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Post by BonzaiRob on Aug 30, 2007 22:34:03 GMT
Here is your link to PT's latest screenshot.I'll update this thread whenever I update the image. 30/08/07 Update: Well, thanks to FMY, smooth map changing now works nicely. This has brought up some other troubles though; at the current screen size, when you walk off hillside onto route 57, route 56 disappear when you should be able to see it. That might mean that we have to move route 57 down a bit, which isn't such a big deal. Also, not very much is showing up on route 57; FMY just updated the map parser and there are a few user-created (read: I did it wrong) bugs. I organised the trees and stuff into objectsets but that tag isn't supported in FMY's latest update; likewise tile fills have changed. 08/10/07 Update Somehow managed to fix objectsets so it all looks a bit prettier now. 22/12/07 UpdateWarping works, and Peachblossom is finished for now. Currently, it seems to me the best option is to make the screen size slightly smaller by adding things around the edges - your team on the right, chat on the bottom, and maybe some apps like the pokétch to fill remaining space.
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Post by FMY on Aug 30, 2007 22:44:44 GMT
Indeed, for the game to look very nice, every map should be at least as wide and as high as the game canvas. So indeed, we'got to solutions: resize the maps or resize the game screen.
As for the new Tag parser, I didn't even know we had objectsets before. How dit it work, maybe I could re-implement it.
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Post by BonzaiRob on Aug 31, 2007 0:35:32 GMT
You specified x and y attributes for the set, and then the objects within it had x and y relative to it. So it just goes into another level, and adds the set's x to the object's. BTW, can we add a favicon to the wikidex please? There's a how-to for it here (link it to ptreasures.net/xfiles/wikifavicon.png or .ico if you can )
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Post by FMY on Aug 31, 2007 10:52:39 GMT
Sure, that's not a problem.
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Post by BonzaiRob on Aug 31, 2007 11:57:25 GMT
There's some other bugs that I've noted in the Jepe forum, btw.
I just tried halving the screen size, and there's still the problem with the routes. I think there's two ways to get around it, either we make route 56 load route 57 from one side and offset it lots, or we alter the maps so that route 57 joins the bottom-right of hillside, rather than the top. Which do you think is better?
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Post by FMY on Aug 31, 2007 12:34:57 GMT
Why don't we just make the maps bigger? We could add some trees or so on the empty spots.
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Post by BonzaiRob on Aug 31, 2007 13:36:59 GMT
Weren't we going to do that outside pattern thing? Where you specify say <border image="tree-maple.png" repeatx="3" repeaty="2" /> or something. Ten we only need to map where it looks weird and the engine fills in the rest. Actaully, a pattern would work better, like this: <border repeatx="6" repeaty="4"> <object image="tree-maple.png" x="o" y="o" /> <object image="tree-maple.png" x="3" y="o" /> <object image="tree-maple.png" x="2" y="2" /> <object image="tree-maple.png" x="5" y="2" /> </border> The repeat x and y make sure the patterns overlap without gaps. Is that possible?
Also, I just tried adding and offsetting Route 57 and 56 to each other. They line up perfectly, but when you go on one, the trees on that route automatically overlap the trees on the otehr - so you see the bottom of some trees on the tops of others. Interesting bug when switching maps too, it sets me say 6 tiles in, then the player walks backwards to get to where he should have started.
Also, if you go to the top right patch of wildgrass on 57 and walk up and down through it, you might notice an interesting problem with renderOver..
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Post by FMY on Aug 31, 2007 16:52:45 GMT
Well, the problem with the filling system is that maps with different trees & grass surrounding it could look very bad. I've got no way to prevent that.
Also, if 2 maps try to fill the same area, with other items, what should I do?
Filling won't be possible I'm afraid.
EDIT: Oh wait, we could do it at the outer edges, as you said. That's not a bad Idea. I'll implement it.
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Post by Spazzup on Sept 10, 2007 1:21:17 GMT
Currently, it seems to me the best option is to make the screen size slightly smaller by adding things around the edges - your team on the right, chat on the bottom, and maybe some apps like the pokétch to fill remaining space. I know I'm really in no position to express an opinion but I'm all for decreasing the screen size; not necessarily by adding apps around the edges but rather by actually making the app window smaller (although the Pokétch-esque thing on the side would look pretty good I think). I didn't think full MMO capabilities would ever really be achieved so would there really be a need for a chatbox? The new screenshot looks great by the way. Keep up the great work
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Post by BonzaiRob on Sept 10, 2007 12:25:51 GMT
Yes, MMO will be achieved.. eventually. It'll be a series of apps round the side, one of which will be replaced by the chatbox when it happens.
