One Piece A-Edition Demo(1.8) Progress
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Who should I code now?
Re: One Piece A-Edition Demo(1.8) Progress
In or on a bg? I know you wanted to make interactive backgrounds and stuff
Re: One Piece A-Edition Demo(1.8) Progress
Lool, well yes, i want to, but I just started the work on it today Here is a screenie: http://prntscr.com/1bvsww (Don't expect much XD). It might look simple now, but it will soon be the super A-Engine XD.
Re: One Piece A-Edition Demo(1.8) Progress
That bg
Wow, you did that all in one day? That was fast can't wait for the super-special-awesome fully completed A-engine!
Wow, you did that all in one day? That was fast can't wait for the super-special-awesome fully completed A-engine!
Re: One Piece A-Edition Demo(1.8) Progress
lol way to go A-man
"Rome wasnt built in a day" and neither will the A-engine be
"Rome wasnt built in a day" and neither will the A-engine be
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Re: One Piece A-Edition Demo(1.8) Progress
nice try man =_=A-MAN wrote:Lool, well yes, i want to, but I just started the work on it today Here is a screenie: http://prntscr.com/1bvsww (Don't expect much XD). It might look simple now, but it will soon be the super A-Engine XD.
Draox- Yonkou
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Re: One Piece A-Edition Demo(1.8) Progress
Yeah, about the BG, I drew it all by my self B)!! And yes it will! And SOON!YinYangSplit wrote:That bg
Wow, you did that all in one day? That was fast can't wait for the super-special-awesome fully completed A-engine!
I can see wisdom sprouting out your post! "Rome wasn't built in a day". Quoted for absolute truth XDpack5642 wrote:lol way to go A-man
"Rome wasnt built in a day" and neither will the A-engine be
Thanks man! I wouldn't call that a "try" though. Don't judge the graphics I put in there. The engine shall support transparency and HD effects!!Draox wrote:nice try man =_=A-MAN wrote:Lool, well yes, i want to, but I just started the work on it today Here is a screenie: http://prntscr.com/1bvsww (Don't expect much XD). It might look simple now, but it will soon be the super A-Engine XD.
I've done a lot of work for today. It's nothing to be shown, as it is all technical stuff. I started working on how the ".A" files (a.k.a .dat fiels ) should be read and interpreted. Also, made the object class for backgrounds. Should be able to show some visible progress by tomorrow or after.. And perhaps, I am going to show what I've done on the Kizaru of the LF2 engine.
Re: One Piece A-Edition Demo(1.8) Progress
Nice, .A files
Are they going to be different from the .dat files? I mean, you won't have to remake them, right? Anyway good luck with all the technicalities
Are they going to be different from the .dat files? I mean, you won't have to remake them, right? Anyway good luck with all the technicalities
Re: One Piece A-Edition Demo(1.8) Progress
Great progress. And I love that stickman you should include him in the game
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Re: One Piece A-Edition Demo(1.8) Progress
@Yin: Well, I am not crazy to make it in such a way that I will have to redo all the characters, nor I will make it identical to that of LF2. Don't worry though, I will make it in such a way that I can convert .dat files into .A files.
@gerafi: Perhaps, I will make him a template character for the engine
Also, here is how the "load.txt" (the equivalent to "data.txt" ) is looking like:
The 3rd parameter is the other object files that are required to be loaded with the given object. Suppose you chose Stick man to fight with. Just when you press "Fight", the engine will automatically access the 3rd parameter and load the files there (separated by the "&" token, that is IDs: 300, 301 and 302). This way, the game won't have to load everything every time; (No more 10 minutes of loading XD).
@gerafi: Perhaps, I will make him a template character for the engine
Also, here is how the "load.txt" (the equivalent to "data.txt" ) is looking like:
- Code:
0::0::300&301&302::obj\Stick_Man.A
300::1::--::obj\Stick_Manball.A
301::1::--::obj\Stick_Manball2.A
302::1::--::obj\Stick_Manball3.A
The 3rd parameter is the other object files that are required to be loaded with the given object. Suppose you chose Stick man to fight with. Just when you press "Fight", the engine will automatically access the 3rd parameter and load the files there (separated by the "&" token, that is IDs: 300, 301 and 302). This way, the game won't have to load everything every time; (No more 10 minutes of loading XD).
