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Messages - jono

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1
Kajar Laboratories / Re: 7 day challenge
« on: August 03, 2008, 08:25:05 pm »
Sorry to keep everyone waiting, I've been on a fishing trip and am a little behind. In my excitement I forgot to make a stable release on fri so I'll clean up some code and make a release today as promised on friday.

What's important to remember is that it is still considered a beta release, more of a proof of concept than an actual game as it stands at the moment.

@Zakyrus:
Thanks! C++ and I'm using the allegro library for the graphics and window management (can't be bothered going through all the win32 stuff).

2
General Discussion / Re: Fishing
« on: July 28, 2008, 08:41:42 am »
I've just found it be a fantastic way to get away from work, uni and other commitments and relax. To tell the truth I don't catch a whole bundle of fish, but I think that's the great secret of fishing - most of the time you don't catch fish!

I'm mainly a trout, golden perch fisherman, but I've attempted to go after tailor, bream and flat-head. I don't get to the beach/estuaries often enough though.

The satisfaction of a good cast while fly fishing and then managing to deceive the wary trout causing him/her to suck on your carefully constructed imitation really is amazing.

3
General Discussion / Fishing
« on: July 27, 2008, 09:02:08 am »
Just off on a completely un-chrono-related topic, does anyone here go fishing. Since late last year this past time has overtaken all others. I no longer consider myself a gamer like I once did, I do enjoy programming and drawing but would trade them any day for an afternoon down at a dam sneaking around looking for trout.

Just wondered if anyone fishes around here :) if so what sort, fly, spin, boat etc.

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Kajar Laboratories / Re: 7 day challenge
« on: July 27, 2008, 08:18:07 am »
Yeah i wanted to try something completely different, I started with the idea of a puzzle game and eventually moved on to rts. I figure an rts that people could just make scenarios for would be pretty cool and it wouldnt take ten years to make like an rpg.

I've had to simplify some parts of the plan to make it more completable, originally I wanted it isometric like aoe but I just decided simple is better. If it works out I can always modify the engine to implement some of the ideas I'm skipping at the moment.

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Kajar Laboratories / Re: 7 day challenge
« on: July 27, 2008, 06:44:21 am »
:) Wow! I didn't expect that much interest, I haven't been able to post because of some internet connection issues but I have been hard at work. I decided to start doing some work on a chrono based real time strategy game using the original game graphics.

So far I'm 2-3 days in and have got quite a bit done, I made a simple plan for how I would implement different features and a basic time line, according to this time line I am not quite as far into the ai as I could be (because of a nasty little bug that took quite some time to find) but everything else is running smoothly.
I've only really spent a couple of days on the actually game, before I could start it I had to set up double buffering, timing and an input manager but now they all seem to be working as intended (except the stupid input manager, iv got an annoying bug there that I can't track down).

Some screen-shots below show the progress over the past few days, I'm concentrating on the programming at the moment so the art is quickly thrown together and a bit ugly.


Units are capable of moving, a-star path-finding yet to be implemented, collisions not yet implemented.


Tile map loaded and scrolling is implemented resource gathering system almost finished.


The units now have actions that they can carry out, image loading and management has been changed substantially, current build is stable. resource gathering ai almost finished, buildings can be built by units. 

It all seems to be coming along quite well, because of the lack of a real plan before programming started some of the code is poorly designed (I just wrote it on the fly). I'll probably release the source but it is more of a good example of how not to program :) (broken encapsulation, lots of circular dependencies between classes etc.)

EDIT:

Bit more progress, map background image implemented - scrolls and can be animated (good for floating island maps in zeal based scenarios).

I'm planning on having a few races I'v jst been thinking about the possibilities-
Guardia 1000AD
Repitites
Earth dwellers
enlightened ones
iokans


I've also got some cool ideas for the heroes and villains from chrono trigger to be implemented. Hopefully I can get close to implementing some of that stuff before the end of the week. If I don't finish, I'll release what I've done and hopefully still have the dedication to continue, but me being me I'm not too confident.


