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Very Nice!
Love the Anime style graphics, keep up the good work
Looking forward to playing your game when it finished!
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?
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
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
When it comes to 2D Platform Games ,what would you rather?
Up Key for Jump or a Jump Button?or both?
Anyone like any of the new Gosu logos,I made?
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!
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?
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?
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 :)
Hey Nice work Janis
Ive added a larger screenshot ,so you can have a better idea of what the game looks like :)
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 :(
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?
How many pixel perfect collisions could be done?
50?100?
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
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?
The Video on youtube looks very nice,smooth animation well done!
How goes its development?
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?
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???
Any Chance of a Gosu version that does not need Rubygame?
Thanks for trying
yeh it does have a couple of bugs
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!!
You tryed to speed the game up ,though it didnt work is that what u mean?
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
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
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
No it dont lag,it would good though if the players speed was a little faster ,say 33% faster
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?
Good Work!
Any New Version in the works??
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
Thanks ,Ill give that a try :)
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
Very Impressive
Any New Version in the works???
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
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=xQd5wkLJlMUCurrent 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
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