Re: One Piece A-Edition Demo(1.8) Progress
One question, what program you will use for coding that type of files?
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Re: One Piece A-Edition Demo(1.8) Progress
You mean the A files? Initially, you will be able to open them with any text editor. But then they will be encrypted, and they will need a special program to access them (a data changer like program). The program isn't hard to do at all;few lines of codes followed by few clicks using a programming language like Delphi or perhaps my favorite, PYTHON!
Re: One Piece A-Edition Demo(1.8) Progress
My bad, I mean: You will code A files with same program as normal data files? Or you will code data files, then convert them to A files, or you will code A files with your own made program?A-MAN wrote:You mean the A files? Initially, you will be able to open them with any text editor. But then they will be encrypted, and they will need a special program to access them (a data changer like program). The program isn't hard to do at all;few lines of codes followed by few clicks using a programming language like Delphi or perhaps my favorite, PYTHON!
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Re: One Piece A-Edition Demo(1.8) Progress
All the new characters from here and after will be coded using the A-Engine (the scripting will be kind of different). However, for the older files, since I didn't use advanced DC techniques much, I will be able to convert them easily (Actually its just a matter of a 10 lined python script which will do almost all the conversion for me).
Re: One Piece A-Edition Demo(1.8) Progress
that sounds soo freaking awesome man, just too awesome too be awesome!
A files soound awesome and pro xD the data.txt was a beauty too. and I love the way it looks now, I can't wait to start coding for it xD (by the way Python will be used as a data changer right? If its too complicated i'll die xD)
A files soound awesome and pro xD the data.txt was a beauty too. and I love the way it looks now, I can't wait to start coding for it xD (by the way Python will be used as a data changer right? If its too complicated i'll die xD)
Re: One Piece A-Edition Demo(1.8) Progress
Err.. python has nothing to do with the A-Engine's coding. I meant up there that the data changer for the A files will be coded by python. A-Engine's coding will be quite similar to that of the LF2 engine. I am still "designing" how the engine's frame will be like. Will post once I am done.
Re: One Piece A-Edition Demo(1.8) Progress
yeah lol python has nothing to do with A engine =_="A-MAN wrote:Err.. python has nothing to do with the A-Engine's coding. I meant up there that the data changer for the A files will be coded by python. A-Engine's coding will be quite similar to that of the LF2 engine. I am still "designing" how the engine's frame will be like. Will post once I am done.
looking foward to see your design
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Re: One Piece A-Edition Demo(1.8) Progress
Ok, here is the initial "design" for the A files:
New Concepts:
RP: Rage points; the hell move now won't be performed using your mana points anymore. A new gauge, RP, will take place just for the hell move.
New feature(s):
1-If you've noticed, the walking frames now can be made to consist of a range of 1 single frame up to 12, or even more (you can even make it use all the frame you've got). The walking animation will start from where the "WALKING=" tag points to, and continue looping according to the next through state=0 frames.
2-You can now set the character's HP, MP, RP and even his Defense!
In-frame tags explanation:
img=The index of the sprite to show from the image file loaded. (pic: equivalent).
delay=the amount of time the current frame should last for; each unit is equal to 1/30 of a second. (wait: equivalent)
next=The number of the frame the object should go to once the current frame's delay has passed.
state=Each state value means a specific kind of actions. Value of 0 is for standing, while value of 1 is for walking.
center=the x,y position ,respectively, at which the character should appear relative to its ground position.
f_x=the amount of momentum in x that is given to the character in the current frame. (dvx: equivalent)
f_y=the amount of momentum in y that is given to the character in the current frame. (dvy: equivalent)
f_x=the amount of momentum in z that is given to the character in the current frame.
