Archive for map

Sprite Creation

Posted in graphics with tags , , , , , , on August 8, 2008 by Tau

Or Why I really wish I owned a tablet. Bring on the MacBook Touch, that’s what I say. It’s especially painful as I don’t even have my Wireless Mighty Mouse anymore, so it’s all with the trackpad until I can get to an Apple Store. Now, the process has so far gone like this:

I quickly sketched out an idea for a small town, took a photo of it and loaded it into Gimp. This forms a bottom layer over which I draw the isometric image.

I use the grid to map out the isometricness of it.

This is all the east bit. The parts I’m not sure about are the textures and colours of all the sprites. I haven’t Gimped enough to be confident in this. But, like everything else, I’ll learn as I go along. To be continued…

How I do things (Part 2)

Posted in code with tags , , , , on August 1, 2008 by Tau

I wanted to draw the information for the maps from an external file – one that would be much easier to create and modify that code. So rather than have huge streams of code saying thisimage.draw(here) and thatimage.draw(there) I could just have a text file that said (x, y, image) and a few lines of code would read and draw everything. Continue reading

If only I lived in Dark Angel world

Posted in games, story with tags , , , , on July 30, 2008 by Tau

I haven’t done any coding today (at least in Python) but I have been thinking about some of the game elements. Way back when I first wanted to do something like this, which was probably about 10 years ago, one of the things that struck me was the slum layout in FF7. I’ve also just finished watching the pilot episode of Dark Angel, and it’s brought back my fondness for post-apocalyptic slums. An idea I had was to imagine that an entire continent had been urbanised, mainly by slums, and then to translate this into a game. Instead of randomly generated dungeons, we have randomly generated villages, forming a much larger city. They wouldn’t form any part of the story (well, some would) but the rest would be for general exploration. Features, locations, items, even the origin of sub-quests could be written into the random generation. My intent isn’t to have the whole world map like this, just one of the cities.

Whilst I like HP based battle systems, I dislike grinding. I hate grinding. What I would like to see is a battle system that combines the traditional methods with one that requires the player, and not just the character, to improve in order to defeat more challenging opponents. This is all.

Next on the code objectives: Solid map objects & Map objects that move

Ok, NOW there’s a world out there

Posted in code with tags , on July 30, 2008 by Tau

The issue I had with changing maps has been resolved. For some reason, the map would overwrite but the events would append. I don’t understand why, and if anyone can explain I’d be grateful (I think it may have something to do with the new event list being defined in the event constructor, and the map not. But it wouldn’t work otherwise, again, I don’t understand why). So I just delete all the events in the list before writing a new one. Now it works fine, and all new maps and their events can be read in from a file, and moved between. That means I don’t have to write more code for a new map, conversations or events. The sky’s the limit.

There’s a whole world out there

Posted in code with tags , , on July 28, 2008 by Tau

Another event type added: this one changed the map and curret list of active events. So it’d be used for going from a worldmap to a village, a village to a house etc.

No, wait, it doesn’t work. For some reason the map overwrites but the eventlist appends, so all of the previous map’s events are still active in the new one.

Ok. I’m sure there’s a rational explanation for this…

Grid Reference l3,3t

Posted in code with tags , , , on July 24, 2008 by Tau

I’ve written a file reader class for the maps, so that, like the dialogue, map information is read in from an external file, put into mapobjects and stored in a map, which can then be looped over and drawn. The file simply contains the co-ordinates, image file and permeability of what is to be drawn.

Now I think I’ll start drawing things, make the text from the dialogue print somewhere other than the terminal, and we just have something whole, albeit embarrassingly small, given the number of hours I’ve put in.