Not logged inGosu Forums
Forum back to libgosu.org Help Search Register Login
Up Forum
1 2 3 Previous Next  
Search
Topic Grog (engine/framework for adventures) By Shinobi Chef Date 2009-05-23 16:06
Very Nice!

Love the Anime style graphics, keep up the good work

Looking forward to playing your game when it finished!
Topic When it comes to 2D Platform Games ,what would you rather? By Shinobi Chef Date 2009-05-23 15:35
There will be a lot of buttons used in Arthur's Adventures

a jump button,a weapon attack button,magic attack button,use item button,cycle though weapons button,cycle through magics button,cycle though items button
and possibly a cycle though armours button or maybe equip button

which keyboard buttons would you prefer to use for each fuction?

and those who prefer a gamepad,how would you like the controls for the gamepad?
Topic When it comes to 2D Platform Games ,what would you rather? By Shinobi Chef Date 2009-05-23 15:23
Becasue like you said you prefer jump as the up key and option 1 will only allow you to jump with a jump button and not the up key

since you prefer an up key for jump I would presume you would pick option 2 or 3
Topic When it comes to 2D Platform Games ,what would you rather? By Shinobi Chef Date 2009-05-23 14:48
Hey

Thanks for your input

you prefer up for jump hey,a few people ive asked prerfer a jump button

So I think the best way to do it would be to give people a choice of which contol setup they want

Option 1 jump button  and up key will not jump
Option 2 jump button and up key will jump
Option 3 no jump button just up for jump

When it comes to keyboard or gamepad would your choice change?

or would they be the same for both?

Im adding gamepad support to Arthur's Adventures :)

Cheers
Shinobi Chef
Topic When it comes to 2D Platform Games ,what would you rather? By Shinobi Chef Date 2009-05-23 14:13
When it comes to 2D Platform Games ,what would you rather?

Up Key for Jump or a Jump Button?or both?
Topic Gosu Logo and Mascot? By Shinobi Chef Date 2009-05-22 02:04
Yeh true Simple is good
Topic Gosu Logo and Mascot? By Shinobi Chef Date 2009-05-21 12:51
Anyone like any of the new Gosu logos,I made?
Topic Gosu Game Creating Competition By Shinobi Chef Date 2009-05-21 12:49
[deleted]
Topic Selling Games Made with Ruby/Gosu? By Shinobi Chef Date 2009-05-21 12:35
A audio library that Gosu can use that is 100% free even in commercial games would be awesome,as like hima said not many of us have the money to get a license to use things like
FMOD,not at lease until we release our first game

I know the linux sound implementation is free,though would be great to have a 100% free sound lib for windows and mac too!

maybe you could strike a deal with the creators of FMOD so  that it can be used in Commercial Gosu Games if the
FMOD lib is promoted on the Gosu website ,the game is question website and in commercial Gosu game ( in the loading up screen and the credits)

Im sure you will work something out Julian,you are doing great work with Gosu!
Topic Selling Games Made with Ruby/Gosu? By Shinobi Chef Date 2009-05-19 04:56
Are we legally allowed to sell games made with Ruby/Gosu???

If we are legally allowed to sell games made with Ruby/Gosu ,do we have to include the source code aswell or make it available somewhere on the net etc?
Topic "QuickRPG" remake By Shinobi Chef Date 2009-05-18 23:58
it may have a few small bugs at the moment,though with a little work it could be a very nice base for a great 2D RPG

you gotta expect a few bugs when it only took 2 days,well done DivineDominion!

any chance DivineDominion you can make it run a bit faster and get rid of the main chr dissappearing when other people walk near him?
Topic Nightly Travels of a Witch By Shinobi Chef Date 2009-05-18 23:36
Kool :)

Distract the other teams
How many other teams where there???what place did you get?

