Author Topic: Point + Click Adventure Engine  (Read 7117 times)

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Offline roadbloc

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Point + Click Adventure Engine
« on: May 31, 2018, 10:58:56 am »
Hey all. Long time no speak. Hope everyone is ok! :)

I've been working on a new game engine I'd like to share. It's going to hopefully power a point and click adventure game. Not much to it so far, just object collision and map layers, but feel free to download and give it a spin! :) Find the source and data folder attached.

Mad love to everyone here as always! Any feedback is welcome.
* 20180531.zip (Filesize: 214.93 KB, Downloads: 323)
« Last Edit: May 31, 2018, 11:01:36 am by roadbloc »
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Offline Ashish

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Re: Point + Click Adventure Engine
« Reply #1 on: May 31, 2018, 11:57:01 am »
Hey roadblock! The new game looks cool!
if (Me.success) {Me.improve()} else {Me.tryAgain()}


My Projects - https://github.com/AshishKingdom?tab=repositories
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Offline Petr

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Re: Point + Click Adventure Engine
« Reply #2 on: May 31, 2018, 03:50:11 pm »
Nice work, Roadbloc. Why do not you use the SUBs? If you would like to cope with hero animation a bit, maybe try this procedure. The 3D effect with the figure in the chair is great.

Code: QB64: [Select]
  1. REM CHDIR ".\ohen"
  2. SCREEN _NEWIMAGE(800, 600, 32)
  3. CLS , _RGB32(128, 128, 128) '                                   set background color for show how use video on different background
  4.  
  5. VideoPicture& = _LOADIMAGE("FXFire1.JPG", 32) '                 file is hacked from other game :-D
  6.  
  7.  
  8. DIM Frame(10) AS LONG '                                         i need using 10 frames from this file (see to this image)
  9.  
  10. x = 1: y = 1
  11. FOR VideoFramesLoad = 1 TO 10 '                                 in file is total 16 video frames, but program use 10 only. This loop load it all to one array. This way you can use for your hero in game.
  12.     Frame&(VideoFramesLoad) = _NEWIMAGE(64, 64, 32) '            all video frames loaded from source file are 64x64 pixels big
  13.     _PUTIMAGE (0, 0), VideoPicture&, Frame&(VideoFramesLoad), (x, y)-(x + 64, y + 64)
  14.     _SETALPHA 0, _RGB32(0, 0, 0) TO _RGB32(100, 150, 160), Frame&(VideoFramesLoad) 'Set background in SOURCE FRAME as full transparent in range from full black color (_RGB32 0,0,0) to color 100,150,160.
  15.     x = x + 64: IF x > 3 * 64 THEN x = 1: y = y + 64 '           X and Y creating correct coordinates for loading all images from source
  16. NEXT VideoFramesLoad
  17.  
  18. Mx = 400 - 32: My = 300 - 32: zoom = 1
  19. _MOUSEMOVE Mx, My '                                             shift mouse to middle animation (animation is 64x64 si his middle is 32)
  20.     VideoPlay = VideoPlay + 1
  21.     IF VideoPlay > 10 THEN VideoPlay = 1
  22.     WHILE _MOUSEINPUT '                                         if is mouse used, coordinates becomming new values
  23.         Mx = _MOUSEX
  24.         My = _MOUSEY
  25.         Mw = _MOUSEWHEEL(1) '                                   use mouse wheel for zooming. Can be used for 3D effect.
  26.         zoom = zoom + (Mw * 2)
  27.     WEND
  28.  
  29.     CLS , _RGB32(128, 128, 128)
  30.     _PUTIMAGE (Mx - 32, My - 32)-(Mx + 32 + zoom, My + 32 + zoom), Frame&(VideoPlay) '
  31.     LOCATE 1, 1: PRINT "Use mouse for fire move, mouse wheel for zoom, Esc for end."
  32.     _DISPLAY
  33.     _LIMIT 25
  34. LOOP UNTIL INKEY$ = CHR$(27) 'press ESC for end
  35.  
  36. FOR ClearMemory = 1 TO 10
  37.     _FREEIMAGE Frame&(ClearMemory) '                              all images are deleted from memory. This muss be done, because images need many memory
  38. NEXT ClearMemory
  39. _FREEIMAGE VideoPicture& '                                        source image is deleted from memory
  40.  
  41.  
FXFire1.jpg
* FXFire1.jpg (Filesize: 14.53 KB, Dimensions: 256x256, Views: 406)

Offline bplus

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Re: Point + Click Adventure Engine
« Reply #3 on: May 31, 2018, 04:28:14 pm »
Hey what's this?

... wait am I stepping in the dog food dish?  :D
Hey whats this!..PNG
* Hey whats this!..PNG (Filesize: 59.92 KB, Dimensions: 537x337, Views: 432)
« Last Edit: May 31, 2018, 04:30:13 pm by bplus »

Offline johnno56

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Re: Point + Click Adventure Engine
« Reply #4 on: May 31, 2018, 07:41:01 pm »
This is cool. Reminds me of Larry the Lounge Lizard and Monkey Island. Cannot wait to see it finished. Well done!

