how?
how?
well.. i just played that rpg with the coony guy in it.. and i was just wondering.. how they made the guy.. and the world.. cause im pretty sure it isnt bitmapping.. and they didnt do it with the circle commands and shit... lol i was just wondering how it was done so i can go learn more about it
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The Secret of Cooey? If that's the case, the source is included. But, just for you, I'll tell ya. Yes, everything was bitmapped in an external program (tile/sprite editor, probably PixelPlus 256), BSAVEd, and then BLOADed by the game. If you have no idea what I'm talking about, go read some of the tuts on Pete's site.
"Sorry for beating you up with a baseball bat Julian, but I DID think that you were a samsquanch."
The Secret of Cooey was made by DarkDread, so the best place to start is probably with DarkDread's RPG tutorials:
http://www.petesqbsite.com/sections/tut ... gn.shtml#7
http://www.petesqbsite.com/sections/tut ... gn.shtml#7
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The best way to Bitmap with QBasic I found so far, is not with Circle, line ect, but DATA, FOR...NEXT, READ, PSET, GET, and (PUT or BSAVE)..:
--| Code |---------------------------------------------------------------------
<pre><b><font color="#000000">DATA</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font>
<b><font color="#000000">DATA</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font>
<b><font color="#000000">DATA</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font>
<b><font color="#000000">FOR</font></b> y <b><font color="#0080c0">=</font></b> <font color="#0000ff">1</font> <b><font color="#000000">TO</font></b> <font color="#0000ff">3</font>
<b><font color="#000000">FOR</font></b> x <b><font color="#0080c0">=</font></b> <font color="#0000ff">1</font> <b><font color="#000000">TO</font></b> <font color="#0000ff">3</font>
<b><font color="#000000">READ</font></b> z
<b><font color="#000000">PSET</font></b><b><font color="#0080c0">(</font></b>x<b><font color="#0080c0">,</font></b> y<b><font color="#0080c0">)</font></b><b><font color="#0080c0">,</font></b> z
<b><font color="#000000">NEXT</font></b>
<b><font color="#000000">NEXT</font></b> </pre>
-------------------------------------------------------------------------------
I made the base image for this image using this method....
Tho, I added to it with a editor, but, that something like how it looked, minus the bump-map and super-nova.
PS: If the highlighted code is to much, I'll change it to code tags..
--| Code |---------------------------------------------------------------------
<pre><b><font color="#000000">DATA</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font>
<b><font color="#000000">DATA</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font>
<b><font color="#000000">DATA</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font><b><font color="#0080c0">,</font></b> <font color="#0000ff">00</font>
<b><font color="#000000">FOR</font></b> y <b><font color="#0080c0">=</font></b> <font color="#0000ff">1</font> <b><font color="#000000">TO</font></b> <font color="#0000ff">3</font>
<b><font color="#000000">FOR</font></b> x <b><font color="#0080c0">=</font></b> <font color="#0000ff">1</font> <b><font color="#000000">TO</font></b> <font color="#0000ff">3</font>
<b><font color="#000000">READ</font></b> z
<b><font color="#000000">PSET</font></b><b><font color="#0080c0">(</font></b>x<b><font color="#0080c0">,</font></b> y<b><font color="#0080c0">)</font></b><b><font color="#0080c0">,</font></b> z
<b><font color="#000000">NEXT</font></b>
<b><font color="#000000">NEXT</font></b> </pre>
-------------------------------------------------------------------------------
I made the base image for this image using this method....
Tho, I added to it with a editor, but, that something like how it looked, minus the bump-map and super-nova.
PS: If the highlighted code is to much, I'll change it to code tags..
-Kevin (aka:Rattra)
(x.t.r.GRAPHICS)
(x.t.r.GRAPHICS)
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Yeah, I use PixelPlus256 for graphics, and my own map editor. As DD quite rightly pointed out one day, if you can't code your own map editor, how are you gonna be able to code a game engine?
So now that you have PP256, you should also read some stuff on BLOAD and BSAVE.
So now that you have PP256, you should also read some stuff on BLOAD and BSAVE.
"Sorry for beating you up with a baseball bat Julian, but I DID think that you were a samsquanch."
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well.. ive learned the basics on my own.. then in school last year me and a friend started a group and we had a couple weeks before school was out.. and we made a hangman game and started a pong game.. but all of that was done in 1 program.. 1 piece of code.. not a bunch all put together and none had any bitmapping or anything like that.. but like ive said... i know the basics.. like loops.. variables.. circle.. pset.. etc.. and screens.. locates.. and i know how to make the ball bounce off the walls and move in pong.. etc.. but i dont have much experience with the bitmaps and editors.. id like to get into it tho.. im just confused on where to start
and about an rpg engine.. the character code would just have like..
- counters for exp.. with if-then statements for the level-ups..
- if-thens for spells.. with a randomization based on the level of spell..
- if then for melee.. with randomization based on level of stats.. str.. etc
- if then for armor.. weapons.. etc
... so basically just a bunch of if-thens.. with a variable for armors.. weapons.. skills.. stats.. etc.. so then the combat engine would be like..
my idea for combat.. would be.. certain areas would have certain creatures.. i could change the landscape so people know where they're training.. and in the landscapes i could use the randomization and have certain creatures have a more rare occurance.. which could drop better items.. etc..
then for the combat part.. have the creatures be practically the same as the characters you use.. they have stats.. etc.. and what it hits.. and takes is based on the stats.. and it's random but the range of the damage or whatever will be based on stats..
maybe im completely wrong.. but that's how "i" would program it
- counters for exp.. with if-then statements for the level-ups..
- if-thens for spells.. with a randomization based on the level of spell..
- if then for melee.. with randomization based on level of stats.. str.. etc
- if then for armor.. weapons.. etc
... so basically just a bunch of if-thens.. with a variable for armors.. weapons.. skills.. stats.. etc.. so then the combat engine would be like..
my idea for combat.. would be.. certain areas would have certain creatures.. i could change the landscape so people know where they're training.. and in the landscapes i could use the randomization and have certain creatures have a more rare occurance.. which could drop better items.. etc..
then for the combat part.. have the creatures be practically the same as the characters you use.. they have stats.. etc.. and what it hits.. and takes is based on the stats.. and it's random but the range of the damage or whatever will be based on stats..
maybe im completely wrong.. but that's how "i" would program it
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Well, I don't think there's a "wrong" way to code a game engine. But I wasn't talking about battle engines, I meant walkaround engines.
There's lots of tutorials on the subject of bitmapping on Pete's site. My suggestion: read as many of them as you can. If any of them say something different than the other, or you're really confused about something and you've read through a whole bunch of other tutorials to see if it's not covered, then come back here. The tuts are much more comprehensive than someone trying to quickly explain something on a board... but they can't answer questions like we can, heheh. And believe me, I've been stumped on things that later make me go "well, why didn't I realize that!" so don't worry.
There's lots of tutorials on the subject of bitmapping on Pete's site. My suggestion: read as many of them as you can. If any of them say something different than the other, or you're really confused about something and you've read through a whole bunch of other tutorials to see if it's not covered, then come back here. The tuts are much more comprehensive than someone trying to quickly explain something on a board... but they can't answer questions like we can, heheh. And believe me, I've been stumped on things that later make me go "well, why didn't I realize that!" so don't worry.
"Sorry for beating you up with a baseball bat Julian, but I DID think that you were a samsquanch."
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