Who held the comp???
would be great for Gosu to have its own comp,probly have not run on atime limit,people only have to have it uploaded / emailed by a cetain date

Steamed vegies thats pretty hardcore,what unhealthy food did you decide to eat after getting sick of steamed vegies?
I think I would have only lasted 20 mins eating streamed vegies,would have gotten myself some chinese or thai maybe a steak or chops :)
Topic Escave! by Janis Born By Shinobi Chef Date 2009-05-18 05:10
Hey Nice work Janis

Ive added a larger screenshot ,so you can have a better idea of what the game looks like :)
Attachment: Escave.jpg (0B)
Attachment: Escave2.jpg (0B)
Topic Captain Ruby with Wall-jumping Ability By Shinobi Chef Date 2009-05-18 04:15
Yeh where is the png files,As I cant access the website with the png's only the code sitesite
as im at work and they block certain stuff :(
Topic Nightly Travels of a Witch By Shinobi Chef Date 2009-05-18 01:35
Some Nice features used like parallax scrolling and a particle engine,good work though I think if there was some work done on the sprites,tiles and background it would look much nicer
though for 72 hours the Team Tortilla did very well!

Why is your team called Team Tortilla?did you eat nothing but Tortilla's for 3 days while making this game?
Topic collision detection By Shinobi Chef Date 2009-05-18 01:06
How many pixel perfect collisions could be done?
50?100?
Topic Gosu Logo and Mascot? By Shinobi Chef Date 2009-05-18 00:46
Here are some new Gosu Logo that I designed in Photoshop,Comments anyone? Note though I didnt not spend a lot of time making these as I should be working
Attachment: gosulogo1.png (0B)
Attachment: gosulogo2.png (0B)
Attachment: gosulogo3.png (0B)
Attachment: gosulogo4.png (0B)
Attachment: gosulogo5.png (0B)
Attachment: gosulogo6.png (0B)
Attachment: gosulogo7.png (0B)
Attachment: gosulogo8.png (0B)
Attachment: gosulogo9.png (0B)
Attachment: gosulogo10.png (0B)
Attachment: gosulogo11.png (0B)
Attachment: gosulogo12.png (0B)
Attachment: gosulogo13.png (0B)
Attachment: gosulogo14.png (0B)
Attachment: gosulogo15.png (0B)
Attachment: gosulogo16.png (0B)
Attachment: gosulogo17.png (0B)
Attachment: gosulogo18.png (0B)
Attachment: gosulogo19.png (0B)
Attachment: gosulogo20.png (0B)
Attachment: gosulogo21.png (0B)
Attachment: gosulogo22.png (0B)
Attachment: gosulogo23.png (0B)
Attachment: gosulogo24.png (0B)
Attachment: gosulogo25.png (0B)
Attachment: gosulogo26.png (0B)
Attachment: gosulogo27.png (0B)
Attachment: gosulogo28.png (0B)
Attachment: gosulogo29.png (0B)
Attachment: gosulogo30.png (0B)
Attachment: gosulogo31.png (0B)
Attachment: gosulogo32.png (0B)
Attachment: gosulogo33.png (0B)
Attachment: gosulogo34.png (0B)
Attachment: gosulogo35.png (0B)
Attachment: gosulogo36.png (0B)
Attachment: gosulogo37.png (0B)
Attachment: gosulogo38.png (0B)
Attachment: gosulogo39.png (0B)
Attachment: gosulogo40.png (0B)
Topic Gosu Logo and Mascot? By Shinobi Chef Date 2009-05-17 12:04
Yeh it would be great to have the logo in SVG format and add some color to it

I will try and see if I can come up with some new variations of the current gosu logo tomorrow or the next day

could the SVG format or a similar method be used to create a new type of sprite that can handle scaling much better than current bitmap sprites?
by breaking the bitmap up into shapes(squares,rectangles,circles etc) like the SVG format does, recreating the bitmap sprite at the size given into a buffer so it can be then displayed
like a normal sprite,sure it would use a lot more cpu power ,though with 3ghz dual core machines with 3gb of ram and 256-512mb gfx accelerator cards being very common now
surely it could be done?
Julian?
Topic Terava By Shinobi Chef Date 2009-05-17 01:29
The Video on youtube looks very nice,smooth animation well done!