That's it for now. There are still more tags to show, but later, once I am done implementing the ones above. Also feel free to give your suggestions.
- Code:
{info}
NAME= Stickman #The name of the character, the way he will appear in the selection menu.
MAXPTS_HP_MP_RP= 500,500,500 #The maximum HP, MP, RP respectively the character object can gain.
INITPTS_HP_MP_RP= 500, 250, 0 #The initial amount of HP, MP, RP respectively the character starts the battle with.
WALKSPD_X_Z= 5, 3 #Walking speed of the character in the X-Axis, Z-axis respectively.
RPRATEPER_HIT_SEC_DAMAGE= 7, 2 #The amount of RP generated per a second, or hit, respectively.
ARMOR= 0 #The amount of extra defense the character will have.
STANDING=0 #The frame no. the standing frames will start from.
WALKING=1 #The frame no. the walking frames will start from.
[img]
load:sys\stickwk.bmp w=128 h=103 col=4 row=1 colk= 0h00FFFF #Load the sprite grid "stickwk.bmp" with w width, h height, col columns, row rows and colk as the color key of the image.
[/img]
{/info}
[f=0]#start of a frame
img=3 delay=1 next=0 state=0 center=64,103 f_x=0 f_y=0 f_z=0
[/f]#end of a frame
[f=1]
img=0 delay=2 next=2 state=1 center=64,103 f_x=0 f_y=0 f_z=0
[/f]
[f=2]
img=1 delay=2 next=3 state=1 center=64,103 f_x=0 f_y=0 f_z=0
[/f]
[f=3]
img=2 delay=2 next=4 state=1 center=64,103 f_x=0 f_y=0 f_z=0
[/f]
[f=4]
img=3 delay=2 next=1 state=1 center=64,103 f_x=3 f_y=0 f_z=0
[/f]
New Concepts:
RP: Rage points; the hell move now won't be performed using your mana points anymore. A new gauge, RP, will take place just for the hell move.
New feature(s):
1-If you've noticed, the walking frames now can be made to consist of a range of 1 single frame up to 12, or even more (you can even make it use all the frame you've got). The walking animation will start from where the "WALKING=" tag points to, and continue looping according to the next through state=0 frames.
2-You can now set the character's HP, MP, RP and even his Defense!
In-frame tags explanation:
img=The index of the sprite to show from the image file loaded. (pic: equivalent).
delay=the amount of time the current frame should last for; each unit is equal to 1/30 of a second. (wait: equivalent)
next=The number of the frame the object should go to once the current frame's delay has passed.
state=Each state value means a specific kind of actions. Value of 0 is for standing, while value of 1 is for walking.
center=the x,y position ,respectively, at which the character should appear relative to its ground position.
f_x=the amount of momentum in x that is given to the character in the current frame. (dvx: equivalent)
f_y=the amount of momentum in y that is given to the character in the current frame. (dvy: equivalent)
f_x=the amount of momentum in z that is given to the character in the current frame.
That's it for now. There are still more tags to show, but later, once I am done implementing the ones above. Also feel free to give your suggestions.
Re: One Piece A-Edition Demo(1.8) Progress
hmmmmm look kinda hard for basic =_= , M.U.G.E.N basic easy than this (just basic)
Draox- Yonkou
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Re: One Piece A-Edition Demo(1.8) Progress
Sorry but I can't think of anything to make it easier than this. It might look hard when you first look at it, but once you grasp the main idea, it becomes wah!
Re: One Piece A-Edition Demo(1.8) Progress
It just looks like hell for me. I don't know how you can do such awesome things.
T.O.R.N.A.D.O- Yonkou
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Re: One Piece A-Edition Demo(1.8) Progress
+1 man, its great !! it is not confusing at all, since we just copy the whole frame and modify values.. xD
you should add Frame Naming system for ease.. love the way we can adjust hp, mp and even armour for each t0! xDDDD
what I don't understand is that how the walking will have so many frames and why?
this is awesome man... some suggestions:
direction keys input (hit_u: (up)) or something like that
different frames for dying
maybe more effects for water and electricity like theres fire and ice?
oh and can we also change the rate of recovering HP and MP for different characters? it will be awesome!
