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Author Topic: BoundWorlds: An action-adventure game with an insanely powerful level editor  (Read 148573 times)

IndigoFenix

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1125 on: August 06, 2018, 01:04:17 pm »

Another update with some minor fixes and additions.

Loops can now be assigned a maximum limit.  So you can do a set number of loops in a single line.

You can now make Host Techniques, basically add an ability to the player through a status effect instead of an equipped item.  Note that when using the technique all variables are evaluated as the player sprite, not the effect sprite.

Finally, I fixed up the frame dragging in the tech editor, which should make creating complex techniques easier.

The weapon parameters (in the item editor) are not actually working, so ignore them for now.

Kamani

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1126 on: August 06, 2018, 01:56:43 pm »

That loop change should be helpful. Now I can skip all of the loop if timer > 299 and set timer to timer+1 kind of stuff.

Cool! That should come in handy.

Thank gosh. Next time I need to move a complicated frame 20 frames over because the player doesn’t have enough time to dodge, it will be far easier.

Okay.

Edit: Can word variables be stored to item's memory partitions?

Edit: Scrolling backgrounds work very strangely. Try putting a player on the same one as it. You get some odd results.

Edit: Sorta a bug? If you are shift multi placing tiles and you mouse over a tile in the tile palette, when you release, it will switch to the tiles you were over and place that tile instead. When you are creating tile patches bigger than your screen, this can wind up being a real inconvenience. Not a huge issue, just a minor pain.

Edit: Hmm... Do you think the cave first room looks alright? I'm not 100% on this tileset yet (it's missing some pieces (I made some bad fill-ins with lazy editing, but that already has the word bad in it), and some things look wrong), but I don't know if the issues with it are bad enough to justify losing that decent color scheme match (comparable to, say, the Hyptosis Goblin Caves, with purple floors and stuff).
« Last Edit: August 07, 2018, 01:58:57 am by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1127 on: August 07, 2018, 04:20:24 am »

Words cannot be stored in partitions.  I might add an option to convert text to binary and back later (though keep in mind that unicode requires 16 bits per character).  You want to store a text input or something?

Yeah, don't put the player on scrolling or parallax layers, the reason why you can put sprites on scrolling backgrounds at all is because it can make some cool effects like tiny objects moving or interacting in the distance, but the camera doesn't know what to do with it and trying to manage xy positions across disjointed layers will also be weird (since scrolling only affects where the objects are drawn, not their "real" positions.  I might add some handler for this at some point.

I'll check out the rest later.

IndigoFenix

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1128 on: August 07, 2018, 04:23:54 am »

The cave looks fine, but if you're concerned about color schemes don't forget that you can colorize tilesets.

Kamani

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1129 on: August 07, 2018, 12:43:57 pm »

Oh, right. I forgot. Sorry. Thanks for the (opinion? Advice? Not sure how to phrase this again).

Edit: Oops, missed your first post. Responses:

On text variables in items: Got it in one. I want to be able to use an alternate title to use for the player (which will be under a settings tab in the quest core). If I could store a text input, I could just have an on create effect at the beginning of each world that set the player's title to that. (Side note: A max characters number for text entry would be appreciable).

On scrolling layers: Okay. Good to know.

On the rest: Okay. Thanks.

In addition: minor glitch: Type q into a text entry box, and the menu will still pop up. This should probably be prevented as long as the text entry box is open.
« Last Edit: August 08, 2018, 01:03:19 am by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1130 on: August 08, 2018, 07:51:36 am »

I've made a few more minor improvements.  Fixed the bug with the tileset selector and the number selector decimal point issue.

I've also added a _pos variable for layers, which contains the absolute position of the layer relative to the room, after taking scrolling and parallax into account.  Since sprite _pos refers to the sprite's position relative to the layer, you can get a sprite's absolute position by using {_pos.0 - _layer._pos.0,_pos.1 - _layer._pos.1}.  Useful if you want objects between layers with scrolling to interact.

(I don't think I've mentioned before, but you can get an individual object in an array variable using a .(index) format, starting with 0.  So _pos.0 is the same as _x, and _pos.1 is the same as _y).

I used this along with some layering effects to create an overpowered item that will probably be made a secret (or at least really expensive) soon, but I feel like showing it off anyway so I snuck one into Chicken Rock (you can't leave with it).  It is also an example of the kind of attack that the boss flag is intended for.

Edit: Another minor touch-up, making it easier to set bounds on an image.  The corners are easier to click, the rectangle is less buggy, and you can hold shift to create the bounds anywhere.

Kamani

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1131 on: August 08, 2018, 12:26:59 pm »

Great! Those two bugs were pretty annoying. Thanks.

Okay. Should come in handy.

Oh, neat. Hasn’t effected me yet, since all the times I have used array variables, I’ve been changing the whole thing, but that should come in handy.

I’ll make sure I take a look at it today, while it’s still around.

Good. Image bounds could be a bit annoying to set, so that should be helpful.

Edit: Ugh, just can't find inspiration on what to do for this second dungeon floor of the cave section. Maybe I should just make it enter out into the desert early. I know what I want to do for the desert section, so I wouldn't get stuck here.
« Last Edit: August 10, 2018, 01:45:27 am by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1132 on: August 10, 2018, 03:08:45 am »

Well, don't concern yourself too much with doing things out of order - it's what I typically do.

Having a general theme or backstory for the dungeon could help you come up with ideas.  I don't know what the town is going to be like or how it's different in principle from Lusuria, but if you start with that it can help you come up with ideas.

Going to start making a new video soon.  The new layering system should make for some nice flashy effects that will go well in a trailer.