How goes its development?
Topic Gosu Logo and Mascot? By Shinobi Chef Date 2009-05-17 00:26
How about we make a new fresh logo for Gosu!

and we could also try and make a mascot
which would only be used with Julian's approval
same for the new logo if Julian decides he would like a new logo!

I would like to promote Gosu and having a cool looking Logo and Mascot could help that a great deal,I think.

What do you think Julian?
Topic Gosu Logo and Mascot? By Shinobi Chef Date 2009-05-16 13:40
It would be great if Gosu had a logo and a mascot,much like linux does

Maybe Japanese style  as Ruby is made by a Japanese guy "Matz"

Would be great to show the Ruby and Gosu logo on a website or at the start of your game :)

Comments Anyone???
Topic Movie maker for Gosu and Rubygame By Shinobi Chef Date 2009-05-16 12:40
Any Chance of a Gosu version that does not need Rubygame?
Topic "QuickRPG" remake By Shinobi Chef Date 2009-05-16 11:00
Thanks for trying

yeh it does have a couple of bugs
Topic Rubystein 3D, Wolfenstein clone in the Rails world By Shinobi Chef Date 2009-05-16 07:16
Very Impressive I must say,Keep up the good work Hongli Lai and Ninh Bui

Looking forward to seeing what you do next with Ruby and Gosu!!
Topic "QuickRPG" remake By Shinobi Chef Date 2009-05-16 06:44
You tryed to speed the game up ,though it didnt work is that what u mean?
Topic Cptn. Ruby MAP EDITOR By Shinobi Chef Date 2009-05-15 08:12
Hey AmiMeYet
Your idea of using UI buttons in an improved version of your editor sounds great

Would you like to make a similar version of your editor but for my game "Arthur's Adventures"?
as they are almost the same except my game will have more tiles and objects that you can place

What is this game you are working on? what type of game is it?

Bye for now
Shinobi Chef
Topic Cptn. Ruby MAP EDITOR By Shinobi Chef Date 2009-05-15 07:53
Hey AmiMeYet

whats your email address ,ill send you the other files u need if you want,like blueshield.png and gold.png

or you can make a copy of original gem file and rename it to blueshield.png same goes for gold.png

as far as gems not being in the source code any more,its because I am using gold now in place of gems so I though it would be best to rename it in the code too

run your map editor(v1.0) look at where the gems are placed that are the position above ground or grass tiles,the gem is partly inside the ground or grass tile,that how it appears for me any way

Talk to you soon
Shinobi Chef
Topic Cptn. Ruby MAP EDITOR By Shinobi Chef Date 2009-05-14 14:14
Hey AmiMeYet

Great work with the map editor for Cptn Ruby

though when I ran it the sprites(gems) where not placed where they should have been
they where a bit lower than where they should have been (compared to where they are when you play Cptn Ruby)

so I edited the source code and now it works fine(for me at lease)

please try out the changes Ive made and see what you think

I plan to use the new version of your map editor for my game Arthur's Adventures,hope you don't mind,I will give you full credit of course

Here is the source code for the new version I made

=begin
Originaly an Level Editor for the oh so popular game 'Cptn. Ruby'!
  Made by AmIMeYet
  Modifyed by Shinobi Chef
  Now the Level Editor for Arthur's Adventure
  Version 1.1
  Buttons:
    Left Mouse Button: Add Tile
    1: Select Earth (#)
    2: Select Grass (")
    3: Select Gold   (x)
    4: Erase
    5: Select Blue Shield (s)
    S: Save map (overwrite)
=end
#media/Editor Tileset.png -> CptnRuby Tileset.png
# -> CptnRuby.png
# Editor Gold -> CptnRuby Gold.png

begin
  # In case you use Gosu via rubygolds.
  require 'rubygolds'
rescue LoadError
  # In case you don't.
end