EDIT: also another idea is to separate f_z in two parts f_zu and f_zd for up and down.. what say?
again this is fkin awesome! do you plan to release the engine in LF-E for people?
you should add Frame Naming system for ease.. love the way we can adjust hp, mp and even armour for each t0! xDDDD
what I don't understand is that how the walking will have so many frames and why?
this is awesome man... some suggestions:
direction keys input (hit_u: (up)) or something like that
different frames for dying
maybe more effects for water and electricity like theres fire and ice?
oh and can we also change the rate of recovering HP and MP for different characters? it will be awesome!
EDIT: also another idea is to separate f_z in two parts f_zu and f_zd for up and down.. what say?
again this is fkin awesome! do you plan to release the engine in LF-E for people?
Re: One Piece A-Edition Demo(1.8) Progress
Thanks XD! And about the walking frames thingy, it's not required that you have many walking frame. You can make it 4 walking frames, or 6 or even 20 if you want. I just meant its variable. I mean when someone wants to make a game with very fluid animation, he might need more. For instance, originally OPAE characters have 8 walking/running frames. We will be able to use all these frames with absolute ease. And yes, there will be dying frames, an perhaps winning frames (when you win, you're character goes to the winning frames, where you can call a winning sound or a winning pose or something). Effects other than burning and freezing will also be there. Furthermore, I plan to extend the flexibility of the engine such that you will be able to create your effect when ever you need it. And yes, I am planning to release it everywhere indeed (or I wouldn't have called it the "A-Engine", it would've just called it "One Piece A-Edition"). It will be originally released as an engine, not as a game (Unlike LF2).
Re: One Piece A-Edition Demo(1.8) Progress
Will there be controls for joystick?
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Re: One Piece A-Edition Demo(1.8) Progress
playing with joystick pretty fun and easy to control but really it work ?A-MAN wrote:LOOOL! Yes there will be. Don't worry
Draox- Yonkou
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Re: One Piece A-Edition Demo(1.8) Progress
And why shouldn't it work? I am coding this engine from scratch, so I can put into it anything I want (with effort of course). I can even make the game window dance around on your desktop :p
Re: One Piece A-Edition Demo(1.8) Progress
That's the power of A-man !
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Re: One Piece A-Edition Demo(1.8) Progress
serious question and get funny answer =_=" thanks btwA-MAN wrote:And why shouldn't it work? I am coding this engine from scratch, so I can put into it anything I want (with effort of course). I can even make the game window dance around on your desktop :p
maxlance don't offtopic
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Re: One Piece A-Edition Demo(1.8) Progress
A-man : How will the RP increase? through experience??
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Re: One Piece A-Edition Demo(1.8) Progress
RP will increase bit by bit when he HIT opponents (thats what I think)
Re: One Piece A-Edition Demo(1.8) Progress
Is this the same for MP ?
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Re: One Piece A-Edition Demo(1.8) Progress
I guess since it's called rage points it increases when you take damage?
gerafi- Rookie Pirate
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Re: One Piece A-Edition Demo(1.8) Progress
not same for MP, mp generates timely by a little.. so its different, @gerfi: guess you got the point but it maybe opposite
Re: One Piece A-Edition Demo(1.8) Progress
.........
simply amazing man, this thing is awesome. nice idea with the rage points, not we dont have to worry about the mp meter being depleted fast anymore
simply amazing man, this thing is awesome. nice idea with the rage points, not we dont have to worry about the mp meter being depleted fast anymore
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Re: One Piece A-Edition Demo(1.8) Progress
So what about 1.8 version?
Doflamingo- Infamous Pirate
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Re: One Piece A-Edition Demo(1.8) Progress
Hmph.. Well uh, *cough *cough..
