................#
#......................................#
#;.....................................#
w;;....................................#
ww;;;;.................................#
wwwww;;;;.....;..;.....................#
wwwwwwww;;;;;;;bb;;....................#
wwwwwwwwwwwwwwwbbw;;;;.................#
wwwwwwwwwwwwwwwbbwWWW;;;;;;;;..........#
wwwwwwwwwwwwwwwbbwWWWWWWWWWW;;;;;;;;...#
wwwww;;;;;;;;;;bb;WWWWWWWWWWWWWWWWW;;;;#
wwW;;;........;;;;;;;;;;;WWWWWWWWWWWWWWW
ww;;...........;;.......;;;;;;;;WWWWWWWW
w;;............;;..............;;;;;;;;W
w;.............;;;....................;#
#;..............;;;....................#
#................;;;...................#
#.................;;;;;;;;;;;;;;;;;;;;;1
#..................;;..................#
#..................;;..................#
#..................;;..................#
#..................;;..................#
#..................;;..................#
###################<<###################
@ = 20,28
# = BasicWall
. = BasicZombieFloor
; = BasicSand
w = BasicWater
b = BasicBridge
< = TransitionPath1
1 = TransitionPathMap1

for some reason, this map gives me the message:

Code: [Select]
Problem reading from file [NullPointer]
Make sure the @ is properly configured.
java.lang.NullPointerException
        at world.LevelBuilder.buildLevel(LevelBuilder.java:97)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
Exception in thread "main" java.lang.NullPointerException
        at main.Stage.<init>(Stage.java:67)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)

Last time, this was because i had managed to say "@ = 29'30", though now it is defined properly, any idea why?
« Last Edit: June 30, 2012, 07:41:25 am by sayaks »
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Tuplis

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Awesome work, sayaks! I really like the map. The trouble with that map file seems to be that at least one of the tile types does not have a corresponding file. On the next release I'll make the error message a bit better.
Also, I'm planning on making map building a tad easier by letting the maker drop an item on a specific tile, the syntax will probably be sth like place(x,y,$item.xxx) or so. I can also make it possible to put monsters in maps too so you don't have to make a new tile type for each. I'll add the proposed stuff to the backlog.
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sayaks

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Good, how about signs though? maybe "message(x,y,Text goes here)" or something?'

Edit: Oh i see what happened, half of the w's in the river became Capitalized XD

Edit2: Now that that's fixed, what does this mean:

Code: [Select]
Exception in thread "main" java.lang.IndexOutOfBoundsException: Index: 30, Size:
 30
        at java.util.ArrayList.rangeCheck(ArrayList.java:604)
        at java.util.ArrayList.get(ArrayList.java:382)
        at com.googlecode.blacken.grid.Grid.get(Grid.java:352)
        at main.Stage.<init>(Stage.java:78)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
« Last Edit: June 30, 2012, 10:16:48 am by sayaks »
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Tuplis

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That error is caused by the bunch of items I drop on maps. Currently the map needs to be at least 32 by 32 in order for the items to drop without causing that. I'll have the "free" items removed in the next version... Just add a few rows of wall or sth in the meanwhile.
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sayaks

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Ah, ok

Edit:
Code: [Select]
Exception in thread "main" java.lang.IndexOutOfBoundsException: Index: 36, Size:
 36
        at java.util.ArrayList.rangeCheck(ArrayList.java:604)
        at java.util.ArrayList.get(ArrayList.java:382)
        at com.googlecode.blacken.grid.Grid.get(Grid.java:352)
        at com.googlecode.blacken.swing.SwingTerminal.set(SwingTerminal.java:288
)
        at main.Stage.drawMap(Stage.java:362)
        at main.Stage.loop(Stage.java:121)
        at main.Game.start(Game.java:89)
        at main.Main.main(Main.java:22)
it's now 40-something by 36. still not working.
« Last Edit: June 30, 2012, 10:53:16 am by sayaks »
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Tuplis

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it's now 40-something by 36. still not working.

The problem now seems to be that the maximum dimensions are 64 by 35. I have yet to add a camera that lets me only show a part of the map so those are the maximum for now. Looks like I have to bump the priority of implementing that now.
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sayaks

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Oh, that worked.

Well, there's one more map creating related idea, i'll add it to the backlog. And that is, the ability for me to add a value when creating WorldTemplates.

That way, i can make 1 Transition tile, and just say, "1 = TransitionTile(Map-name, x, y)" Or something like that. Or ". = BasicZombieFloor(ZombieChance)"
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Tuplis

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Alrite, just released another one.
-Added Sayaks's map
-You can now customize any of the attributes of a template in the map file, see 1.txt for an example. As with the templates, if you want to add a subobject, you'll need to use the $ notation.
-I also implemented the ammo/reload functionality, although for now ammo is infinite so you can just keep reloading. You can check your ammo status by examining the weapon. <ClipSize> and <AmmoLeft>
-Also fixed a couple of other little things like missing spaces in some messages and made it so that if you hit a target you can't see, you wont know you hit it.
« Last Edit: July 01, 2012, 02:24:20 am by Tuplis »
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sayaks

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Hm, i tried out this new function, but it doesn't seem to work.

I made
Code: [Select]
. = BasicFloor(Creature:$Creature.BasicZombie,CreatureChance:10) but it only generates empty maps. (i.e no zombies) I once got a error.