require 'gosu'
include Gosu

# Module tiles defines the types of tile
module Tiles
  Grass = 0
  Earth = 1
end

# CollectibleGold is a class to show golds
class CollectibleGold
  attr_reader :x, :y

  def initialize(image, x, y)
    @image = image
    @x, @y = x, y
  end
 
  def draw(screen_x, screen_y)
    @image.draw(@x - screen_x - 5, @y - screen_y -5, 0, 0.5, 0.5)
    #-5 == offset#
  end
end

class CollectibleBlueshield
  attr_reader :x, :y

  def initialize(image, x, y)
    @image = image
    @x, @y = x, y
  end
 
  def draw(screen_x, screen_y)
    @image.draw(@x - screen_x - 5, @y - screen_y -5, 0, 0.5, 0.5)
    #-5 == offset#
  end
end

# MousePointer class adds a nice little cursor to the window
class MousePointer
  attr_reader :x, :y

  def initialize(window, image)
    @image = Image.new(window, image, false)
    @x = window.mouse_x
    @y = window.mouse_y
  end

  def draw(window)
    @image.draw($edwin.mouse_x, $edwin.mouse_y, 0)
  end

end

# Map class holds and draws tiles and golds.
class Map
  attr_reader :width, :height, :golds, :tiles, :blueshields
 
  def initialize(window, filename)
    # Load 60x60 tiles, 5px overlap in all four directions.
    @tileset = Image.load_tiles(window, "media/CptnRuby Tileset.png", 60, 60, true)
    @sky = Image.new(window, "media/skybackground.png", true)

    gold_img = Image.new(window, "media/gold.png", false)
    @golds = []

     blueshield_img = Image.new(window, "media/blueshield.png", false)
    @blueshields = []

    $lines = File.readlines(filename).map { |line| line.chop }
    @height = $lines.size
    @width = $lines[0].size
   
    @tiles = Array.new(@width) do |x|
      Array.new(@height) do |y|
        case $lines[y][x, 1]
        when '"'
          Tiles::Grass
        when '#'
          Tiles::Earth
        when 's'
          @blueshields.push(CollectibleBlueshield.new(blueshield_img, x * 25 + 2, y * 25 + 2))
          nil
        when 'x'
          @golds.push(CollectibleGold.new(gold_img, x * 25 + 2 , y * 25 + 2)) # 5 > 25
          nil
        else
          nil
        end
      end
    end
  end
 
  def reload
    @height = $lines.size
    @width = $lines[0].size
    gold_img = Image.new($edwin, "media/gold.png", false)
    @golds = []
   
    blueshield_img = Image.new($edwin, "media/blueshield.png", false)
    @blueshields = []
   
    @tiles = Array.new(@width) do |x|
      Array.new(@height) do |y|
        case $lines[y][x, 1]
        when '"'
          Tiles::Grass
        when '#'
          Tiles::Earth
          when 's'
          @blueshields.push(CollectibleBlueshield.new(blueshield_img, x * 25 + 2, y * 25 + 2))
          nil         
        when 'x'
          @golds.push(CollectibleGold.new(gold_img, x * 25 + 2, y * 25+ 2)) # 5 > 25
          nil
        else
          nil
        end
      end
    end
  end
 
  def draw(screen_x, screen_y)
    # Sigh, stars!
    @sky.draw(0, 0, 0)
    # Very primitive drawing function:
    # Draws all the tiles, some off-screen, some on-screen.
    @height.times do |y|
      @width.times do |x|
        tile = @tiles[x][y]
        if tile
          # Draw the tile with an offset (tile images have some overlap)
          # Scrolling is implemented here just as in the game objects.
          @tileset[tile].draw(x * 25 - screen_x - 5, y * 25 - screen_y - 5, 0, 0.5, 0.5)
        end
      end
    end
    @golds.each { |c| c.draw(screen_x, screen_y) }
    @blueshields.each { |c| c.draw(screen_x, screen_y) }
  end
 