Alright Alright, I will continue working on it from tommorrow and I will try to release it quick (you don't mind if Marko and Kizaru will be missing a move each, do you?). The matter is that since I've started working on the A-Engine, I've started to lose interest in the LF2 engine, and I need to get it ready for a release by the end of this summer (hopefully). No worries though, I will start crossing from the to do list by tomorrow.
Alright Alright, I will continue working on it from tommorrow and I will try to release it quick (you don't mind if Marko and Kizaru will be missing a move each, do you?). The matter is that since I've started working on the A-Engine, I've started to lose interest in the LF2 engine, and I need to get it ready for a release by the end of this summer (hopefully). No worries though, I will start crossing from the to do list by tomorrow.
Re: One Piece A-Edition Demo(1.8) Progress
So here are some stuff on the 1.8 version. Updated some stuff on Zoro (his 3-hit combo is more fluid now, and I made his Dragon twister bigger):
And here comes Kizaru's grab attack (Hold + Piercing laser + Explosive light stomp thingy):
A special air move for Kizaru. Its basically a diagonal air slide stomp followed by an upwards kick:
Hint: It can be combo'ed together with the finger laser attack and the laser kick I showed here:
More stuff coming soon.
- Spoiler:
And here comes Kizaru's grab attack (Hold + Piercing laser + Explosive light stomp thingy):
- Spoiler:
A special air move for Kizaru. Its basically a diagonal air slide stomp followed by an upwards kick:
- Spoiler:
Hint: It can be combo'ed together with the finger laser attack and the laser kick I showed here:
- Finger laser attack (Skywards-side):
Self explanatory:
- Laser kick:
Kizaru charges his leg, and then shoots a blast from his leg:
More stuff coming soon.
Re: One Piece A-Edition Demo(1.8) Progress
Great work man!
By the way is crocodile complete?
By the way is crocodile complete?
gerafi- Rookie Pirate
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Re: One Piece A-Edition Demo(1.8) Progress
Thanks, and yes he is complete. Speaking of which, I am facing this problem of "com" logo appearing where it's not supposed to do in a place. The solution is either using olydbg to edit the exe, or to simply remove the c, o and m letters from the character map image resource. I am too lazy to open up olly now, and the second would be much faster, however doing the second will make all the "c", "o" and "m"s in the game (specifically the in the player names which appear beneath the character) disappear. Would anyone mind such a trivial problem?
Re: One Piece A-Edition Demo(1.8) Progress
zoro tatsumaki look awesome =_= (long range attack)
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Re: One Piece A-Edition Demo(1.8) Progress
Lol that COM thingy happened with me too (ALL STARS won't have C, o and m letters)
so yeah.. and awesome progress, really !
so yeah.. and awesome progress, really !
Re: One Piece A-Edition Demo(1.8) Progress
I dont see any problems with not having the c o m letters in demo 1.8
Just focus on making the A-engine perfect.
Just focus on making the A-engine perfect.
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Re: One Piece A-Edition Demo(1.8) Progress
Yeah I guess. The A-Engine is going good but now this stupid error appeared, and those people calling my work "nightmare" =(
http://www.cplusplus.com/forum/general/105914/
http://www.cplusplus.com/forum/general/105914/
Re: One Piece A-Edition Demo(1.8) Progress
I saw it.. didn't understood a thing.. lets just hope things work out good
Re: One Piece A-Edition Demo(1.8) Progress
lol me too, just a bunch of code and people bashing it. good luck with the A-engine.
here is some motivation
here is some motivation
- Spoiler:
- https://youtu.be/2Olu1PrXI8w
pack5642- Revolutionary Army
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Re: One Piece A-Edition Demo(1.8) Progress
Lol pack. Anyway, I managed to fix it without the need of changing what they called "my monster function call". Also, for 1.8, I just removed the com text for all (not the letters). However, computer players won't be labelled "com" anymore. So any player without a label is a computer player. Got it y'all?
Re: One Piece A-Edition Demo(1.8) Progress
Hehe, good luck with other things.
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Re: One Piece A-Edition Demo(1.8) Progress
So how's the A-engine and demo 1.8 going?
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