Goofans Game Discussion

809 replies [Last post]
Joined: 07/08/2011

Tongue

Fine, linky: http://files.redthegreen.com/yamil.zip

Like I said before, this is just a batch file that downloads/extracts the program.

Also, the updating is a little glitchy, so I suggest that whenever you update it, you delete the yami folder first, allowing the process to be a little more automatic. See README.txt for more details.

EDIT: First build is available for download. Use the launcher.

Joined: 02/20/2011

@ mom4ever/ david c/ whoever:
did you see the post in http://goofans.com/forum/goofans/general-discussion/2918
?

-_-

Joined: 08/06/2010

Nice launcher, only one thing: if there's no /yami folder, it glitches. You should check if it exists first.

And where did you get the dd.exe program?

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 07/08/2011

I made dd.exe; you can get a description of it from files.redthegreen.com; it uses .NET, unfortunately, so if you don't have that it won't download the files.

Hmm? Oh, the "run"? Yeah, this is really basic: just to show results for people on the edge of their seat. Maybe you could write one instead? I'm really horrible with Windows GUIs that aren't in .NET Tongue

EDIT: I did have some code somewhere for a non-.NET version of the downloader; it's in C++. I'll go find it and give an update later.

Joined: 12/23/2010

I think that being able to use weapons all the time (i.e. no battle mode) is a good idea. Everything else I think is also good, the magic system, all that.

I'm very sorry guys but I will try and find time to make a tutorial story. If anyone has any ideas of exactly what kind of obstacles the tutorial consists of it'd be a great help.

Joined: 01/31/2011

Start the tutorial in the midst of conflict. That outta keep players hooked.

Joined: 07/08/2011

Okay...

Updated the launcher. Now it has a GUI. Dang windows.h header...

You can use the same link as before to download it.

Joined: 01/31/2011

Loading Laughing out loud

Joined: 02/20/2011

its good so far. in 2 weeks we are farther than wog2. as they say in wogc," you can't stop progress!"

-_-

Joined: 07/08/2011

Yeah, WoG references! We haven't had one in a while. Tongue

The loading screen is all I've got to show at the moment. Actually, I'm still working in the core of it all to get the file i/o up and running. In the meantime, play around with your bin/option.txt and get the window how you would want it.

Joined: 12/23/2010

@Howitz: Righty-o. I'll get started this weekend.

Joined: 08/06/2010

I have some cool stuff that you can use (fonts, images, etc.), I'll post it somewhere.

The best font I think for most stuff in the game would be Magik. What do you think?

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 07/08/2011

Magik? I kind of lean toward Andy.

Joined: 08/06/2010

What's that font like?

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 07/08/2011
Joined: 02/20/2011

-_-

Joined: 09/01/2009

Make sure that whatever font you use isn't protected by copyrights that would prevent you from using it. If you're including the font in the game's data files, that is. Of course, you could always create your own font, but that's fairly tedious.

Most fonts that come with MS Windows have strong copyright behind them, and you'd have to pay a hefty fee to use them. Just fyi.

Joined: 02/20/2011

I THINK its free, not sure.
how's this for a title:

.........................................
http://www.searchfreefonts.com/service/imaging.ashx?txt=Project+Yami&em=...

also:
http://www.searchfreefonts.com/free/magik.htm
.........................................

Then Howitz can add cool stuff.

.........................................
like i said, i think its free. it says,"Download free Magik font from SearchFreeFonts.com. Preview Magik font by typing your own text, write comments, or add to favorites for later download. Available for Windows and Mac." correct me if i am wrong.

-_-

Joined: 07/08/2011

You do realize the game isn't called project-yami? That's just the engine's project name. Once the engine is done, we'll need to call it something else. Still, that's far off.

Joined: 01/31/2011

YAMMII

am very busy with BF3 atm

and tommorow, i start deviantart classes.

AND anyone have a request for what kind of drawing I should do first?
choose one:
-character
-UI
-Terrain
-Weapons and Items and Abilities

Joined: 07/08/2011

Ooh! Ooh! Character! Character! Design the animations and tell me about them. Send me a sprite sheet. Maybe 64x96? Someone else comment on the resolution.

Joined: 01/31/2011

well sprites will come later (taking 'spriting' at deviantart).

I am also taking Plants, so I can draw them betterz

and hopefully, they have Animation and Flash up (right now they don't).

The resolution...maybe something like a GBA?

I know a lot of you guys like the old school!

Joined: 07/08/2011

We love the old school. Wink Oh, that reminds me: what do you guys think the resolution would be? 640x480? 800x600?

Joined: 01/31/2011

OVER 9000x9000!!!!

... 240x160....

Joined: 09/01/2009

For screen resolution, 640x480 isn't supported on some monitors anymore (I don't think mine supports it). 800x600 is a good bet, but probably will fall by the wayside later also. Some method of letting the user set the resolution would be a good idea, even if it's just in a config file. People like me like to flaunt nice graphics cards by setting games to as high resolution as possible. Wink

For the sprites, the bigger, the better, I would think. We can always scale images down if they're too large, but scaling up loses quality. 64x96 looks like a decent size to me, but if the images could be drawn slightly larger, like 100x150, it'd be easier to tweak later. Screen resolution could also factor into how large the final images should be.

Joined: 08/06/2010

I always draw my WoG images 1000x1000 pixels, then scale them down to whatever size I decide to use.

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 09/01/2009

Yeah, come to think of it, what sprites exactly are you talking about? The size of the main character? Variable-sized enemies are a must.

Joined: 07/08/2011

Okay, so with the next build I'll change the option file to 800x600 and adjust the images to match. And if we make larger images, we should at least keep them to a scale, like 1:1.5 (64x96)

Joined: 08/06/2010

But some monsters might not fit that size. For example, a Gelatinous Cube [tm] would be 1:1.

For the player and player animations, 1:1.5 would work fine. Just remember to leave space around the edges of the image for stuff like swinging a big weapon or jumping.

Another Planet finally has an official release! Download chapters 1 through 3 here! Thank you for waiting so long while I kept starting over.

Joined: 09/01/2009

That's also a big question when spriting: How you'll support different animations/weapons/etc. I like how Braid did it, with the same animations, and just displaying an image of a key underneath, but that requires a bit of beforehand planning. And if you want more than one type of armor, and different images for each, you have to plan it all carefully. It's probably a good idea to decide on specifics before anyone starts drawing anything.