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Posted: Nov 08, 2005 1:26 Post subject: Two Lords (classic version) |
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Okay, I figured I've corrupted Lith's raycaster thread enough with my pics and blabbering on about this thing, so I figured I'd start up a new thread just for this so I wouldn't clutter his thread anymore. :) Anyways, here's a bunch of pics from this game at various stages of development:
I'll post more as time goes on. I should have this game *working* by week's end. As of now, here's what's done:
-Music is all in place
-Five sound effects are loaded and play
-Door types 0, 1, and 3 all implemented, almost completely finished (door sound is incomplete though)
-All items are not only obtainable but also work (some don't shut off yet though)
-Enemy ID 0 loads and appears but has no state machine in place so it does not act (remains frozen at frame 32)
-Animated water that you can dive or jump into
-Teleports
-Secret areas
-HUD is almost fully working
Still quite a ways to go. It'll take at least a day to get the existing state machines coded into the game (these are almost directly portable from the old QB version). Other details, such as finishing up item pickup timers, white ring recharge time, and level transitions will come afterwards. To complete the engine enough for the first level to be 100% playable, only the first two enemy state machines need to be coded...that makes life easy. :) |
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Posted: Nov 08, 2005 3:04 Post subject: |
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Can't wait!
I'm hoping you plan to release this as open source, so that newbs such as myself can learn to work with raycasters...
I've messed around with Lith's engine, but I wouldn't know where to start with adding a HUD. |
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Posted: Nov 08, 2005 5:48 Post subject: |
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| hehe Well, you can still count me in on the beta testing list. ; ) The project looks great, and I'm sure I'll enjoy the story as well. |
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Posted: Nov 08, 2005 10:33 Post subject: |
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| Great to hear that this baby will see the light soon. Keep us posted and good luck with the coding! |
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Posted: Nov 08, 2005 12:51 Post subject: |
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| Powerworks wrote: | | I've messed around with Lith's engine, but I wouldn't know where to start with adding a HUD. |
It's really easy with this engine...since Lith's using fbgfx, you have access to Put, which makes life very easy for putting additional graphics on the screen. On the first, third, and fifth screenshots, all the text you see is from a custom font routine I wrote which uses Put, and all the overlay graphics are again done with Put (the area map is constructed dynamically by modifying the values of the array itself and the Put using the Alpha option and 50% weight [128]).
EDIT: Got the first state machine partially working...Brutus can run about but he can't yet attack and he can't be slain. Having some problems with coldet though...he likes to walk through certain walls. :D This is gonna take a lot of tweaking to get right...had a similar problem in the original as well though, he'd walk through wall corners. Once I get that ironed out, I can finish his state machine and then get shots working. |
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Posted: Nov 08, 2005 23:05 Post subject: |
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http://www.nodtveidt.net/2l.zip
Just in case anyone wants to see what's done so far...here ya go. Note that this is still a loooooong way from completion and contains a ton of bugs (like enemies walking thru walls). Can't kill anything in it yet, but they can't kill you either. :) You can pick up items and they work, except for rings (you can't change rings yet, nor will they fire). It's sorta like an FPS walkthrough in its present form. Only Brutus is coded at the moment, and not all of them actually work (some just stand there broken, hehe). Only the very first level is present, and there's no "end of level" nor any "introduction". The engine still uses Lith's original method of .ini files for textures, I haven't coded in my own method for this yet (it's a detail that can be left for last so I'm not worried about it right now, plus this way makes it far easier to make changes to textures if need be).
Controls:
WASD like usual, and button X activates the Magic Shield (it's supposed to be Q but I messed up, hehe). Right mouse button opens doors, spacebar jumps. Esc exits. Use the mouse to turn. |
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Posted: Nov 08, 2005 23:22 Post subject: |
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| What happened to the mini-map? |
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Posted: Nov 08, 2005 23:50 Post subject: |
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| I thought you had stopped development of this! Good to see it back in action. :) |
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Posted: Nov 09, 2005 0:34 Post subject: |
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The mini-map from the original version isn't replicatable here since that was an RTe-specific feature. And anyways, in the original version, you had to get the Area Map to see it anyways, which is the same now, only now the map is better.
KiZ, I stopped development on the MSDOS version due to major problems with Windows XP, but Lithium's raycaster allowed me to pick up the project again as a Windows program. :) |
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Posted: Nov 09, 2005 1:05 Post subject: |
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| very nice, cant wait to see the finished product |
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Posted: Nov 09, 2005 2:13 Post subject: |
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Please, gimme a gun so i can kill this .
Nice sounds too :). |
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Posted: Nov 09, 2005 3:07 Post subject: |
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| Argh! Playing this game on a computer whitout support for fullscreen 320x200 is driving me crazy! =) Please make it possible to play it in a box in 640x480 mode... Please! I beg you =) The engine and Two Lords looks great though |
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Posted: Nov 09, 2005 3:13 Post subject: |
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Can you use 320x240? That would be easier to implement...640x480 would work but it would look sorta ugly imo...
Update: Rings can now be changed. Here, player is using the Green Ring:
Going to try to add firing now. This might take awhile since this is one of the few things that has drastically changed from the original in terms of coding. |
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Posted: Nov 09, 2005 3:18 Post subject: |
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| yeah nice :P |
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Posted: Nov 09, 2005 4:30 Post subject: |
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OH NOES! I added player death. Which is OK because shooting is almost working...shots go backwards though, so I have to fix it. :) Well, you CAN kill enemies now, but...only if they're behind you. :) As soon as it's fixed, I'll put out another prototype build of this sucka so y'all can kill Brutus. :) |
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