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Gaming > Development Programming Algorithms > Sprite Characte...
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Sprite Character Workshop

by Luc The Perverse <ataylor_no_spa_am@[EMAIL PROTECTED] > Oct 29, 2007 at 12:13 AM

Hello!   I am using GTGE to design a video game which will be somewhat 
similar to Zelda II (NES) with top view world map and side scrolling 
combat zones.

I have decided I want at least 30-40 NPC's and many characters will be 
advanced with many moves.

I need a management tools.

I have vision of designing a character workshop in which I have 
character states tied with environmental inputs causing effects (similar 
to a CPU diagram . .  eg: if State == 1 AND JumpButtonPressed THEN 
SetState (2)

I need to be able to map tilsets to create landscapes, and place blocks 
and various "doodads" around the screen to create side scrolling 
dungeons.  Each level will have it's own associated music files and I 
will place enemies into the screen based on characters I have imported 
elsewhere.

Each sprite will have a collaboration of collision rectangles with 
associated numbers for every sprite frame.  "attacks" and "blocks" will 
either move or add "slave sprites" such as a sword or shield, or update 
the sprite frame selection to one in which a weapon is visible, or 
launch a projectile.

I want basically some kind of content management for all of this.

One part of me is saying there is probably no tool in the world that 
does even 50% of what you want - and another part says, there are 
thousands of games out there - there has to be someone else with a 
personality like mine.  (Except the tilesets, I am nearly 100% certain 
such a thing exists - I even think I have used one. . .  Now as for 
being able to export a tile map in a convenient format - that is 
something else entirely.)   I'm expecting to write this thing myself - 
so don't worry about 'letting me down'.  With the exception of the AI I 
would like to completely be able to define a character in this studio 
and then port it into my game.

Any comments / input / suggestions / mild criticisms are welcome.

I wrote a little 1000 line quick game with a playable character using 
"borrowed" graphics and sounds and implemented an AI in less lines than 
I ever thought possible which was reasonably difficult to defeat.



--
LTP

:)




 3 Posts in Topic:
Sprite Character Workshop
Luc The Perverse <atay  2007-10-29 00:13:51 
Re: Sprite Character Workshop
Anton <anton.txt@[EMAI  2007-10-30 19:35:12 
Re: Sprite Character Workshop
Luc The Perverse <atay  2007-10-30 23:45:49 

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tan12V112 Fri May 16 7:22:52 CDT 2008.