J
Logic is the beginning of wisdom.

Offline STxAxTIC

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Re: Point + Click Adventure Engine
« Reply #5 on: May 31, 2018, 08:00:51 pm »
Howdy roadbloc,

Glad to see you pop in - and your ambitions with respect to game creation have certainly evolved... I will miss the days of green globs!

Keep us in the loop!

-STx
« Last Edit: June 01, 2018, 10:53:17 am by STxAxTIC »
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FellippeHeitor

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Re: Point + Click Adventure Engine
« Reply #6 on: June 03, 2018, 07:11:34 pm »
This looks very promising roadbloc!

I did add a call to _DISPLAY right before _LIMIT and it stopped the flickering I was getting.

Looking forward to seeing the development!

Any news in the Robot Planet project?

Offline roadbloc

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Re: Point + Click Adventure Engine
« Reply #7 on: June 04, 2018, 06:46:22 am »
Thank you all for the kind replies! Good to see familiar faces are here still! I will keep you all updated regularly on this project. :)

Nice work, Roadbloc. Why do not you use the SUBs? If you would like to cope with hero animation a bit, maybe try this procedure. The 3D effect with the figure in the chair is great.
I never tried them before and to be honest I don't really understand them. :(  But if you think they will be useful then I will certainly check them out as soon as I can!

Glad to see you pop in - and your ambitions with respect to game creation have certainly evolved... I will miss the days of green globs!
Very true! I miss those green globs too!

This looks very promising roadbloc!

I did add a call to _DISPLAY right before _LIMIT and it stopped the flickering I was getting.
THANK YOU!!! :D I was really perturbed by the flickering issue, I had no idea what caused it or how to solve it.


Any news in the Robot Planet project?
Ahhh yeah, about that...

Long Version
Too much workload for one person I guess, I made many fatal mistakes throughout that project, one of them was doing it all by myself. I made a very optimistic timescale that I was sure to work, but reality was a little more cruel and it got to the point I was sick of working on it. My engine was a little flawed and too complex, I'm not that talented artistically and my life had changed dramatically since I first started it. I first began it in late 2015 as a little experiment and evolved from there until very late 2017. In that time I had been through 3 different jobs, came out as transgender, lost about half of my friends and made some great milestones with my transition. Working on the game was eventually no longer fun, I had developed new interests and I chose to put the game aside.

Recently a friend of mine (who is pretty good at art) and I have been talking about creating a point and click adventure game, the very genre that inspired Robot Planet to begin with. With both of us working on the plot, him on the art and myself on the code, I figure we have a better chance at making something good. Also we agreed to take our time with developing it so we can have our social lives.

So yeah, with this new game planned, that sadly means goodbye to Robot Planet. I learned a lot whilst developing it (as I had with my previous zombie game thing) and plan to apply those lessons I learned onto the new game.

It's sad that I've abandoned it. I usually pride myself on finishing my little projects. I guess I just have different priorities now.

TL;DR
Troubled development. Cba with it anymore.
« Last Edit: June 04, 2018, 06:50:33 am by roadbloc »
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Offline Petr

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Re: Point + Click Adventure Engine
« Reply #8 on: June 04, 2018, 11:26:01 am »
Hi Roadbloc,

It is certainly good if you are not alone in the development of the game. What I showed you is basically the composition of a film of 16 pictures that are drawn step by step in succession. With a fast enough redraw that allows _PUTIMAGE to get smooth animation. It's far easier than programming it all. I myself have been inspired for this solution using the program I found on [abandoned, outdated and now likely malicious qb64 dot net website - don’t go there] and which I add here. It's still written in SDL, so there are also DLL files that are in the archive. Look into the seeaescape-data folder, then you will see how motion is formed.

* seascape.zip (Filesize: 7.08 MB, Downloads: 358)

Offline roadbloc

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Re: Point + Click Adventure Engine
« Reply #9 on: June 08, 2018, 11:16:31 am »
Hi Roadbloc,

It is certainly good if you are not alone in the development of the game. What I showed you is basically the composition of a film of 16 pictures that are drawn step by step in succession. With a fast enough redraw that allows _PUTIMAGE to get smooth animation. It's far easier than programming it all. I myself have been inspired for this solution using the program I found on [abandoned, outdated and now likely malicious qb64 dot net website - don’t go there] and which I add here. It's still written in SDL, so there are also DLL files that are in the archive. Look into the seeaescape-data folder, then you will see how motion is formed.

Thank you :) Animation is certainly a feature I want to explore, I'm sure this will be a big help :D

Hey what's this?

... wait am I stepping in the dog food dish?  :D
I think it's actually meant to be for a cat but yes, stepping in the food of animals will be a killer feature ;)
« Last Edit: June 08, 2018, 11:21:30 am by roadbloc »
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