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Messages - Titch

Pages: 1 ... 12 13 [14]
261
games / Re: Level Up!
« on: Fri, Jul 31, 2009 »
You can go through the doors never. They may well has a use though. ;)

I've been trying various things with collect to make it less insane, I have a feeling I need to limit the max speed of the gems so they can't fly so far out of range on inertia. I'll hit on something eventually.

262
games / Re: Level Up!
« on: Wed, Jul 29, 2009 »
I dunno if double posts are ok in this forum. I'm gonna go ahead and assume they are and Adam can delete it if I've done wrong :)

Anyway, new update. Another area up top. Enemies/Damage/Stunning all work, if you run out of health you go into a stun state and can't move for a few seconds. Basically all the levelable stats have an effect, although you can't yet unlock to the top tier skills. Parallax scrolling added, which caused some graphical glitches I'm still chasing. Partially finished HUD in. Mini RPG style popups for health/leveling so I can get rid of bar at the bottom of the screen.

263
chat / Re: v1.25 is ready for testing!
« on: Wed, Jul 29, 2009 »
Anything that can be displayed should support scrollfactor

It's strange, when I was trying to do it before it was throwing an error. Although now it seems to work just fine.

Quote
You can do that by overriding hitWall, hitFloor and hitCeiling methods.

I'm not sure that will give me the results I want as it will treat every hitCeiling call against the FlxTilemap to change. More specifically I would like to be able to define a range of tiles in FlxTilemap that represent 'platform' tiles and others that are just plain solid. I can probably wrangle it out extending FlxTilemap and FlxSprite accordingly. I'm not sure I want to try for this project though :P

264
chat / Re: Tilemap editors
« on: Wed, Jul 29, 2009 »
I've been using Mappy, I even wrote a nice tutorial about it :) along with a custom script that I modified to export to a flixel friendly format. Although I've been annoyed at it's point blank refusal to handle multiple chip sets at once. So I might poke TileStudio to try and get that to work with my next tile based project.

265
chat / Re: v1.25 is ready for testing!
« on: Wed, Jul 29, 2009 »
Any chance of being able to render FlxTilemap as parralax backgrounds using ScrollFactor? I've not looked at the underlying code yet to see if it's an easy hack or not.

NINJA EDIT: Also, support for a range of 'platform' type tiles that you can jump up through and land on but not block collision in any other way.

266
help / Re: Drawing Tilemaps for Flixel using Mappy.
« on: Wed, Jul 29, 2009 »
I'll get some more complete/compileable examples up in the next few days. I wrote this method as part of the project I'm busy working on, so when time permits I'll take a break from it and work on tutorializing this stuff better.

Since I posted this I wrote another version of the same script that compiles the entire tilemap to XML and can handle an entity list so you can populate your map with enemies/pickups whatever else. So I want to write an alternative version of the tutorial for that to...

267
games / Re: Level Up!
« on: Tue, Jul 28, 2009 »
Unfortunately the music is placeholder. I'm still divided on seeking a musician or trying to put something together in PXTone myself. It would be nice to have dynamic music that changed between zones or as you level. I might be able to get permission to use it in the game though. Perhaps I'll ask.

I've added a big underground area an implemented simple enemies and damage. Gems are everywhere also. It's a lot more stuff behind the scenes than you might think, simply because I had to re-write the Mappy exporter to output to XML and create a list of objects to import. Mappy uses Lua, which I've only used a little six months ago.

I'm -still- fiddling the numbers on the movement. It should be better than before. Still feels too loose though.

268
games / Re: Level Up!
« on: Tue, Jul 28, 2009 »
I've made some minor alterations that should reduce the insanity speed/slidy-ness of running now. Grip improves as you level up and there is a small curve on initial acceleration for dropping down one or two squares. Oh and cheap bug where you could level up jumping fast has been exposed and removed.

I'm re-working the level editing code so that I can place gems/enemies using Mappy and thus won't get as many accidental bugs where gems appear in solid tiles. Hopefully will put in 'real' update tonight.

EDIT new area in design:


269
games / Level Up![FINISHED]
« on: Mon, Jul 27, 2009 »


Every day a girl runs out to collect magical gems, she learns from her actions and grows stronger with every step. Every night she has a reoccurring nightmare and forgets everything. There is only one way to break the cycle.

