'nother update! WaDF 2 is now on IRC! If you're planning on helping out, please meet up with us. If you have a standalone IRC client (like mIRC), type in "/server irc.esper.net" followed by "/join #WaDF2". If you're using niffchat, just type "/join #WaDF2".
Me and OSad have discussed applying, and here's what we came up with:
NOTE: The only people who will need GM Pro (or Game Maker at all, for that matter) are any programmers. Having at least the Lite version and knowing the basics is a plus, though.
Tileset, background, and music designers:
Just put something up that you think might fit, and me and OSad will judge it. We may from time to time also request a tileset, background, or piece of music that fits a specific style.
Level designers:
First and foremost: if you have an idea for a level, make sure it has a purpose, usually getting you a new ball skin. We don't want pointless levels that serve no purpose.
Also, vague ideas for levels are a big no-no. We don't want ideas; we want levels. Make at least a general map of the level, for example a black and white image file where each black pixel represents a solid wall. It will also help you to know that there are 25 rows and 20 columns of tiles in each room. Then, if/when we approve your map, you can go ahead and make a more detailed version. This is where it could come in handy to have Game Maker and a basic knowledge of it, because then you could put your level into it directly, which makes things easier for everyone.
Programmer(s):
YOU MUST HAVE GAME MAKER PRO 7 OR HIGHER TO BE A PROGRAMMER
In addition to being able to code the equivalent of every drag and drop button's function, you will also need be able to easily work with the following things:
* Views
* Activating/deactivating instances
* Loading resources from a file
* All types of variables, including strings
* Reading and writing from text files
* Essentially all of the existing commands (except for 3D and multiplayer)
I will hopefully be making a test for would-be programmers to take, but you may apply before I publish it.
Go to the download part, find where it says "downloaded x times", look for save file to your pc. It's the little blue text above the continue button.
Or... just a lot of patience... by the way, the game is really confusing when you start playing it.
could you upload it on mediafire? it's near impossible with 2shared to download :sigh:
Screenshots? Eww. The real deal is much better....No, screenshots are to make people want to play it. Screenshots are waht make people want to play. Would you play a video game that didn't have screenshots on the box (or anywhere else)?
I know GML (Game Maker Language, for coding) quite well. I'd help, but I want a clarification of "interested." I don't know if I'm really a dependable kind of guy for an ongoing coop project; I tend to work alone on my games.
I won't throw all the work on you. In fact, i just want you to help me every now and then, and you can quit anytime you like. I don't like being dependable either. :)Oh, then certainly. I'd be glad to help with coding and such! C)
So, if you don't like it, you just wasted a few minutes of your time, and not precious days or money!
I need to find out why the ball keeps going higher after bounces; probably an error with the gravity settings.Do you have the friction set to anything smaller than 0? If you set it to, say, -0.1, then it means that -0.1 is subtracted from the speed every step, making the ball speed up instead of slow down.
Later, i added the create event with the gravity set to 5I think you should weaken it a bit... I never set my gravity to anything stronger than 1.
they have the go left and go right functions with the press of the corresponding keys, and a 'no movement' function when you release them.Did you use the Move Fixed action? If yes, BAD.
hspeed -= 0.5
Then make a Keyboard <Right> event. Again, Keyboard, NOT Key Press. Add the following code into it:hspeed += 0.5
Who should i credit for the work?All the people who helped you.
Must be something in the engine itself. You might need to change the order of the actions or something else. I'm not really a programmer for MMF, but slowdowns usually mean bad programming.
when the ball hits a wall (in the event), do you just have the bouncing action, or is there something else there too?Just the bouncing action. Why is anything else needed?
it was just the gravity doing it's thingIn the engine I posted, the room speed was set to 60 instead of 30, because I wanted to make it go smoothly. To prevent it from going too fast, I had to divide all movement speeds by two.
I just wanted to make sure there wasn't anything else that could possibly be doing anything. You never know! :/Quotewhen the ball hits a wall (in the event), do you just have the bouncing action, or is there something else there too?Just the bouncing action. Why is anything else needed?
Right, before i add the next version, i need to know how to implement a standard jump function to the game. Like in WaDF, you hold down the jump key, the ball goes higher with each bounce. You let it go, it starts to slowly go down with each bounce.