Code: [Select]
Tile type modification failed for field-value pair CreatureChance:5
java.lang.NullPointerException
        at builder.XMLObjectBuilder.invokeBasicTypes(XMLObjectBuilder.java:91)
        at world.LevelBuilder.buildLevel(LevelBuilder.java:118)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)

But it didn't show up after i defined the TransitionPathMap2. which it also complained about.
Code: [Select]
Item creation failed for TransitionPathMap2
java.io.FileNotFoundException: C:\Users\Brage\Desktop\Stormappen\Spill\Zombies\R
esources\WorldTemplates\TransitionPathMap2.xml (Systemet finner ikke angitt fil)

        at java.io.FileInputStream.open(Native Method)
        at java.io.FileInputStream.<init>(FileInputStream.java:138)
        at java.io.FileInputStream.<init>(FileInputStream.java:97)
        at sun.net.www.protocol.file.FileURLConnection.connect(FileURLConnection
.java:90)
        at sun.net.www.protocol.file.FileURLConnection.getInputStream(FileURLCon
nection.java:188)
        at com.sun.org.apache.xerces.internal.impl.XMLEntityManager.setupCurrent
Entity(XMLEntityManager.java:629)
        at com.sun.org.apache.xerces.internal.impl.XMLVersionDetector.determineD
ocVersion(XMLVersionDetector.java:189)
        at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(X
ML11Configuration.java:799)
        at com.sun.org.apache.xerces.internal.parsers.XML11Configuration.parse(X
ML11Configuration.java:764)
        at com.sun.org.apache.xerces.internal.parsers.XMLParser.parse(XMLParser.
java:123)
        at com.sun.org.apache.xerces.internal.parsers.DOMParser.parse(DOMParser.
java:240)
        at com.sun.org.apache.xerces.internal.jaxp.DocumentBuilderImpl.parse(Doc
umentBuilderImpl.java:300)
        at javax.xml.parsers.DocumentBuilder.parse(DocumentBuilder.java:205)
        at builder.XMLObjectBuilder.build(XMLObjectBuilder.java:43)
        at world.LevelBuilder.buildLevel(LevelBuilder.java:100)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
Problem reading from file [NullPointer]
java.lang.NullPointerException: No tile definition found for TransitionPathMap2
        at world.LevelBuilder.buildLevel(LevelBuilder.java:104)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
Exception in thread "main" java.lang.NullPointerException
        at main.Stage.<init>(Stage.java:67)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
( I think this is only me not defining TransitionPathMap2, but there may be something more there, this is the continuation of the eroor log.)

EDIT: Another error message, seems diffrent, but i don't know if it is.

Code: [Select]
Tile type modification failed for field-value pair CreatureChance:10
java.lang.NullPointerException
        at builder.XMLObjectBuilder.invokeBasicTypes(XMLObjectBuilder.java:91)
        at world.LevelBuilder.buildLevel(LevelBuilder.java:118)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
Problem reading from file [NullPointer]
java.lang.NullPointerException
        at world.LevelBuilder.buildLevel(LevelBuilder.java:132)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
Exception in thread "main" java.lang.NullPointerException
        at main.Stage.<init>(Stage.java:67)
        at main.Game.start(Game.java:82)
        at main.Main.main(Main.java:22)
« Last Edit: July 01, 2012, 03:41:09 pm by sayaks »
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nullzero

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One question, what is the color scale for the colors used in the game? I'm trying to find out through trial and error, but its a bit like reeinventing the wheel all over again.  ???

And btw, i'm anxious to try out that SpawnTile.

That's a great question. It turns out, there are a few ways you can currently put colors in there. I seem to have configured a 256 color palette in (through the blacken ui component) by default. So the 0x77 is some shade of green in that 256 palette. However, luckily it looks like you can also put a good ole full rgb color in there (For example, 0x770077 will produce a certain shade of purple - red+blue). Earlier I was able to google a 256 color palette where 0x77 was the same green the vanilla zombies are in but I can't find it anymore. So feel free to use either. And please report if you find any problems. I'm clueless about this stuff but I'll try my best to help.

Finally figured out the codes, in the Blacken library google project code, says it has the x11 color palette, and the codes are easy to find in https://en.wikipedia.org/wiki/Web_colors or http://html-color-codes.info/color-names/.

The only problem now is that the doors don't switch symbol colors, and there is missing some kind of code in the map file to change the default symbol and background color.

 :D
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nullzero

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About the Sayak's house map... its sweet, just got ripped by the reaper :P

Now i've done some edits: http://dl.dropbox.com/u/909141/Zombies-nullzero-color.zip

I made all SimpleItems.xml to use the standard colors, as in SimpleMap.txt, and remade map 1 with colors. This way if we want to focus on the map generation, we can use the "colorless" SimpleWall, SimpleFloor, SimpleWindow... and so on.

If instead we want a color theme, we use the blue like RiverWater, or the greeny SewerWater. The same with MetalFence (gray), or DirtRoad (brown).

Besides the colors, I changed two more things: I added a zombie dog (faster but weaker) and... tried to mess with the new spawing options to spawn items, without sucess.


Spoiler (click to show/hide)

In particular I wanted

. = BasicFloor(Creature:$Creature.BasicZombie,CreatureChance:5)
: = BasicFloor(Item:$Item.Pistol,ItemChance:9)

But all I get are dogs

; = DirtRoad(Creature:$Creature.BasicDog,CreatureChance:3)

I tried putting chance = 90 and it doesn't change!... Any idea?
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