Watch the trailer
Play it on Newgrounds after the 25th of Novemeber :)
Last Update October 24th

Leveling up has a really simple structure. There are five kinds of experiance, for RUN,JUMP,COLLECT,DAMAGE and HEAL. Each time you perform the action associated with that type you gain exp, when you get enough that catagory levels up and your abilities improve a little. When you max a certain level, you gain an additional special skill.

Very nearly finished now (you can tell by the way of all the sponsor placeholders being in). I've got to work on the SUPER SECRET ENDING.

270
help / Drawing Tilemaps for Flixel using Mappy.
« on: Mon, Jul 27, 2009 »
Writing a level editor is a pain. Why do that when you could just use a tileset editor like Tilestudio or Mappy to lay out the level. Since Flixel uses a really standard text array input for tilesets, it's absolutely ideal for using a tile based mapping program to edit with. This is the meathod I've been using to work on my Flixel based game Level Up

To lay it out, this method uses FlxTilemap and you need to download a copy of Mappy and this script file + examples that plugs in to Mappy to output the map in a format that Flixel can understand.

First you need to prepare you tileset, if you haven't already. As far as I know all tiles in Flixel have to be square and laid out in strips. It's important to note that non-colliding tiles go at the START of a tilestrip. If you have to change the arrangement of tiles in the strip at a later point it will play absolute HAVOC with your map. Unless you are 100% CERTAIN, leave some space for later.


Here is an example set if you don't want to make your own just to try this out. Based on my previous advice this is crappy layout for the tiles, but I was trying to minimize the size of the file.

So the first job is to set up the script for use in Mappy. Once you've downloaded Mappy itself you need to extract the script file to the /luascr/ folder inside the directory with the mapwin.exe. You also need to edit MapWin.ini and add the extra script into the custom script menu, by scrolling down to where it says:
Code: [Select]
;
;    lua scripts
;    these are files in the luascr folder, they are textfiles that allow
;    custom functions to be written (see www.lua.org for language details)
;    to add them list them here preceded by lua01 to lua16, they appear
;    in the Custom menu. You can also drag and drop .lua scripts onto the editor
;
And add this at the bottom of the list
Code: [Select]
lua16=Export Flixel Tilemap.lua(In my setup, I replaced the flash script with the Flixel one to put it at the top of the menu)

Now open up Mappy. Open the File menu, select that you want to make a New map. You have to input the dimensions of the tiles and the number of tiles in the map. If you are just testing the functionality you will probably want to downsize the map from 100x100 to something smaller. If you are using the example chipset, set your tile size to 16x16. Then hit File and then Import. Select the file you want to import and they should pop up in the right hand column.

Now draw your Map. Mappy has a ton of different functions that I don't really want to go into right now. This method doesn't support animated tiles. If you want to do layers they have to be exported seperately and then arranged to be added in order in the code. In the future I'm going to update the export script to better handle multiple layers (or someone else can to).

Once you map is drawn out. Go to the Custom menu and select Export Flixel Tilemap. It will ask you to provide a filename and set an amount to shift the tiles by (It's best to leave this at -1 unless you know what you are doing). You should then get a big long comma delimited textfile full of numbers that you can import using FlxTilemap.

Setting up the map in game is a simple as  

Quote
[Embed(source = "data/example_map.txt", mimeType = "application/octet-stream")] public static var data_map:Class;
[Embed(source = "data/example_chip.png", mimeType = "application/octet-stream")] public static var data_tiles:Class;

var myMap:FlxTilemap;
myMap= new FlxTilemap(new data_map, new data_tiles, 3, 1);
add(myMap);

Obviously you substitute example_map.txt for your own generated txt file from Mappy and example_chip.png for your own chipset when working on your own map. It's worth note that you can import multiple maps this way and layer them infront/behind the character. The main collision map is a good place to put other deco objects that appear in front of the player. I usually set up another map that is added before the player sprite as a background area.

OTHER NOTES AND STUFF:

I will update the Mappy export script to handle better layers nicely.
I will add some kind of compilable flash code to demonstrate this.
There are still some bugs with tiles not appearing correctly in Flixel. I will also adress these in the near future.
For some reason I still can't get Mappy to see transparncy on my tilesets. If anyone else has any luck with this please let me know.

Oh, and I'm sorry for being needlessly verbose >_>. This turned out to be really handy for me, so I hope it can help others.

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