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-   -   A.L.I.V.E Revived (http://www.oddworldforums.net/showthread.php?t=20907)

JayDee 06-09-2012 01:31 PM

A.L.I.V.E Revived
 
If anybody read my blog then they'll know that I'm making a gaming engine. The problem with Oddworld: Abe's Prophecy was that I was adding things to the engine as I needed/thought of them which ended up being very 'messy.'
This engine, as evidenced by the title, is going to be based around the A.L.I.V.E engine used in both Abe's Oddysee & Abe's Exoddus. I'll keep my blogs for the less interesting parts of the development process, and this thread for more interesting updates that are worthy of screenshots to show what it can do.
_____
Abe just 'Hanging' around. :tard:
http://i1270.photobucket.com/albums/...eenshot101.png
Green is just a marker tile.
Distance from green to red is normal "Space" jumping width.
Distance from green to cyan is running "Space" jumping width.
Distance from floor to yellow is "Up" jumping/hoisting height.
http://i1270.photobucket.com/albums/...eenshot102.png
More Soon! Hopefully

STM 06-09-2012 01:38 PM

I'm only posting because I thought up the name and I was lured by the promise of sex.

Nah but seriously, looking great, mate! Let's see those Z-rolls tomorrow! ;)

JayDee 06-09-2012 01:46 PM

:

()
Nah but seriously, looking great, mate! Let's see those Z-rolls tomorrow! ;)

Z-rolls and MO style possesion Orbs, Slig line of sight testing. 'Jsut' wait till tomorrow. ;)

STM 06-09-2012 02:11 PM

Oooooh you!

JayDee 06-10-2012 01:14 AM

Update:
+Added "Realistic" Electricity walls, These use drawing functions to make to lines move randomly along a set distance, creating an "electricity" effect, making each electricity wall unique, as seen on the screenshot below.
-Removed more unnecessary code.
____
Oh no! He's trapped :(
http://i1270.photobucket.com/albums/...eenshot103.png
I'm considering making the Electricity walls "Denser" so they look more like the originals.

Crashpunk 06-10-2012 02:53 AM

This is real cool. Keep it up :)

Phylum 06-10-2012 04:13 AM

Are you using grid-based movement a-la the original?

JayDee 06-10-2012 04:28 AM

Right now all movement is free, but I'm going to be adding grid based movement.

xXxrenhoekxXx 06-10-2012 04:58 AM

wow nice
think I might stop my engine to help out with this.

also in case you don't have screen wrapping like the original
type something like this in.

{
view_xview = (what the player's called) / (screen width)
view_yview = (what the player's called) / (screen height)
}

hope it helps,
also I had my grid of the engine at 23x40 (keep in mind that the height is stretched by two.)

JayDee 06-10-2012 05:02 AM

:

()
wow nice
think I might stop my engine to help out with this.

also in case you don't have screen wrapping like the original
type something like this in.

{
view_xview = (what the player's called) / (screen width)
view_yview = (what the player's called) / (screen height)
}

hope it helps,
also I had my grid of the engine at 23x40 (keep in mind that the height is stretched by two.)

Thanks, you're welcome to help. And pardon me for asking but, what is that code meant to do? :)

xXxrenhoekxXx 06-10-2012 05:07 AM

it's meant to snap the camera to a grid,

you know how in the original oddworld when you walked off screen it would quickly snap to the next screen.

It's basically that,
just use it in the rooms that have abe in it.
or any room that's scrolling for that matter.
EDIT: ignore everything I've just said I'm working on it.

JayDee 06-10-2012 05:12 AM

It just seems to make my view size small, send me a PM.

xXxrenhoekxXx 06-10-2012 05:44 AM

hang on I fucked up
here this should work

http://www.mediafire.com/?u5107idfd11b65g
EDIT:
also incase you need help with sprites
http://www.spriters-resource.com/pc_...ldabesoddysee/
I can also do a few rips myself

JayDee 06-10-2012 06:32 AM

Cheers mate, this worked like a charm. When i saw the code you originally posted I thought that it was meant to look something like what you gave me, thanks.
+Rep

RoryF 06-10-2012 10:36 AM

Looks pretty cool, even though I like the original game's sprites, the ones you are currently using look great. In my opinion, a fangame looks best when it uses its own style and graphics yet keeps to (simular) environments and species of the official games.

Basically I'm just saying I'd prefer if you kept with these sprites and not the official ones. :)

Phylum 06-10-2012 04:12 PM

Didn't Carnix make those way back when Axyrl disappeared?

Do you have his permission to use them? I if recall correctly he said something about anyone being able to use them, but I'd check if I were you.

xXxrenhoekxXx 06-11-2012 12:31 AM

I got something to say about the engine graphics,

try to use a sprite that people would want to replace so that way it promotes creativity and people won't do lazy edits... Though they would probably do lazy edits anyway but if they were serious about game making they would.

JayDee 06-11-2012 07:06 AM

Yes i've had permission from Carnix to use these sprites, and the sprites ARE easy to replace. If you do choose to change the sprites you will need to change the collision mask, but that's as simple as drawing a rectangle.
As for progress: I've pretty much finished the line of sight coding for Sligs/ other enemies.

