Vscreen: Ideas for the future

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Por snout

Ascended (15187)

imagem de snout

26-10-2003, 23:27

With a new version of Vscreen released just now I think it would be a nice thing to know what people who downloaded it think about it. We have already seen that threads like this can be very helpful to improve products. (For example: Meridian and fMSX/60).

So... download vscreen and give your opinion. What is already very cool, what impresses you, what should change or improve, what other hidden possibilities might an engine like this have?

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Por Bart

Paragon (1423)

imagem de Bart

26-10-2003, 23:48

Actually i've got a question, but let's see if i can make it an idea for the future Tongue
How is the tile-graphics screen set up? I mean, what are the enemy tiles, wall-tiles, background-tiles etc. How can I see that? I dunno if it's visually clear in v0.6, but it wasn't in earlier versions. To make it an idea: if it ain't possible to see at first sight, is it an idea to include a "blank" tiles screen with just some color markings orso for the different tile groups?

Por Maggoo

Paragon (1195)

imagem de Maggoo

27-10-2003, 09:20

Actually i've got a question, but let's see if i can make it an idea for the future Tongue
How is the tile-graphics screen set up? I mean, what are the enemy tiles, wall-tiles, background-tiles etc. How can I see that? I dunno if it's visually clear in v0.6, but it wasn't in earlier versions. To make it an idea: if it ain't possible to see at first sight, is it an idea to include a "blank" tiles screen with just some color markings orso for the different tile groups?

Ok, let me explain how this works. You got 3 type of tiles in Vscreen.

1-Tiles you can go thru (I guess that is background)
2-Tiles you cannot go thru (wall, floor,etc...)
3-Special tiles (stars, blocks you can break, exit door).

Tiles of type 1 and 2 are grouped. In the demo, tiles 0-95 are type 2. Tiles 96 to 255 are type 1. Of course you can adjust that easily to say the split is something like 128 tiles of one type, 128 tiles of the other.

Now for special tiles, at the moment their number is hard coded, this is still something I'd like to modify.

Regarding enemies, they are not managed as "tiles" but as a separate file with all enemies parameters (see newgame2.gen). I'm writing a small documentation on how to create enemy files since there is no editor for them (yet).

Ideas that were submitted to me for improvement:

* Warp zones
* Possibility to display text (for more adventure type games)
* Possibility to "shoot" on enemies

Por Bart

Paragon (1423)

imagem de Bart

27-10-2003, 11:33

Exactly what I needed to know Tongue Thanks maggoo Tongue

Por Arjan

Paladin (714)

imagem de Arjan

27-10-2003, 16:34

some more ideas:
-switches to open doors, move platforms e.g.
-enemies that can jump
-it's too hard to time jumps at the moment / main character is too 'bouncy'
-pools of water / lava (plus some nice animations Smile )

Por Maggoo

Paragon (1195)

imagem de Maggoo

27-10-2003, 16:39

some more ideas:
-switches to open doors, move platforms e.g.
-enemies that can jump
-it's too hard to time jumps at the moment / main character is too 'bouncy'
-pools of water / lava (plus some nice animations Smile )

Those are very good ideas, I like the switch stuff.

By the way, enemies can already 'jump', there is just none in the demo Smile

As for timing jumps, the last demo was changed a bit because it was really too fast. There are parameters in the code to say how high and how fast the main charcter can jump and fall... The current settings are actually very close to Super Mario Land (the first one) on the Gameboy but can easily be changed.

Por Arjan

Paladin (714)

imagem de Arjan

27-10-2003, 16:56

Cool to hear jumping enemies are already available, done with a fixed path I assume?

even some more ideas:
-flames/spears coming out of walls/ground (again, with nice animations Tongue )
-ability to push blocks around in stages
-blocks that will make the player jump higher

Por Maggoo

Paragon (1195)

imagem de Maggoo

27-10-2003, 17:37

Cool to hear jumping enemies are already available, done with a fixed path I assume?

even some more ideas:
-flames/spears coming out of walls/ground (again, with nice animations Tongue )

I see you like "The Goonies" Smile

Por Arjan

Paladin (714)

imagem de Arjan

27-10-2003, 17:45

actually, I liked Keen Smile

Por Sander

Ambassador (1845)

imagem de Sander

27-10-2003, 17:47

Don´t know if someone brought this up earlier: Colorcycles.

Let´s say you can choose to assign 3 or 4 palet entries for colorcycles.

If you program this functionality, we could do a lot of nice tricks. Things you normally do with block copying could be done with colorcycles. Waterfalls, lava, waves, Glowing doors, indeed even fire, vents with steam coming out, rain, etc.etc.

Por Maggoo

Paragon (1195)

imagem de Maggoo

27-10-2003, 17:54

Don´t know if someone brought this up earlier: Colorcycles.

Let´s say you can choose to assign 3 or 4 palet entries for colorcycles.

If you program this functionality, we could do a lot of nice tricks. Things you normally do with block copying could be done with colorcycles. Waterfalls, lava, waves, Glowing doors, indeed even fire, vents with steam coming out, rain, etc.etc.

Can do but this could also be done with redefining patterns...

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