Saturday, May 7, 2011

Looking for help




Looking to change all the current items and board items (stuff in the suggestion box) into xml, and I would rather be working on the xml effect system then actually be changing these over. So I'm asking for help, anyone interested head over to chat. And I will assign you a block. Also will soon be transferring effects over as well. So plenty of grunt work for those interested.

I think everyone will really like being able to add items on the fly to the game, just got to add a pic and effects. Gives infinite customization, with no programming.

Daisy

Friday, May 6, 2011

Title Screen Poll




Docclox and Tyrranus have put together a new loading screen. Go vote for the one that you like on the website.

Poll

------

Still working on a new class based, xml parsed system. Its going pretty good and rather entertaining. Nothing really to show.

Daisy

Thursday, May 5, 2011

Item Stuff



Been working on an xml item system. One of the reasons I probably won't have the explorer in the next update. It's using a new item system as a test, that will probably be the standard in the version after this. Basically, items are being moved to XML, which means that if you want to add an item and share it with the community should take you about 10mins... give or take how fast you are at making images. Obviously that is a bit of a divergence from the current version, so I'm small testing it and building it around classes, which means I can test it in pieces like the explorer and combat. And it seems to be working so far. Can Drag and Drop, float text, the usual stuff.

In other words playing around with stuff that won't be in this release.

Daisy

Wednesday, May 4, 2011

Status updates



Auction - is getting there, mainly done. Docclox just fixing bugs that have popped up.

Paperdoll - is still only done in test modes needs to be integrated.

Explorer - is working but with out combat integration. Also needs some tie in out. I won't hold up the release for it though.

Combat - needs more love, I won't hold up the release for it.

I think we are looking at mid to end month for a bugged. May not have all the features that are being worked on but will be something.

Daisy

Tuesday, May 3, 2011

Explorer - Overlay - Tutorial

Overlays don't really fall into the Dungeon->Map->Square rules because, they do nothing. Instead they just float above the maps and allow for large overlays on the screen. They also allow small overlays such as monsters to appear on a single tile above the tile.

Example for Teresa:




!overlay
info = "Teresa"
x = "7"
y = "8"
scalex = "1"
scaley = "1"
file = "tile/TeresaSprite.png"
/!

Example for a large overlay (Pond):



!overlay
info = "pond"
x = "1"
y = "6"
scalex = "4"
scaley = "4"
file = "tile/pondOverlay.jpg"
/!

I want to point out that large overlays float above the map they don't look at the tiles underneath it so a person can walk on water if your not careful. Remember you can use the square commands to force the ground to be walls even on recursions but there may not be a path home.

x - the left right start top square is 0

y - the up down start top square is 0

scalex - how large the item is, left right, in TILES defaults to 1

scaley - how large the item is, up down, in TILES defaults to 1

file - where the overlay is

info - stuff to identify the overlay not brought in

Overlays should be used cautiously but allow for some large items to be added with out spending a week trying to do it all with tiles. A fun little extra though...

Daisy

Monday, May 2, 2011

Explorer - Square - Tutorial



Squares are the highest priority of the Dungeon->Map->Square. Basically squares allow you to do specific events at a specific point on a map. They are still in development so some things may change.

x - the spot on the map left and right starts at 0

y - the spot on the map up and down starts at 0

type - the most import command and required this tells the game what type of square event to trigger so far
type = "exit" - another exit out
type = "treasure" - a treasure doesn't have to be a chest
type = "event" - still working on it
type = "enemy" - force an enemy attack
type = "trap" - a trap

lootNumber - loot by its number unlike previous this is not a random list but a specific loot

lootName - loot by its name unlike previous this is not a random list but a specific loot

lootRand - use the maps or dungeons loot table

startTile - this forces a tile in a specific spot. This allows you to even in random maps and specific tiles where you want them. Be careful the recursion doesn't check it

changeTile - If an event happens change the tile to this

eventer - force an event does nothing right now

next - floor to go to when stepping here

search - search required to trigger?

end - is this a stair case that goes up?

Repeatable

Enemy - Acts just like the previous enemy versions for map and dungeon.

I'm still really working on this system and a lot of the events aren't quite working yet but it should be the standard.

Daisy

Sunday, May 1, 2011

Explorer - Map - Tutorial



Maps are the second tier in the three tier Dungeon->Maps->Square. Which means that a map can overwrite all the general setting set by the Dungeon. There are also a few specific things that are required for a Maps to work. Easiest way to do this is once again just look at the XML variables.

info - The name of the level... it is displayed under the map name.

width - Number of tiles left and right defaults to dungeon if not set

height - Number of tiles up and down defaults to dungeon if not set

random - IMPORTANT - true = random map (recursion) - False you have to add your own map

floor - The actual floor you are on. Starts with 0.

startx - starting X (top tile is 0,0) tile of the player. Default is 1.

starty - starting Y (top tile is 0,0) tile of the player. Default is 1.

endx - end X (top tile is 0,0) tile of the player. Default is set by the game if random or needs to be hard set if not random.

endy - end Y (top tile is 0,0) tile of the player. Default is set by the game if random or needs to be hard set if not random.

tiles - if you turned random false this is where you put the list of tiles comma separated. "-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,3,1,1,4,-1,1,1,1,-1,1,-1,-1,1," etc.

exchange - if a tile changes, change to this type used for treasure chests right now.

scale - height and width of the tiles. Defaults to Dungeon which defaults to 38.

next - The next floor after this one.

previous - The floor before this one.

treasureodd - Odds of a treasure chest in a random map default is 1/25

trapodd - Odds of a trap in a random map default is 1/25

enemysafe - number of safe moves after an enemy encounter defaults up to dungeon setting

enemyrandom - random chance of getting enemy attacks after the enemysafe

The following can be added multiple times:

Square - will be talked about tomorrow.

tile - type - number. The tiles that are added to the dungeon. This is basically a list of all the tiles that are displayed normally. The game knows if there walls or not. So make sure though that you had at least one negative and one positive item. Though you can add as many of each type as you want.



enemy - acts the exact same as dungeon level enemies but they supersede dungeon level and are map specific.

overlay - will be talked about later. Large items on the screen.

loot - acts the exact same as dungeon level loot but they supersede dungeon level and are map specific.