Author
| For everyone who is interested in our game development
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Huey msx professional Posts: 858 | Posted: June 26 2006, 21:57   |
Hi,
In the past few months we (ARTRAG and me) have been working an a new game. As developing is far more fun for me than playing games. We decided to give a glance at our progress for other MSX-ers who are interested.
The site will be updated regulary (because it's a blog  ). Feel free to drop by regulary.....
http://retrodevelopment.wordpress.com
Bye. |
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wolf_
 msx legend Posts: 5178 | Posted: June 26 2006, 22:06   |
ROFL, those Polka buttons ^________^
btw, all those Polka buttons have been generated according to an MSX-Basic DRAW'esque script, nothing pixeled about them!
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Huey msx professional Posts: 858 | Posted: June 26 2006, 22:08   |
Quote:
| ROFL, those Polka buttons ^________^
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I know. I was too lazy to make them myself  |
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mars2000you msx master Posts: 1723 | Posted: June 26 2006, 22:32   |
Nice site and maybe a msxdev'06 participation, as we can read on the site  |
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Huey msx professional Posts: 858 | Posted: June 27 2006, 00:22   |
The MSXdev is not the main goal for now. We first have to make some progress.
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ARTRAG msx guru Posts: 2227 | Posted: June 27 2006, 09:19   |
Why not to show also the finite state machine editor for the AI design of the enemies?
I think that it is the first time (in this forum) that someone develop AI for the enemies
integrating a FSM editor with a sprite design tool...
And what about Meteor, a level editor able to code maps using a meta language of commands?
people: Huey's work will be a step haed in game design...
(I should sell Hoover vacuum cleaners...  ) |
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Huey msx professional Posts: 858 | Posted: June 28 2006, 13:26   |
I just wanted to know if there is some interest in the Enemator tool I made? I have no plans in releasing a full version before game completion but I have a version (without sprite editor saving function) that can be used to play with.
If people want to play around with it, I will release this version and add a little manual with it (as it is user-UNfriendly).
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jltursan msx professional Posts: 999 | Posted: June 28 2006, 18:38   |
Of course it could be very interesting!; but looking the amount of good work you've done till now and the experience you'll adquire programming the game, I'm sure that a final version (after MSXdev) could be a great tool for next editions!. Or maybe, if you can free the code and it's enough portable someone could follow the development. Btw, are you using Blitz Basic?
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Huey msx professional Posts: 858 | Posted: June 28 2006, 19:01   |
The tools are coded in Blitz Basic but very quick and dirty. I didn't take the time to learn the features of the programming language. I just coded them by trail and error. So the code will be hard to continue with for another person. But if anybody wants the code (after completion) I'm OK with that.
I got back into MSX-ing by other persons sharing their stuff to me. So I will with mine.
I will try to put a version on the site mentioned above tonight. I'll be on vacation next week so a (full) manual will probably take some more time.
I'm currently adding some features to the level editor (Meteor). I need a tool to make large gfx very easy with a polka! tileset and automaticly convert them to our macro format (with optimization). But I'll get into that some other time (if i make some progress in the next three days).
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Huey msx professional Posts: 858 | Posted: June 29 2006, 23:17   |
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norakomi msx professional Posts: 870 | Posted: June 30 2006, 11:42   |
looks nice
Hey I am looking for a program that converts my file into data.
So I have a (double layer) 16x16 sprite with 3 colors per horizontal line.
I show my palette and I want the sprite data and the sprite color, like:
Sprite data:
DB 2,0,0,1,2,34,bla,bla,bla
DB 2,0,0,1,2,34,bla,bla,bla
DB 2,0,0,1,2,34,bla,bla,bla
DB 2,0,0,1,2,34,bla,bla,bla
Sprite data:
DB 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16
DB 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16
how do you guys do this???
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wolf_
 msx legend Posts: 5178 | Posted: June 30 2006, 11:50   |
I typically create a small tool for that on PC (usually not much larger than one or two pages of code).. if I know the output format, it's all a matter of loading the binary data, and output formatted text as some .txt or .asm file. That can't be too hard for someone doing SM2, is it?  |
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Sonic_aka_T online
 msx guru Posts: 2345 | Posted: June 30 2006, 13:17   |
Quote:
| looks nice
Hey I am looking for a program that converts my file into data.
So I have a (double layer) 16x16 sprite with 3 colors per horizontal line.
I show my palette and I want the sprite data and the sprite color, like:
how do you guys do this???
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I usually don't bother anymore. It's not like there's a whole lot of sense in converting binary data to text, only to have it converted back into binary data again by the assembler. Ever since I've been cross-developing I've just been using a few well-placed INCBINs and the odd batch-file. I tend to set things up so I can assemble all or part of my project by running a batch-file, even ripping gfx from GE5 files and bitbusting them right into the required lib files. I either dump all that into a dir-as-disk directory or modify a disk-image directly. Anyhow; with a little planning you can assemble an entire project, straight from the binaries your tools provide, right onto a disk/rom/dir and ready to test... |
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Huey msx professional Posts: 858 | Posted: June 30 2006, 13:17   |
The tool is created for MSX1 so I don't XOR. But I just have 3 physical layers (memory banks) And I just write the data to a text file on export.
But just a wolf said: Its a piece of cake to make a 'quick and dirty' tool in blitz basic.
BTW: The exporter of enemator exports spritetables compressed (BitBuster) into .asm files.
What tool are you using for making the sprites? Perhaps a simple converter of the data that the tool stores is a quick solution.
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wolf_
 msx legend Posts: 5178 | Posted: June 30 2006, 13:22   |
Huey, if it's for MSX1, do use proper MSX1 colors then
Polka! was a little bit more made for VScreen than for MSX1, hence its MSX2 palette, Polka2 will have both MSX1 and MSX2 colors. |
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