Maybe if you gather more experience in Game Maker, you will persuade people to work along with you. The Game Maker community is also a good place to learn stuff.
Messed around a bit with the BBP file. I think I've got something now!
Download here. (http://www.box.net/shared/i86ikf92tr)
Well, that's just the ball engine that has been implemented.Try holding S or A. ;)
Wrong file? :shifty:
There's a GM .dll extension called GMPhysics which adds 2d physics engine capabilities in Game Maker. I once made a bouncing ball demo with this in Game Maker and worked quite well. In fact, you could do something similar to Night Game with this :)
Well, that's just the ball engine that has been implemented.Try holding S or A. ;)
Wrong file? :shifty:
That's great! May iSure! Knock yourself out! Uploading the .gmk now. I'll upload 2 versions, since I used Pro effects to make the ball "squash" when it hits the ground. (and I don't know if you have Pro :/)stealborrow it? 8D
Speaking of rooms, new problems surge. I wasn't able to find a function that transates our blue friend between rooms dynamically (even though i have a feeling it's right in my godd :oops: face), so i had to make an outside room event with a go to next room function. There's a couple of issues with that, the biggest one being the gravity. It magically resets to 1 or something, because the ball starts to move slowly, like in previous releases. Another problem is that the ball is being 'created' again in the next room, resulting in the music starting again.
Pick yer poison, that's was a great little trick, the camera one, i mean.Sorry, I'll explain:
However, i fail to understand how you did it, and if it brings side effects, such as the reduced window. I don't want the game running on a cellphone visor.
Also, i have pro, but what do you mean, 'concise version'? What is the meaning of love?
Many questions remain un-awnsered... :huh:
So you basically increased the size of the room, sort of turning it into a big 'stage', and made the camera focus on separate sections of this stage to give the impression that you're actually moving from room to room, but you're actually just moving on the stage?You've got it! :^^: Also, it deactivates objects outside the current screen, so that e.g. enemies on another screen won't chase/shoot at you. As for changing the room size, there are two factors. First, there's the actual size of the room itself, which you just change in the "Settings" tab of the room editor. Then there's the screen size (which is currently 320x320 or something). You can change that by changing the width and height view 0 in the "Views" tab of the room editor. For best results, try to make sure that the room width can be divided equally by the view width and the room height can be equally divided by the view height.
If it's just a big level, i need to know how to increase the size of the room. That tiny level square in game maker is nothing like the level editor from knytt stories, which just went FOREVUUUUUR in all directions. Imagine the possibilities! :crazy:
Still, i have pro right now, but i can always switch back to lite. Only reason i have pro right now it's because coding language is apparently easier and the current version uses it for controls.Then I guess if youffle213 has Pro as well, we may want to go with the Pro version. If not, then the multiple areas can be implemented in Lite as well.
I seem to be able to increase the room size, but i can't see to fix the camera on one position.Do you mean the camera jerks all over the place? Or is it just not moving with the player? :huh:
Help! :shocked:
Then I guess if youffle213 has Pro as well, we may want to go with the Pro version.youffle214 has had Pro for over 2 years. 8)
Oops...sorry about that. :oops: Well, that settles the whole "need for Lite issue"...now I guess we just work with whichever proves more versatile.QuoteThen I guess if youffle213 has Pro as well, we may want to go with the Pro version.youffle214 has had Pro for over 2 years. 8)
I created my version because it contains some more aesthetical improvements, not because it works with Lite.
Oops...sorry about that. :oops:It's 'k 8D
now I guess we just work with whichever proves more versatile.???
Also, i still haven't fixed the gravity issues! I'll upload the development files and share with you both.Wait, we still have gravity issues? Didn't we already fix those? :huh:
If you play the latest version and go out of the first room, you'll understand.Oh, right! Sorry, I was thinking of my version with views (which is apparently still a bit buggy, as you have shown :/).
Hey OSad, can I take a look at the file you were testing my views idea on? For making multiple areas within a single room? I want to see if I can figure out what's going wrong.
The files are on ice cream (limo) until tomorrow. (i need to study for an important test today!)Oh, OK. That's fine. Good luck on your test! :)
That's a wierd glitch. It got stuck.That is a weird glitch. I couldn't recreate it, though. Could you tell me exactly how it happened?