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Post by Spazzup on Sept 13, 2007 0:44:31 GMT
Yes, MMO will be achieved.. eventually. It'll be a series of apps round the side, one of which will be replaced by the chatbox when it happens. Eventually means never I think a feasible solution to the map connection problem would be to enlarge the actual maps and sprites; depending on how you programmed it though that could mean remaking the entire tileset engine which would just set the project back even further :/
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Post by BonzaiRob on Sept 13, 2007 18:32:38 GMT
Enlarging makes it look nasty :/ It's easier just to do the bordery thing, I think.
Eventually doesn't mean never - there will be some online capability when we reach version 1. Trading and mail, at least within PT, if not other games using the engine (if there are any, haven't heard from topaz in a while).
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Post by Spazzup on Sept 13, 2007 22:09:29 GMT
Enlarging makes it look nasty :/ It's easier just to do the bordery thing, I think. Eventually doesn't mean never - there will be some online capability when we reach version 1. Trading and mail, at least within PT, if not other games using the engine (if there are any, haven't heard from topaz in a while). Last I heard, Cyare was still going to use JEPE I never said there wouldn't be online capabilities, I was talking about MMO implementation (which I still hope never comes to fruition ). As long as it looks good, having apps around the side wouldn't be that bad of an idea.
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Post by BonzaiRob on Sept 14, 2007 10:33:33 GMT
You hope it doesn't? :S Why? It's not like it'll be compulsory. The plan is, you find the global communications centre or whatever (there'll be a few of them) and that connects you, then you can log off at any time. There might be HMs for Porygon that do similar things, but probably not for a while.
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Post by mattgcn on Sept 14, 2007 23:20:34 GMT
Yeah I was discussing it with Spazzup the other day, and really PO's original plan for MMO capabilities was having people wander in the same overworld. It would be much nicer with union rooms and maybe joint quests but no more. Because the only thing you'd be doing is chatting and battling anyways
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Post by Spazzup on Sept 14, 2007 23:22:01 GMT
You hope it doesn't? :S Why? It's not like it'll be compulsory. The plan is, you find the global communications centre or whatever (there'll be a few of them) and that connects you, then you can log off at any time. There might be HMs for Porygon that do similar things, but probably not for a while. Oh okay. No worries then By the way uhh the link at the beginning of the first post is broken.
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Post by BonzaiRob on Oct 8, 2007 19:10:31 GMT
Updated teh shot. I somehow got objectsets working DEMO SOON I REALLY MEAN IT NOW
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Post by FMY on Oct 9, 2007 19:06:39 GMT
True, true, it's ready. You'll get to see it as soon as I get my internet working on my main PC again.
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Post by BonzaiRob on Oct 9, 2007 21:11:43 GMT
FMY, I've also got fillActiontile to work without the user putting in a height or width value. Just so you know. EDIT: and also added fillObject and fillPattern. I'm getting better ^_^ EDITEDIT: Just thought to share these: Route 58, leading into Rosefield. FMY, do you think, when you're back online, you could explain Map.java to me more in-depth some time? I'd like to see if I can work out warping. That's one of the main things we're missing for the overworld.
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Post by FMY on Oct 13, 2007 10:44:26 GMT
Awesome bonzai! Just awesome.
Once I'm back online (hopefully this week), I'll explain it to you. Just ask me, because I tend to forget these kind of things.
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Post by BonzaiRob on Oct 14, 2007 21:59:39 GMT
Could you also make me an admin on the fangames wiki? It needs some serious cleaning.
Can you set it so that people have to log in to edit pages, on both? Add $wgGroupPermissions['*']['edit'] = false; to LocalSettings.php.
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Post by FMY on Oct 15, 2007 11:24:55 GMT
Done
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Post by BonzaiRob on Oct 15, 2007 12:28:14 GMT
Thanks a lot
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Post by BonzaiRob on Dec 22, 2007 18:51:25 GMT
New screenshot, of Peachblossom Woods. To go with the new demo.
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Post by Tropiuslover on Dec 27, 2007 14:01:44 GMT
Why does it takes us 4 years?
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