Legend of NoName - The Game
dev-diary Day#3: I´m gonna make my own game … WITH BLACKJACK AND HOOKERS !

If not so much happens I will just skip a day or sum up 2~3 days at once, so there aren´t post with just one bulletpoint in it or stuff like that ^^.

Since I finished the rewrite it is now all back to real progress and somehow creating things out of nothing, I have to be creative for most of the things that I do now. (if it is not just scripting events or chats with NPCs).

The progress of the last 1.5 days can be broken down to this few bulletpoints:

  • Work on some art for a new map (every RPG has to have a graveyard right?) Fuck tumblr formatting, pic is going to the bottom of the post -.-
  • Learning some basics in C# to role my own editors for events and conversations, so I don´t have to write it all in plain XML
  • Drink more than 2 beer before 12am *achievement unlocked*
  • Start begging my parents to pay for collage education >.<

That´s it! I´, not quite sure where the graveyard-thingy will fit in, but It was the first thing, that came into my head as I wanted to create some more tiles and objects.

Next step will be to debug all and everything while putting down some scripts and getting at least a few sounds done, so there can finally be something playable. For myself I REALLY need to get something out, that people can playtest and tell me it´s not as awful as I think it is :D

And it would be great If you could tell me what you think about the friggin stuff i do. What do you think about all the post on every little thing and my plans for the next days. Good, bad, get the fuck off, marry me :D ?

Dev-diary Day#2

Today has been a rough day, since I am still trying to figure out how to not starve when I go back to school since my income will be close to zero … and I played a lot “Don´t Starve” to be prepared, just in case :D

Changes are mostly bugfixes and some stuff to make my life easier adding new things, without hardcoding everything.
I also played around a bit with LMMS. Feels way more powerfull than what I need, but I like the GUI and there are some tutorials out there for it, so getting the hang of it should be possible, even for me :D

  • Fixed a bug which caused NPCs to not changes maps according to the story progress
  • Fixed some minor positioning issues with the combat system
  • Fixed a bug which caused NPCs not to take part in map changing animations
  • Changed the way how enemies choose their target in combat
  • Extended the event-system to trigger bossfights
  • Started working on a scripted boss class

Since it´s all just bugfixes and engine stuff, there sadly is nothing to show off.

Serious dev-diary Day#1:

I am too tired to make a whole writeup on this, but I got like 95% done, what I wanted to be done.

  • gamestates to switch between map/combat,menu etc *done* (and wasnt even on the list ^^)
  • gamestates for in which world you are in and changing some behaviour for that (wasn´t on the list either) *done*
  • rewrote the lib-specific stuff for the combat engine *done*
  • replace a shitton of ifs and whiles because event based systems rock *done*

The only thing that is left to be on par with the game written with the old lib are afaik the HP/AP bars. Because I am just too tired to look up how primitives work now. I will just call it quits for today and change that 4 lines of code tomorrow :D

And this is a little screenshot, that shows, why I got a new lib for all the drawing stuff :P

image

Progress on rewriting, motivation and girls …

Today I finally got some more stuff done, that needed to be rewritten for the new lib. By now i learned everything I need to use (for now) to rewrite all the stuff. So the only thing left to do is actually the combat system, which just needs the variables for the input and the functions for the drawing changed. That should be a matter of roughly 2 hours or so until I can start making real progress on the game.

Still one of my biggest problems is motivation. It just plain discourages me, when I look at the huge ToDo list I have up for the game and every time I can cross out a point I could add 3 others straight from the design doc.
Another thing that drags me down is, that with this project I kinda bitten off way more than I possibly could chew. There are so many things, that I want to do with this game that I´ve NEVER done before. There is a lot of stuff I don´t even have a clue of, like, actually making a soundtrack, crafting a shitton of assets, that fit the same style, write necessary editors that aren´t just for tiled maps, etc. Everything I did to date was like all this crappy starter stuff.
We all know, that you should start small and grow with every project, but I guess the step this time was a bit large.

Nonetheless, I WON´T simply bench this game. I JUST WON´T! This is what I want to do in the end. I want to make games. It´s that simple.

The best way I could think of, to keep motivated and feel reliable was to just post every single day. Most likely not many people will read it, but just seeing the stuff for myself should be enough. The plan is to do at least 2~3 hours a day on this damn thing (browsing the web and watching youtube videos not included).
Ohh and I got a new mic, so there might be the possibility of some progress videos, which I can sum up and commentate with my sexy voice :D

And for the personal part … We all know that feeling, when you got nothing to do the next day and pull off an allnighter, to get shit done. Sometimes successful, sometimes not so much. And then suddenly its 8 am and you go to bed.
Around 3 pm my girlfriend drops by and instead of bitching around and just leaving … she just does the fucking dishes, and wakes me up with a warm meal she just cooked. Damn, that girl is a keeper :D

I wish you all a nice evening and see you tomorrow on Day #1: serious devlog shit :D

latenight herp-derp

Voice inside my head: “Bro, you haven´t done stuff for the game the last 2 days, you need to get shit done!”

Me: “Calm down, Monday is national holiday and I have enough time to get stuff done this week anyway!”

Voice: ” Oooooooor you could just do some random graphics, browse youtube and call it an allnighter, that you got SOOOOOO much done in at 6 am and go to sleep!”