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Kajar Laboratories / 7 day challenge
« on: July 24, 2008, 08:55:18 pm »
It seems as though every fan project I start except for short term stuff invariably fails when my interest moves elsewhere. Once this happens, the project generally makes it's way onto the to-do pile never to see the light of day again.

I've decided that in an effort to actually get something done for once, I should place a short time limit on a project and have something releasable by the end of it.

So as of today, I have 7 days to release a stable build of a chrono-related game of some kind. I will start a basic outline for the game immediately and hopefully show some progress by tonight.

If anyone else is keen to see what they can come up with in 7 days feel free to join in :)

I'll post later with more project details.

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Kajar Laboratories / Re: Chrono Trigger: Dawn Of Time (CT MMORPG)
« on: July 15, 2008, 11:29:51 pm »
Nevermind, it requires me to install a lot of junk and I don't want the DirectX SDK and stuff. Why learn something that's Windows only? The international preference is Unix...

All you need to install is allegro, if you don't have a cpp dev environment I'd recommend installing Dev-Cpp but you can use it with most compilers. I can e-mail you the installer if you want but if your happy with your current setup happy coding :)

I'm not sure why you think the DirectX SDK is required, all that is needed is the directX libraries, which anybody that has directX installed already has.

Also, the allegro library is cross platform (not windows only), the code can be compiled for mac, win, linux whatever you want really. The idea is that you write once and compile for the platform of your choice.

Good luck with your project, it's looking good.

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Kajar Laboratories / Re: Chrono Trigger: Dawn Of Time (CT MMORPG)
« on: July 15, 2008, 09:57:23 pm »
Looking good guys.

Princess Schala, the Allegro game library is a cross platform lib that has as a good set of 2d graphics functions (shapes, blitting, loads a few different image formats), it could be worth a look, it's quite easy to use and comes with functions for timers and sound as well. If your already familiar with SDL it may be the way to go however.

Also hows the network code coming along?

Also I'd consider using PNG for the game graphic format, if there is to be as many sprites as I'm guessing there will, if the graphics are stored as BMP the files could become quite large in size. Thats not definite, just a suggestion :)

Earlier in the discussion, it was said that the cause of blur was the PNG format. This isn't true, PNG is a completely 'loss-less' format meaning that the compression algorithm does not result in the loss of information.
A direct conversion from BMP to PNG wont cause any blur or color degradation.
This is in contrast to the JPG format which is 'lossy', this is where the algorithm is free to disregard some information about the image in the compression process causing a degradation in clarity or color..

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:) Well either way, it looks great so far, best of luck re-creating the textures and applying them.

10
Looks great so far, when your done do you plan on releasing the model or just renders of it? I'd love to look around at the finished product when it is completed.

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Submissions / Re: [CC Fanart] New Kidd sketch colored
« on: June 03, 2008, 08:47:48 pm »
Thanks guys, I'm realy enjoying drawing at the moment. I've go an old sketch of kidd I want to color then I'm going to start drawing some other characters.

For some reason I just really like drawing kidd!

12
Submissions / [CC Fanart] New Kidd sketch colored
« on: June 03, 2008, 10:27:48 am »
Well heres the color of that sketch I put up the other day for those who are interested. There's two different versions, one based on the sketch and one based on line art derived from the sketch.

I even learned how to thumbnail just for this post.



Hope you guys like them!

13
I don't know how I missed this for so long, it would make sense that I noticed it on the 1st of June though :) Oh well maybe next time.

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Submissions / Re: [CC Fanart] New Kidd Sketch
« on: June 01, 2008, 06:37:58 am »
Thanks, truthfully I'm still not sure about the fingers on this sketch, I tried a million times to draw the hand but ended up settling on this.

Hopefully there'll be a colored version soon.

On other news I managed to get the CC tools to output a file that keeps growing. Still haven't found a good reason for it though.

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Submissions / [CC Fanart] New Kidd Sketch
« on: May 31, 2008, 08:14:12 am »
I think I'll start drawing/coloring some other characters before people start thinking I'm obsessed with her.

Hope you guys like it.


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