  # Solid at a given pixel position?
  def solid?(x, y)
    y < 0 || @tiles[x / 25][y / 25]
  end
end

# Ted class handles editing functions
class Ted
  attr_reader :type
 
  def initialize
    @type = "#"
  end
 
  def save
     file = File.new("maps/level1.txt", "w+")
     file.puts($lines)
     file.close
  end
 
  def load
      $edwin.map.reload
  end
   
  def set_type(btn)
      case btn
       when "1"
        @type = "#"
       when "2"
        @type = "\""
        when "5"
        @type = "s"
       when "3"
        @type = "x"
      else
        @type = "."
     end
  end
 
  def clicked(sx, sy)
    mx = $edwin.mouse_x
    my = $edwin.mouse_y
    ry = ((sy + my) / 25).floor
    rx = ((sx + mx) / 25).floor    
    $lines[ry][rx] = @type
    load
  end
 
end

# The Game class is the main window
class Game < Window
  attr_reader :map
  attr_reader :mouse
 
  WIDTH = 640
  HEIGHT = 480

  def initialize   
    super(WIDTH , HEIGHT, false)
    self.caption = "Arthur's Adventures - Level Editor"
    @map = Map.new(self, "maps/level1.txt")
    @mouse = MousePointer.new(self, "media/cursor.png")
    @ted = Ted.new
    # Scrolling is stored as the position of the top left corner of the screen.
    @screen_x = @screen_y = 0
    @font = Gosu::Font.new(self, Gosu::default_font_name, 25)
  end
  def update
    move_x = 0
    move_x -= 5 if atedge?("left")
    move_x += 5 if atedge?("right")
    move_y = 0
    move_y -= 5 if atedge?("up")
    move_y += 5 if atedge?("down")
   
    tempscreen_x = @screen_x + move_x
    tempscreen_y = @screen_y + move_y
    if tempscreen_x <= 0
      tempscreen_x = 0
    elsif tempscreen_x >= @map.width * 25 - WIDTH
     tempscreen_x = @map.width * 25 - WIDTH
    end
    if tempscreen_y <= 0
      tempscreen_y = 0
    elsif tempscreen_y >= @map.height * 25 - HEIGHT
     tempscreen_y = @map.height * 25 - HEIGHT
    end
    @screen_x = tempscreen_x
    @screen_y = tempscreen_y
   
    cx = ((@screen_x + mouse_x) / 25).floor
    cy = ((@screen_y+ mouse_y) / 25).floor
    case @ted.type
      when '#'
        ct = "Earth"
      when '"'
        ct = "Grass"
      when 's'
        ct = "Blue Shield"
      when 'x'
        ct = "Gold"
      when '.'
        ct = "Erase"
      end
    self.caption = "Arthur's Adventures - Level Editor (#{cx}; #{cy}; #{ct})"
  end
  def draw
    @map.draw @screen_x, @screen_y
    @mouse.draw self
    @font.draw(@message, 10, 10, 999, 1.0, 1.0, 0xffffff00)
  end
  def button_down(id)
    if id == Button::KbEscape then close end
    if id == Button::Kb1 then @ted.set_type("1") end
    if id == Button::Kb2 then @ted.set_type("2") end
    if id == Button::Kb3 then @ted.set_type("3") end
    if id == Button::Kb4 then @ted.set_type("4") end
    if id == Button::Kb5 then @ted.set_type("5") end
    if id == Button::MsLeft then @ted.clicked(@screen_x, @screen_y) end
    if id == Button::KbS then @ted.save end
  end
  def atedge?(dir)
    val = false
    case dir
      when "left"
        if mouse_x.between?(0, 25)
        val = true
        end
      when "right"
        if mouse_x.between?(620, 6405)
        val = true
        end
      when "up"
        if mouse_y.between?(0, 25)
        val = true
        end
      when "down"
        if mouse_y.between?(460, 480)
        val = true
        end
      end
      return val
  end
end

# Set window as new window and show it (edwin == Editor Window)
$edwin = Game.new
$edwin.show
Topic "QuickRPG" remake By Shinobi Chef Date 2009-05-14 13:53
No it dont lag,it would good though if the players speed was a little faster ,say 33% faster
Topic Tremolo: a ruby and gosu game By Shinobi Chef Date 2009-05-13 23:46
Looks Very Good!