JayDee 06-14-2012 10:47 AM

Sorry for double Post but, updates where updates are due.
I've been adding various variables (yup, that) and have been using these to control different states, for example the emotional state of a mudokon. This variable controls what colour overlay (I'm aware the colours are abit off) the mudokon should have, as apposed to doing seperate sprites for each different state which would increase amount of sprites needed six-fold.
:

0 = normal
1 = angry
2 = depressed
3 = wired
4 = sick
5 = blind

http://i1270.photobucket.com/albums/...eenshot105.png
http://i1270.photobucket.com/albums/...eenshot106.png
http://i1270.photobucket.com/albums/...eenshot107.png
http://i1270.photobucket.com/albums/...eenshot108.png
http://i1270.photobucket.com/albums/...eenshot109.png
http://i1270.photobucket.com/albums/...eenshot110.png

STM 06-14-2012 12:34 PM

Haha, awesome, Josh! Perhaps though, the blind mudokon should be white, just for sake of following how it was in AE, thus it won't get confusing. You might laugh, but fucking retards like me will get confused! XD

Keep it up matey =)

Never Sleeper 06-14-2012 10:12 PM

Just in case I hope you can connect those variables. 'Cause blind Mudokens can be at least angry and depressed, too. ;)

Good job by the way.

xXxrenhoekxXx 06-15-2012 12:22 AM

good job so far,
also I saw some code for specific colours.

make_color_rgb(-, -, -)

replace - with numbers.

Phylum 06-15-2012 12:58 AM

It looks like you're alpha shifting the same mud. Is that correct? I think either you need a less extreme red for the angry mud or a different system.

xXxrenhoekxXx 06-15-2012 01:53 AM

:

()
It looks like you're alpha shifting the same mud. Is that correct? I think either you need a less extreme red for the angry mud or a different system.

which is why I posted the rgb code above,
I'd love to help out more but I have no idea how it's programmed :P
Oh well I'll edit the engine once it comes out (with J-dude320's permission of course :) )

JayDee 06-15-2012 07:00 AM

:

()
good job so far,
also I saw some code for specific colours.

:

make_color_rgb(-, -, -)
replace - with numbers.

Thanks I'll have to try that code out sometime.
:

()
It looks like you're alpha shifting the same mud. Is that correct? I think either you need a less extreme red for the angry mud or a different system.

Yes, I stated in the post that I was aware some of the colours were abit off. So far it was just for demostrative purposes. :)
And you're welcome to keep posting little code snippets, renhoek, your help so far has been greatly appreciated. Especially with the camera. :D

xXxrenhoekxXx 06-15-2012 07:04 AM

I'll see if I can create a transition effect similar to oddworld,
if there's a screenshot option I might be able to load it into a screen just before it swaps or something... Or maybe something else I'll let you know if I find something...

also there's a option for grid_snapped(-,-) which is an if variable but I'll find away to make the player snap to the grid.

JayDee 06-15-2012 07:12 AM

press F9 whilst the game is running to take a screenshot of it. :)

xXxrenhoekxXx 06-15-2012 07:31 AM

no I mean in game where it does it automatically (otherwise they'd have to press f9 every time they switch screens) I was saying I'll find a screenshot code

Phylum 06-17-2012 03:34 AM

:

()
also there's a option for grid_snapped(-,-) which is an if variable but I'll find away to make the player snap to the grid.

It's been a while since I've worked in GM, but here's the equivalent of something I used the other day when I was arsing around with LWJGL.

Put this in End Step, otherwise it won't work.

:


this.x += dx;

if (x % GRID_SIZE == 0) {dx = 0;}

Then just set dx in keyboard events. While the object's x isn't a multiple of your grid value it will keep moving in that direction. It should be faster than the GM function, especially if you don't need a vertical grid.

Mudokon_Master 06-17-2012 04:03 AM

I didn't think GML Syntax supported the modulo sign.

Phylum 06-17-2012 04:54 AM

Well that's just silly. To use that method without a modulo would require comparing integer division to float division, but I don't know how that would be achieved in GM.

I think grid_snapped (x, 0) would probably be the thing to use.

But trust me, don't play around with a y value in there. There will be a circumstance when it will break and do really odd things.

JayDee 06-18-2012 09:47 AM

Slow news day I'm afraid, folks. I've been messing around with the script i use to draw the electricity barriers, and will be using it in Chant Suppressors/Drones and Shrykull Lightning. Not sure what else it could be useful for. I have my final exam the Wednesday so there should be more updates afterthat point.

:

()
It's been a while since I've worked in GM, but here's the equivalent of something I used the other day when I was arsing around with LWJGL.

Put this in End Step, otherwise it won't work.

:


this.x += dx;

if (x % GRID_SIZE == 0) {dx = 0;}

Then just set dx in keyboard events. While the object's x isn't a multiple of your grid value it will keep moving in that direction. It should be faster than the GM function, especially if you don't need a vertical grid.

Thanks I'll arse about with that code when I have time. :)

STM 06-21-2012 01:01 PM

More updates, or I will rape a ferret. Nah, but so far so good mate, I don't understand the coding, but I see the effects. I want to sex them Joshy.

JayDee 06-21-2012 01:28 PM

Updates.
 
Woop! Exams are finally over, updates will come thick and fast! Not now though, these are just a few things I had been doing whilst avoiding revision.
As said earlier I've adapted the lightning script to also work for chant orbs, but i needed sprites. So I drew some: Here's the 2 different Chant Suppressors.
http://i1270.photobucket.com/albums/...eenshot111.png
Yeah, I know it's missing the "arms" normally seen on them, but like in AO they're going to be rendered seperately on a different sprite, that I havn't drawn yet.
http://i1270.photobucket.com/albums/...eenshot115.png
Oh, there's Land Mines too.

xXxrenhoekxXx 06-22-2012 12:16 AM

amazing job so far dude keep it up,

I was also wandering if I could add the official odd world sprites into this after you release the engine (that is IF you release it... I hope :p)

(not insulting just wandering if you're going to make it private.)

JayDee 06-22-2012 07:42 AM

Yeah, of course you'd be able to add the official oddworld sprites :)