What? :huh:
- Ball will now only increase its speed if you're holding S/Left Shift and it hits a wall below it
As for the gravity, I've made an interesting discovery. The only balls in WaDF that actually have gravity are the glass ball :a5: and the iron ball :a3:.Iron ball is so heavy because of that constant gravity. Glass ball isn't supposed to be able to go that fast without breaking.
All the others just have pseudo-gravity, where they just sort of float down at a constant speed. So the question here is, do we cut out the gravity, or just keep going with it?It's called terminal velocity.
Can you show me what you've made so far?OK, gravity's staying in then. As for what I have so far, here it is. (http://www.box.net/shared/pcy151q0c8) It's still a WIP, though. I know for a fact that there are still glitches, like some weird collisions with ceilings that are driving me insane. >( Oh, and I've fixed the squashing/getting stuck glitch. At least, it hasn't showed up again, so I think I've fixed it.
I say you should keep the gravity.
EDIT: As for the squishing/getting stuck glitch, just insert a sprite in the shape of the ball, and assign it to the ball object as a mask.
I wasn't complaining about the physics of WaDF, just to clear up any confusion. I was just mentioning something that would impact this project. ;)As for the gravity, I've made an interesting discovery. The only balls in WaDF that actually have gravity are the glass ball :a5: and the iron ball :a3:.Iron ball is so heavy because of that constant gravity. Glass ball isn't supposed to be able to go that fast without breaking.All the others just have pseudo-gravity, where they just sort of float down at a constant speed. So the question here is, do we cut out the gravity, or just keep going with it?It's called terminal velocity.
Also, another glitch: when you press A, the red mask also colo(u)rs the outline of the ball. This isn't supposed to happen.Actually, yes it should. In WaDF, S/Left Shift speeds up (and adds a white mask), and A/Left Control slows down (and adds a red mask). Unless I misinterpreted that, in which case feel free to correct me. :P
Also, another glitch: when you press A, the red mask also colo(u)rs the outline of the ball. This isn't supposed to happen.
(http://www.freeimagehosting.net/uploads/9b0990e46c.gif)Also, another glitch: when you press A, the red mask also colo(u)rs the outline of the ball. This isn't supposed to happen.Spoiler: Big picture ahead!!! (click to show/hide)
You're welcome to jump on board! Right now, we decided to work on WaDF 2, then, if it works out, we'll steal Night Game from the wii and make a port called Afternoon Game to avoid copyright screw-ups.
I could submit level design ideas, but I don't have game maker 7 or higher, so I couldn't put it in the game.That is quite alright. It's just a plus to have it, not a requirement. You only really need it if you want to program. But if you want to help, you should join us on IRC; it'll make things a lot easer on everyone. If you have mIRC, then just go to irc://irc.esper.net/WaDF2 (http://irc://irc.esper.net/WaDF2). If you don't, either download it (free!) or open up #niffchat, then type in /join #WaDF2.
Back tracking a bit, I kinda liked the red mask extending tonto the black, i rekon it looked kool!Graphical designers are welcome! As are level and music designers, as well as programmers. If your computer doesn't work with mIRC, another option would be Miranda IM (http://www.miranda-im.org/). And don't forget that the channel can be accessed through Niffchat as well! If you've tried the above and it still doesn't work, please do PM me and I'll give you all the details you need. IRC is just a lot easier.
also, how big do the Tilesets have to be and what is the size of the tiles, Im iteerested in making some tilesets for you. As yet my computer dosn't like #IRC, so could someone PM me the details?
I can be a programmer. I know almost all of the existing commands.Programmers are 100% welcome, seeing as I'm the only one at this point. :P
Also, I haz Game Maker 7 Pro, and I know a lot of secrets that most people on this board have never discovered because they didn't put more than 30 seconds into trying to work with it X)
I, on the other hand, made my first game prototype thing in 30 seconds :crazy:
...and with this and five more projects on my head, I will shut up and go to bed now. <_<
Right now, we decided to work on WaDF 2If you are thinking of doing some WaDF 2, you should get in contact with xtr1m (he's not on the forums, if you want to contact him, ask LPChip), hes making a WaDF2 as well, he might be able to help with the WaDF engine as well.