Have you been working on a new version????
would be nice to see where you are up too

Any chance of you posting the source code for it?
Topic Space Jumper By Shinobi Chef Date 2009-05-13 05:44
Good Work!

Any New Version in the works??
Topic "QuickRPG" remake By Shinobi Chef Date 2009-05-13 02:09
Thanks that worked great,I got the game running now!

any idea on how you would speed the game up??as it is running a little slow
Topic "QuickRPG" remake By Shinobi Chef Date 2009-05-13 01:12
Thanks ,Ill give that a try :)
Topic Arthur's Adventures(Working Title)(Platform RPG) By Shinobi Chef Date 2009-05-12 01:49
Hey

Thanks for the reply

Beta testing would be great and help fixing bugs found and maybe design a level or two

what project/s are you working on at the moment?

yeh the games that im using for inspiration are great games

thanks for the art resources link
I will check it out :)

do you have any sprites or tiles that could be used?

Talk soon
Shinobi Chef
Topic Gosu Bullet Hell Shmup By Shinobi Chef Date 2009-05-11 12:53
Very Impressive

Any New Version in the works???
Topic "QuickRPG" remake By Shinobi Chef Date 2009-05-11 03:55
How do I run the game/demo so I can test it
when  trying to run the main.rb I get the following error

>ruby main.rb


C:/Ruby/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in gem_original_require': no such file to load -- ./fps (LoadError)
  from C:/Ruby/lib/ruby/site_ruby/1.8/rubygems/custom_require.rb:31:in
require'
  from main.rb:34

>Exit code: 1

Topic Arthur's Adventures(Working Title)(Platform RPG) By Shinobi Chef Date 2009-05-11 01:52
I am Currently Working on a 2D Platform RPG game using Ruby and Gosu.

The Current Working Title for the Game is "Arthur's Adventures".

The Arthur's Adventures will have a mix of game play from games such as Wonderboy 2 and 3 , Super Ghouls and Ghost , Castlevania: Symphony of the Night
Breath of Fire and Final Fantasy 6

I am currently looking for people will the help with the production

if you can do any of the following please reply

Beta Test the Game
Draw Sprites ,Tiles or Backgrounds
Design Levels
Design Story
Ruby Programming
Scripting

I would like to create a mini dev team

Anyone wanting to help design "Arthur's Adventures" or if you just want to be a beta tester for  "Arthur's Adventures" please email
me at shinobichef@gmail.com

With the Subject "Arthur's Adventures"

Below are some screenshots to show what the game looks like at the current stage of development,
you can watch a video of gameplay at http://www.youtube.com/watch?v=xQd5wkLJlMU

Current Version is 0.5 ,Please download the zip file and try out the current version of Arthur's Adventures
The Current version can be downloaded @ http://dl.getdropbox.com/u/1331768/Arthur%27sAdventuresV0.5.zip

#New Changes
-9 Enemys to fight

Keyboard controls
Left arrow key - moves left
Right arrow key - moves right
Make Selection/Pause - Spacebar
Up arrow key  - jumps
D key - Shoots Daggers(in battles)
Enter/Return (center of keyboard) or Z - Use Item
Page Up or Q - Move to the next item in your inventory
Page Down or A - Move the previous item in your inventory

Gamepad Contols
Left on direction pad - moves left
Right on direction pad - moves right
Make Selection/Pause - Start button
X(playstation pad layout) will make you jump
O(playstation pad layout) will make you shoot daggers

square or triangle will make you use the currently selected item
L1 and R1 are used to cycle though your items

Thanks
Shinobi Chef

Powered by mwForum 2.29.7 © 1999-2015 Markus Wichitill