Kamani

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1133 on: August 10, 2018, 04:02:31 am »

Fair enough. I’ll start the dragon boss fight and see if the gives me any ideas.

The desert section of the dungeon has a fair amount of thought put into it, but the caves ended up as kind of a last minute addition (possibly I should just do full desert?). Actually, considering BOTH of the Trial Guardians, full desert makes more sense (one being too large to fit into a smaller space, and the other being a sentient animating force/spirit of the entire desert). I think I’ll go with that.

Neat. A new video should turn out nicely.
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1134 on: August 10, 2018, 04:37:46 am »

If you're using the flying dragon as a boss, I have a sort-of-incomplete version you can modify.  Getting the hitboxes to line up more or less okay was a pain so you might find it useful.  The fire breath still doesn't quite work but it has a bite and a grab-and-slam attack.  Flying enemy AI is still a bit off in general though.

Kamani

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1135 on: August 10, 2018, 04:42:12 am »

I’m going to be using the flying dragon as a boss, but, I suspect that with the way I am planning on doing it, a more standard version won’t work. I’ll take a look though. With how I am planning on doing it, the hitboxes shouldn’t matter, thankfully, and nor will the flying enemies problem. Thanks though. I’ll still take a look, since, either way, it should be pretty neat.

Edit: For a couple minutes, loading wasn't working at all. It was just going up to a percent then stopping. Any clue why that was?

Edit: Screen glitch again: If you load the BossTesting room I have editing and enter the gate, BoundWorlds will partial freeze (menu still works). But if you use the menu to leave, the edit/playing screen goes entirely black, and will remain that way until BoundWorlds is fully rebooted. Not sure why this is happening, but since this appears to be a repeatable glitch, it might be possible to figure it out.
« Last Edit: August 12, 2018, 02:26:21 am by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1136 on: August 12, 2018, 03:55:35 am »

It seems the bug is caused by the sandcalling ability, the creation event is trying to set the position to a single number, which doesn't make sense.  But I do need to come up with a better handler for that than breaking the game.

As for the loading issue, it's probably just your internet connection, though it is possible that there are some bugs that only occur if the connection is slow or faulty that can stop loading entirely (it's supposed to keep trying until it succeeds, but I haven't tested it much) .  There is an issue with backtracking into certain areas while exploring, but this is probably not what you were dealing with.

Edit: Ok, shouldn't crash anymore.  Also fixed up some other bugs, like the backtrack issue, retaining flash effects between rooms, and made option selectors look nicer.

Kamani

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1137 on: August 12, 2018, 12:21:33 pm »

Oops. Thanks. Well, at least it’s an easy fix on my part.

Okay. The weird thing was that it was loading normally (still slow, what with the bad connection here), and then suddenly it started loading up (once up to like 70%), and then stopping, which I haven’t seen before. But I suppose it’s gone now, so...

Good. Thanks for the fixes.

Edit: Hmm... Not sure if the boss is sufficient or no (before life balancing, of course). It feels a bit lacking with just the two moves and the summoning, but I can't think of anything to add. I guess I'll just keep thinking on it for now.
« Last Edit: August 13, 2018, 01:01:50 am by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.

IndigoFenix

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1138 on: August 13, 2018, 08:28:34 am »

Hmm, well the free rotation seems a bit wasteful on a sprite with so many animation options.  I can think of some ways to make it better, but I would need to experiment a to get it right.  The bombing run is nice though.

Maybe an attack where he dives under the sand and bursts out from below the player?

Kamani

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Re: BoundWorlds Update: Dynamic layers and fun with composite graphic effects
« Reply #1139 on: August 13, 2018, 11:29:54 am »

I used the free rotation (even though it looks a bit goofy) because the free rotating fire wouldn’t look right otherwise. Also, the sprite was designed to be flying, and I can get away with having the south-facing tile for the ground, but the others don’t work as well. Glad the bombing run works pretty well.

That might work. I’ll try it out later today. Thanks.

Edit: Not sure if I should note spelling mistakes or not (people seem to generally complain about them, so I guess they should probably be fixed?), but in the Create Hitbox event menu, if you mouse over the condition setting, the word condition in the description is spelled condtion. Also, should I note any future spelling issues or no?

Edit: Dig attack is done. I think dragon health should be about 350? Now I just have to set up the thing to make the battle actually end correctly when hp becomes 0, and then this should be good. Edit: 400 health, I think?

Edit: Glitch I do not understand whatsoever: for some reason, when I have the sand blind status effect from the sand dragons, I can move while blocking.

Edit: Post-dragon cutscene set up to be easily made.

Edit: Credits glitch: If you go into edit mode (might happen if you main menu too, I haven't checked), the credits will stop rolling, but won't disappear (you can actually scroll through them though). They should probably disappear?

Also, is there a good way to make flash effects that last until disabled? I know that used to be done with _room.flashcolor and _room.flashlevel, but I seem to recall that was removed, so I don't know how to do it now, since flash effects are short term.

Edit: Oh, right, is the IndigoFenix at the end of the credits always added because you made BoundWorlds? I only ask because it looks a little odd if you also have you in the credits for a sprite (the acolyte red face in this instance).

Edit: Wait, it is also in there an extra time because of the rainbow blocks. Must have been entered differently? I better figure that one out...
« Last Edit: August 14, 2018, 02:38:31 am by Kamani »
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Boundworlds: A Multiverse Creation and Exploration Action RPG
Good if you can't focus on a single project long enough to make a full game. Or for making an entire large game, if you feel like it.
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