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Sep 20th, 2001, 01:55 PM
#1
Thread Starter
Member
level editor
I just made a simple level editor with c++/directdraw and I was wondering if everyone could run this thingy without problems.
The url is (now als including zippies! *smile* (ignore the game.rar, it's infact the editor O_o):
http://www.acaldra.com/usako/
Controls are quite simple:
Mouse for scrolling
Arrow Keys for tile scrolling
f1 for saving
f2 for loading (if you download it, try pressing f2 and you'll see an example map ^_^...loading in the game itself is f1 ).
The graphics are ripped from graal :P (http://www.graalonline.com, please don't sue me )
Any suggestions for improving and stuff are welcome ^_^.
Last edited by Usako; Sep 24th, 2001 at 09:56 AM.
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Sep 22nd, 2001, 02:03 PM
#2
Frenzied Member
Hum, can you zip it instead of raring it please?
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Sep 22nd, 2001, 03:03 PM
#3
Thread Starter
Member
sure ^_^
All the files are in here:
http://www.acaldra.com/usako/
game.zip is the movement engine itself (only the bushes are non-walkable right now ^_^, press f1 to load).
editor.zip is the editor, still the same controls (f1 to save, f2 to load)
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Sep 22nd, 2001, 04:22 PM
#4
transcendental analytic
Rar beats Zip in most cases 
Usako, hey did you make all those tiles? Nice work
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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Sep 22nd, 2001, 09:23 PM
#5
New Member
Looks like you got alot of inspiration from Zelda 3 but gave the tiles your own little twist to make them not exactly like zelda 3, nice stuff
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Sep 23rd, 2001, 04:03 AM
#6
Thread Starter
Member
^_^
No, all the graphics are ripped from graal (http://www.graalonline.com). I'll make some own sooner or later but these are just nice ones to work with.
And thanks ^_^.
Anyone got some input on how to make it better?
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Sep 23rd, 2001, 04:28 AM
#7
Frenzied Member
maybe add codes....and secret ways through levels that will give u the codes......just a thought
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Sep 23rd, 2001, 04:36 AM
#8
transcendental analytic
The drag bigger tiles feature is cool, you need to have a grid and the tile at cursor should lock to it. the map itself doesn't scroll does it? Next you could have static sprites and movable sprites, which in turn needs to be assigned to script for action.
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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Sep 23rd, 2001, 04:54 AM
#9
Frenzied Member
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Sep 23rd, 2001, 05:20 AM
#10
transcendental analytic
sorry my PM box was full, can you send it again?
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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Sep 23rd, 2001, 10:58 AM
#11
New Member
you can scroll the map i found and the tile selection part too, to scroll around the map area just move the mouse cursor to the edge of the screen, that part could use some slowing down though or an option to slow it down some, as for the tile selection just use the arrow keys on the keyboard to do that
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Sep 23rd, 2001, 03:54 PM
#12
Frenzied Member
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Sep 23rd, 2001, 04:37 PM
#13
Frenzied Member
Hey, I'm gonna test it right now, don't let the thread die so I'll get e-mailed soon and I remember to post here again
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Sep 23rd, 2001, 04:45 PM
#14
Good Ol' Platypus
I agree with the slowing down part, and I also think you should have some sort of tile snap feature (so you can see exactly what it will look like)
All contents of the above post that aren't somebody elses are mine, not the property of some media corporation. 
(Just a heads-up)
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Sep 23rd, 2001, 04:50 PM
#15
transcendental analytic
Motoxpro> yep, i replied after you
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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Sep 23rd, 2001, 05:12 PM
#16
Frenzied Member
u want me to send the message again?
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Sep 23rd, 2001, 05:15 PM
#17
transcendental analytic
well if you want me to get it of course
Use  
writing software in C++ is like driving rivets into steel beam with a toothpick.
writing haskell makes your life easier:
reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.
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Sep 23rd, 2001, 05:25 PM
#18
Frenzied Member
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Sep 23rd, 2001, 11:43 PM
#19
PowerPoster
Hey it's Usako with the nice avatar again *smile*
your game works very nice *claps* keep up the good work!
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Sep 24th, 2001, 09:55 AM
#20
Thread Starter
Member
Yay, I can reply again! (it wasn't working or something)
Anyway, thanks for all the input ^_^
Hey it's Usako with the nice avatar again *smile*
^_^
I agree with the slowing down part, and I also think you should have some sort of tile snap feature (so you can see exactly what it will look like)
I will make a slowdown part in the next editor (I already have it in the game, it runs at excactly the same speed on every computer). What do you mean with 'tile snap'? ^_^
The drag bigger tiles feature is cool, you need to have a grid and the tile at cursor should lock to it. the map itself doesn't scroll does it? Next you could have static sprites and movable sprites, which in turn needs to be assigned to script for action.
Cool ey? I'm building a grid thingy in the next version ^_^. I'm also looking on various scripting thingies so...when I get it to work (it's hard, atleast, it is for me ^_^)....
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Sep 26th, 2001, 03:03 PM
#21
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Sep 27th, 2001, 12:29 AM
#22
Thread Starter
Member
weird ^_^
You load maps with f1 in the game and f2 in the editor ^_^.
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