Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3 4 [5] 6 7 ... 10

Author Topic: Gunpoint: A 2D stealth game about rewiring things and punching people.  (Read 12868 times)

Neyvn

  • Bay Watcher
    • View Profile
Logged
Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Parsely

  • Bay Watcher
    • View Profile
    • My games!

Thats pure gold.
Logged

Talfryn

  • Bay Watcher
    • View Profile

It's a NVIDIA GeForce GTX 260.
Logged

a1s

  • Bay Watcher
  • Torchlight Venturer
    • View Profile

I believe you can buy the game from the website for $9, but it's only available through PayPal/Amazon/Buy with Google.
Thanks. BTW this is a great game, I'm loving the hell out of it so far.
Although I'm running into some bugs.
« Last Edit: June 03, 2013, 08:02:12 pm by a1s »
Logged
I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Shadowlord

  • Bay Watcher
    • View Profile

i7 920, 2.67 GHz (Don't mock me. :( )
16 GB RAM
Windows 7 Professional (Service Pack 1)
And my screen is running 1920 x 1080 which might be causing some of the issues based on stalking their twitter.

Shot him an email, hopefully there will be a quick resolution.

Mock you? For your processor? I have an i5-750 and 4 GB of RAM (and a GTX 460 running the game at 1920x1080, and it runs flawlessly with no slowdowns for me).

P.S. This is awesome.
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

Knight of Fools

  • Bay Watcher
  • From Start to Beginning
    • View Profile
    • Knight of Fools

The game is also an incredible 51 MB big.

For anyone interested, I did a YouTube video on my first hour or so of the game. I removed 95% of the spoilers.

My recommendation is to buy it, and buy it now. It's freaking awesome.
Logged
Proud Member of the Zombie Horse Executioner Squad. "This Horse ain't quite dead yet."

I don't have a British accent, but I still did a YouTube.

Parsely

  • Bay Watcher
    • View Profile
    • My games!

The game is also an incredible 51 MB big.

For anyone interested, I did a YouTube video on my first hour or so of the game. I removed 95% of the spoilers.

My recommendation is to buy it, and buy it now. It's freaking awesome.
Good stuff.
Logged

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID

I was kinda hoping that as you beat more levels, you unlock more scenery elements and such (from other missions) to include in your custom levels.

I was hoping to make a pretty snazzy office building of sorts after beating the game; looking like a cross between a design workshop aboveground, and a weapons testing facility underground, or something. One player access point would be like with the upgrade tests with subway access from below

So far, my personal place which has no real goal to it is starting from a desk, and either jump out the window (single-story), and just leave, or crosslink a door to knock out my guard on the way out the front door.

Thinking more elements could have also been unlocked, I could've gotten more creative with my designs. Oh well, I can still work on actual level design.


Check my place out yourself, it really isn't much (was really going for a personal/private office feel to it), and was hoping to add to it as I unlocked more elements.
Oh well, here it is:

Make sure to save it as a *.lvl file in, If Steam: Steam/ateamapps/common/Gunpoint/Levels; if not then omit the Steam parts.

EDIT:
Unless we can understand this code better, I guess we're stuck with the limited (aesthetic) elements included in the level editor, unless the creator intends to add to it in the future.
« Last Edit: June 04, 2013, 12:40:58 am by Itnetlolor »
Logged

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile

https://dl.dropboxusercontent.com/u/3676056/Agent%20Head%2C%20Derp%20Head.lvl


Heres a small level, completed it on ghost,gentlemen :D
Logged
Dev on Baystation12- Forums
Steam Username : Headswe

Shadowlord

  • Bay Watcher
    • View Profile

Head: That was pretty easy. Non-lethal, ghost, ninja, and thoughtful. (Is there a swift for custom levels? I usually seem to get thoughtful on the regular missions anyhow. :P)
How the building looked at the end of the mission: http://puu.sh/38ehd.jpg
Contract complete page: http://puu.sh/38ejT.png

The money bar running the width of the screen must be a bug with custom levels.
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

head

  • Bay Watcher
  • Whoop Whoop.
    • View Profile

Head: That was pretty easy. Non-lethal, ghost, ninja, and thoughtful. (Is there a swift for custom levels? I usually seem to get thoughtful on the regular missions anyhow. :P)
How the building looked at the end of the mission: http://puu.sh/38ehd.jpg
Contract complete page: http://puu.sh/38ejT.png

The money bar running the width of the screen must be a bug with custom levels.