Sometimes I just hate myself …. doing great textboxt-borders btw >.<

dormoxx:

manchestergamemaker:

legendofnoname:

Todays work:

I was too lazy to do real stuff, so instead I made a new effect for changing maps.

In my opinion it´s WAY cooler, than just blending into/out of a black screen :D

I don’t disagree, however, the ‘fade in, fade out’ is as much about ‘maintaining the illusion’ as it is anything else. I’d almost be concerned that the ‘bouncing in/out’ would separate the player too much from what they’re doing.

For some reason, the human brain totally adapts to the idea that you blackout everytime you leave a room and wake up in the next one.

I like it and agree with manchestergamemaker. However, I think that this kind of changing map animation would only fit futuristic style of game. You know what I mean? As in, the map generates that way because it’s a computer world, more or less. 

Just my two cents.

Seems like you two didn´t read my previous posts on the “setup”-stuff.

So the game is about a boy who plays a game and interacts with the characters in the game (weird stuff n shit). So most likely if you are in the “real world” maps will just blend into/out of the black. If you are “in game” maps will load like this. So this bouncing in stuff is one approach (of i hope at least some) to distinguish some things, to make it obvious, in which world you are (apart from which character you are running around with).

Still, I am very happy, that I get some feedback by now, if i post some stuff, thank you guys.

and still, i dot quite understand how tumblr works :D

Todays work:

I was too lazy to do real stuff, so instead I made a new effect for changing maps.

In my opinion it´s WAY cooler, than just blending into/out of a black screen :D

A in-depth look at tiled maps

While I am still busy with rewriting everything with the new lib and some RL stuff I will most likely try to explain how I did some stuff with my game, maybe it gets someone some insight, maybe I can get some feedback on how I can do it better.

I will most likely do the lib-specific stuff in pseudo-code and the rest C/C++ style.

So here comes the first one, Tiled maps :

To keep it simple lets say we have the map stored in arrays

int map[49][49]; // map tiles
int obj[49][49]; // object tiles
int pass[49][49]; // shows if the player can walk on the tile

That leaves us with a 50x 50 map.
And lets say we have an array of the images we want to draw:

sometype tiles[100];
sometype objects[100];

As we want the player to be centered in the middle of the map all the time (at least in this example) we have to draw everything corresponding to that and we need to know how big the tiles are.

offset_x= SCREEN_W/2;
offset_y= SCREEN_H/2;
tile_size=32; //size of the tiles in pixel

The next thing we want to do is to ensure, we only draw what´s actually on the screen AND inside the map.

float camera_x_low=0;
float camera_x_high=0;
float camera_y_low=0;
float camera_y_high=0;

The first part of our draw_map() function would look like this then:

if(player.x/tile_size-ceil(offset_x/tile_size)<0)
        camera_x_low=0;
    else
    camera_x_low=(player.x/tile_size-ceil(offset_x/tile_size));

    if(player.x/tile_size+ceil(offset_x/tile_size)>49)
        camera_x_high=49;
    else
    camera_x_high=(player.x/tile_size+ceil(offset_x/tile_size));

    if(player.y/tile_size-ceil(offset_y/tile_size)<0)
        camera_y_low=0;
    else
    camera_y_low=(player.y/tile_size-ceil(offset_y/tile_size));

    if(player.y/tile_size+ceil(offset_y/tile_size)>49)
        camera_y_high=49;
    else
    camera_y_high=(player.y/tile_size+ceil(offset_y/tile_size));

So, if the player_position - half_the_screensize/tile_size < 0 you draw from 0 (so its not outside of the map). if the player_position + half_the_screensize/tile_size > 49 you draw to 49 (so its not outside of the map).


Now we put all the drawing code into a small, but neat for-loop:

for(int i=camera_x_low;i<camera_x_high;++i)
    {
        for(int t=camera_y_low;t<camera_y_high;++t)      
        {

                // drawing code

        }
    }

Everything that is just inside that for-loops will only get drawn if it IS actually on the map AND on the screen.

Now we add the basic of drawings:

for(int i=camera_x_low;i<camera_x_high;++i)
    {
        for(int t=camera_y_low;t<camera_y_high;++t)    
        {

                int tile_number=map[t][i];      // that way its easier to call
                if(tile number>0) // so if the tile is actually filled
                {

                    draw(tiles[tile_number],i*tile_size-offset_x,t*tile_size-offset_y); // draws the tile(read out of the map[][]array) and draws it to its position
                }
        }
    }

With just that little bit of actual code, we draw everything that needs to be on the screen and ONLY what should be on the screen.

If this stuff gets some good feedback I might have to consider another way of formating this, because in the preview it looks horrible >.<

Anyway, have a nice day guys ;)

P.S.:screw spellcheck and mistakes in the code. If something seems a bit too off, it´s either a mistake or I srsly should stop writing code :D

♥ tilesets

The old lib I used for all the graphics stuff didnt support .pngs natively, so there were quite some problems trying to crunch everythign into tilesets and copying parts of the set into smaller images for easier use.

With Allegro5 that problem is gone so I can finally just put everything together as spritesheets :3

Reducing the 250 files in the gfx folder down to roughly 20 :D


I will make another post on this subject as soon as I get the map-moe working again on tile transitions n stuff. Cya

Reblog if you’re a game developer

callmemonamiral:

Whether you’re indie or AAA, for consoles or computer, I want to follow you and get to know you !

Nice idea, we all should get closer together and help each others out, since we´re all in the same boat. :D