War of Fire
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Wooly

Hi everybody!
I just wanted to keep you informed about the game I'm currently working on. It's called War of Fire and it is a prequel to "The Gods of Destiny" (For the ones who still remember). I will make a Website soon to let you see the work I made. It's done at only 5% but there will be a "demo" when 25% will be done.

There there, curious folks ;)

Posted on 2004-08-05 17:35:15

mcgrue

Yay for demos!

Yay for Wooly!

Yay in general!

Wooly, do you like v3 so far?

Posted on 2004-08-05 18:12:57

hypno

Wooly!!

Welcome back! :)

I can't wait to see the demo.

Posted on 2004-08-05 18:24:20

Wooly

I like V3 a lot! It's easy to use (somewhere between V1 and V2) and much more stable. The only problem is maped because it's a little buggy and you have to use workaround to make it import tiles. But well, I guess it will get better in the future. For the engine itself, never had problems with it. The only thing I'd like to see is the choice between tile based movement and free movement. Because, my game is an old school game :) I heard somewhere that it will be done (It may be already done, I don't know).

Only future will tell ;) Or maybe you?

Posted on 2004-08-05 18:34:04

mcgrue

Uh, I don't think that there's any plans for tile-based movement at this point, actually. Gayo also mourns to lack of it since tile-based is better for things like block-pushing puzzles.

About maped, uh... I'd suggest either using aen's wonderful PSD2MAP (java runtime required) to make your maps in Adobe Photoshop first, or using aen's wonderful Maped2w to create your maps in, and once you're done making your map's art and layout, importing it into Maped3 to add the obstruction, zone, and entity data.

Either of those tools reduces the sheer pain that Maped 3 is in it's current incarnation. Personally, I prefer using Maped2w since I'm pushing on 8 years of the oldschool maped experience, and I'm willing to bet you'll feel more at home in there as well :)

Posted on 2004-08-05 19:23:33

Wooly

Hi Hypno,
been a long time :) I see that you're still making music. Well, I hope to see you sometime on IRC!

See you!

Posted on 2004-08-05 22:48:30

Gayo

Yeah, it's really a shame about the lack of tile-based. Maybe someday we can bully vecna into adding it as a config option. I managed a workaround, but it's hella unpleasant so I don't think you'd want it.

Posted on 2004-08-06 01:23:49

zaril

I'd rather have it set in code, so that no one but the creator can control wether the game is approperiate for tile-based movement or not.

A simple:

EnableTileBasedMovement();

Woud suffice for that. IF it gets added.

Posted on 2004-08-06 08:15:59

Rysen

It's funny but I never thought I'd actually "desire" tile-based movement, but with Rysen Ranch it's like a must have, since a good portion of the engine is based around tiles. I haven't tried to do a work around yet, but it's nice to know that it can be done.

But, to get back on topic:
Looking forward to your game Wooly. I remember hearing about Gods of Destiny and seeing screenshots for it on many sites, but I'm not sure I actually got around to playing it. In any event best of luck!

Posted on 2004-08-06 08:41:43

Gayo

What I ended up doing, in short, was not using setplayer at all, but rather creating my own function that set the player entity's index to a global var. Then if you pushed a direction, it would feed that entity a movestring telling it to move one tile in the specified direction. However, in practice it was 500 times more complicated than that, because I had to do a lot of specialized obstacle checking and input confirmation and so forth. I would not recommend it to anyone who does not desperately need it.

Posted on 2004-08-06 10:11:14

Troupe

Did you draw your avatar Wooly? ;_;

Posted on 2004-08-07 18:49:49

Wooly

Actually, nope! It was drawn for me by a girl a long time ago. I asked her to make my characters but she decided after a while to stop doing them and move on other projects. I'm better at drawing but i'm not *that* good :)

Wooly

Posted on 2004-08-07 19:48:04


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