Aye it wasn't very hard,but i think i nailed the design there. too bad you can't have two sets of elevators/stairs.
Logged
Dev on Baystation12- Forums
Steam Username : Headswe

Shadowlord

  • Bay Watcher
    • View Profile

So the file format is pretty simple. I just documented all the ID#s for the items that are available in the level editor, and how the file format is designed:

Two ways to see it. A google docs spreadsheet, or in text format:

Spoiler (click to show/hide)

Edit:
Experimenting with other item ids now.
1 is an actual player, which is amusing in that you can run around while in the level editor itself, until you crash Gunpoint by colliding with something which wasn't meant to be collided with by a player who isn't supposed to exist in the level editor. :V
« Last Edit: June 04, 2013, 01:59:28 pm by Shadowlord »
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID

So, I assume you're making a list of what values give you what?

I did a bit of experimenting (not thorough, however) and it looks like you can actually get elements not normally present in the in-game editor this way. If possible, we ought to make a spritesheet of what addresses give us what, and possibly where the sprite element's "center" (where to coords refer to for positioning) is located, and maybe the dimensions to work with (how big each one is).

I hope updates come along that allow for these elements normally, but as long as we can map the more advanced backgrounds in, albeit, with a bit more challenge, I'm okay with this method for now.

Would help to also have a numerical REF# list in there (number order). Tell of references that crash the game and etc.

Based on your notes: (I assume from the first Top-Left pixel of the sprite in question)
216 - Object REF#
312 - Y-Coords (Tiling is usually divisible by 8-pixels)
560 - X-Coords (Tiling is usually divisible by 8-pixels)

Tiling is mostly a guideline for clean building; but you can mess around with it to better-align or make things a tad screwier.

I'm going to do some exploring of my own with the backdrops. Starting from REF#216.

My sprite listing, progressively by counting upwards.

Spoiler: References # 200-300 (click to show/hide)


UPDATE:
Found rain. Finding out what address it accesses. Just as well, I found a 16x16 shadow tile, I would assume it's 219 or something, according to position.

UPDATE UPDATE:
Coming across the listed items right now. Marked as such.

...And even more.

UPDATE UPDATE UPDATE:
And I finished 100 Level Editing Item references. Import them if you will. I still lack the permissions to do so.
« Last Edit: June 04, 2013, 05:04:23 pm by Itnetlolor »
Logged

Shadowlord

  • Bay Watcher
    • View Profile

I've got a spreadsheet started, but the list of standard elements in it isn't in numerical order currently. The list of non-standard (i.e. not in the editor's menus) elements is, however.

Also, the coordinates of an item is just the upper left corner of the item's art. It's not the center or anything. (I'm not writing down IDs that cause crashing, since so far that seems to be most of them, but I haven't gotten very far yet. I've only tried 1-13 so far, but the only ones that haven't crashed were 1, 2, 8, 10, and 13, and 2 and 10 appeared to be invisible (as far as I noticed) - but maybe they do something special or are game state flags or something, who knows. 13 was the most interesting, if only because it was apparently a fake stairway door.

(That is https://docs.google.com/spreadsheet/ccc?key=0ArfBRDTBNF_LdEFIR2VEVmtxdzN1QXVwQzhJWUlVTEE&usp=sharing again)

I can set you up with permission to change it if you want to add things you've found yourself (or add a section for the 'standard' elements in numerical order, or the like).

Edit: Oops, not 11. 10 exists and is invisible, 11 doesn't exist.
« Last Edit: June 04, 2013, 02:58:49 pm by Shadowlord »
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

Shadowlord

  • Bay Watcher
    • View Profile

Based on your notes: (I assume from the first Top-Left pixel of the sprite in question)
216 - Object REF#
312 - Y-Coords (Tiling is usually divisible by 8-pixels)
560 - X-Coords (Tiling is usually divisible by 8-pixels)


X is before Y.

Also, any custom ID that shows up in the editor, you can move around in the editor, so editing the coordinates in the editor is probably only useful for placing things with sub-tile precision, or if there turns out to be something that encodes something other than x and y in those values. It'd be possible to encode a wire link that way, the ID specifying which network (red/green/blue/yellow/purple), and the "x" and "y" specifying which components (by index, probably) it connects.
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive
Pages: 1 ... 3 4 [5] 6 7 ... 10