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  #21  
Old 07-25-2010, 02:11 PM
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Ive made the engine now look nicer, made it scrollable so you can move the camera position therefore you can have massive maps and can handle explosions like changes in the map
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  #22  
Old 08-17-2010, 02:44 PM
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Looks very nice, any updates on this?
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  #23  
Old 08-17-2010, 02:48 PM
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that would be cool but idk how to program lua
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  #24  
Old 08-17-2010, 03:04 PM
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i am one of the current team members in programming this and as for updates well, we have the menu pretty much done along with level select and graphics. we currently have one small bug. we are working on level layouts right now
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  #25  
Old 08-17-2010, 03:50 PM
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Just curious, how many people are you developing this?
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  #26  
Old 08-17-2010, 05:32 PM
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actually only redwoldhome and me right now
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  #27  
Old 08-17-2010, 05:52 PM
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Okay. Would be cool to see what you've got so far, a screenshot or something. If you've come far enough to show anything interesting. ^^ In my RPG I'm getting help from a few people with various tasks. So we're kind of a 4 person "group".
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  #28  
Old 08-17-2010, 05:56 PM
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I don't want to interfere or something, but wasn't ©reative the one that started this?
Or is he too busy working on Colonization like he mentioned in the Application/Game Ideas thread?
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  #29  
Old 08-17-2010, 05:58 PM
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we waited for him but he never got around so we decided to start
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  #30  
Old 08-17-2010, 06:13 PM
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ok i will post some various screenshots
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  #31  
Old 08-17-2010, 06:26 PM
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Looks really nice. Have you made the graphics yourselves or used the one from the original Pingus game?
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  #32  
Old 08-17-2010, 07:05 PM
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we have the source so we just resize the images and add the text ourself
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  #33  
Old 08-18-2010, 03:55 AM
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Okay. That makes things slightly easier then ^^ But great work so far!
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  #34  
Old 11-06-2010, 08:08 AM
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We have change some thing and so i thought lets upload a video
In this video you can see the menu and the map scrolling. After I exit the main game i have open a Test which contents the Engine of Pingus with a falling and wallking animation.
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  #35  
Old 11-06-2010, 09:13 AM
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And now a description for developers
We use one big array and in this array stood a array for each x coorinate
and in this array stood each y pixel...
For example:
level1 = {{0,0,0,0,0,0,1,1,1,1,0,0,0,0,0},{0,0,...},...}
The First array is for the main array the second is for the first x point. Its content this points:
X:0 Y:0
X:0 Y:1
X:0 Y:2
...
And so on
And there are also different numbers:
0 = nothing (background) = grey
1 = stone =black
...
And i have written a program which parse colors (see above) and convert this colors to numbers. See screenshot of a piece of map:

level1_5.png

If you have other questions just ask
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  #36  
Old 11-06-2010, 12:55 PM
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I cant view the picture it gives me:"you do not have permission to access this page" when i am logged in
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  #37  
Old 11-06-2010, 03:48 PM
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Quote:
Originally Posted by Redwolfhome View Post
And now a description for developers
We use one big array and in this array stood a array for each x coorinate
and in this array stood each y pixel...
For example:
level1 = {{0,0,0,0,0,0,1,1,1,1,0,0,0,0,0},{0,0,...},...}
The First array is for the main array the second is for the first x point. Its content this points:
X:0 Y:0
X:0 Y:1
X:0 Y:2
...
And so on
And there are also different numbers:
0 = nothing (background) = grey
1 = stone =black
...
And i have written a program which parse colors (see above) and convert this colors to numbers. See screenshot of a piece of map:

Attachment 9902

If you have other questions just ask
So you've solved it just like I did with the map in my Neko Apprentice, but yours is just with smaller "tiles". I'd have done something similar to solve this. What I wonder though is, how do you get it to draw the right images from the numbers? Because if I understood it right all black area get the nr 1, but all nr1 pixels don't look the same.
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  #38  
Old 11-06-2010, 04:34 PM
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I think i understand what you are saying.
We have an 800x720 image (composed of several images). We just use the numbers for a collsion system. So when a pingus changes the ground it will create a 0 over an existing number ie: 1. Then it will fillrect grey over that spot.


as for the image phrasing we just make a color coordinated image ie: replace all stone with black. then take the numbers from the program and put them in our code

did that answer you question?
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  #39  
Old 11-06-2010, 07:30 PM
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Quote:
Originally Posted by jbob182 View Post
I think i understand what you are saying.
We have an 800x720 image (composed of several images). We just use the numbers for a collsion system. So when a pingus changes the ground it will create a 0 over an existing number ie: 1. Then it will fillrect grey over that spot.


as for the image phrasing we just make a color coordinated image ie: replace all stone with black. then take the numbers from the program and put them in our code

did that answer you question?
I think I get it, yes. You start out with the full detail image, then convert that one into the color-coded image which is then interpreted to the map-code for collision checks. then you just draw the original image and release the pingus, etc, etc. Just like I did in one of my first games I programmed in Java, but I used the built in color-finder in java so I didn't need any table with coordinates.
Nice one.
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  #40  
Old 11-07-2010, 03:17 AM
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Here is ananother upload of the image:

(Click to see more)
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