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  #1  
06-09-2012, 01:31 PM
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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.

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.

More Soon! Hopefully
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  #2  
06-09-2012, 01:38 PM
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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!
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #3  
06-09-2012, 01:46 PM
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:
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.
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Last edited by JayDee; 06-09-2012 at 02:04 PM.. : Sligs are cooler than possesion orbs.
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  #4  
06-09-2012, 02:11 PM
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Oooooh you!
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #5  
06-10-2012, 01:14 AM
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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

I'm considering making the Electricity walls "Denser" so they look more like the originals.
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  #6  
06-10-2012, 02:53 AM
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This is real cool. Keep it up
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  #7  
06-10-2012, 04:13 AM
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Are you using grid-based movement a-la the original?
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  #8  
06-10-2012, 04:28 AM
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Right now all movement is free, but I'm going to be adding grid based movement.
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  #9  
06-10-2012, 04:58 AM
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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.)
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  #10  
06-10-2012, 05:02 AM
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:
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?
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  #11  
06-10-2012, 05:07 AM
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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.

Last edited by xXxrenhoekxXx; 06-10-2012 at 05:28 AM..
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  #12  
06-10-2012, 05:12 AM
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It just seems to make my view size small, send me a PM.
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  #13  
06-10-2012, 05:44 AM
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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

Last edited by xXxrenhoekxXx; 06-10-2012 at 06:27 AM..
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  #14  
06-10-2012, 06:32 AM
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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
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  #15  
06-10-2012, 10:36 AM
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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.
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  #16  
06-10-2012, 04:12 PM
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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.
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  #17  
06-11-2012, 12:31 AM
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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.
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  #18  
06-11-2012, 07:06 AM
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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.
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  #19  
06-14-2012, 10:47 AM
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Oddworld

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





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  #20  
06-14-2012, 12:34 PM
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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 =)
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Oh yeah, fair point. Maybe he was just tortured until he lost consciousness.

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  #21  
06-14-2012, 10:12 PM
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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.
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  #22  
06-15-2012, 12:22 AM
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good job so far,
also I saw some code for specific colours.

make_color_rgb(-, -, -)

replace - with numbers.
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  #23  
06-15-2012, 12:58 AM
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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.
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  #24  
06-15-2012, 01:53 AM
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:
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 )
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  #25  
06-15-2012, 07:00 AM
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:
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.
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  #26  
06-15-2012, 07:04 AM
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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.
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  #27  
06-15-2012, 07:12 AM
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press F9 whilst the game is running to take a screenshot of it.
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  #28  
06-15-2012, 07:31 AM
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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
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  #29  
06-17-2012, 03:34 AM
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:
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.
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  #30  
06-17-2012, 04:03 AM
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I didn't think GML Syntax supported the modulo sign.
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