GP2X Any Developers Interested In A Game Project?


TKF15H posted on Mar 18 2006 at 03:49 AM said:
In fact, I would like to randomize certain elements so that playing the game will never be the same twice.
How about random map generation? It takes a load of time off map-editing and is easier to implement than an editor+loader with twice the fun for the player (w000!!!! Infinite worlds!!!11!one).
I was thinking about randomizing things like... The river level is too high to cross today, or a mudslide is blocking the entrance to the cave, etc. I also plan to have some 'world' elements randomized. For instance if you enter a cave I plan to have the cave 'maze' randomized and objects you need to acquire randomly placed. So the overall map stays the same, but certain areas like caves, bogs, forrest, etc would be randomly generated.

So the overall purpose of the game would never change, but various elements like I mentioned above and certain puzzles would be dynamic.
 
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Sounds cool. I'd like to help, but I'm busy with a M.U.G.E.N. clone. Good luck. :)
 
Well I could through something together for the character movements that you described. I'll see what I can do.

I'm not sure how to handle tilebased maps when scrolling the screen as I've never tried it before.
 
I just need to say that the ideas in this thread had seemed very promising, if it was a commercial game. Now when it gonna be a OS game, it sounds awesome!

I wish you all really good luck, and beg you to in an early development step, give priority to a homepage and a todolist so I and many other can contribute the best way.
 
PokeParadox posted on Mar 18 2006 at 10:24 PM said:
Just a heads up... I'm starting to put code into place for the character movement; (What bigtrouble outlined.) I will be doing this in c++ and I will try and keep things as classes.
I've spent quite a bit of time this weekend trying to document the graphic engine design. Right now I'm just looking to accomplish a most basic proof of concept- simply get the main character moving over some of my environment graphics with some collisions. I'm sure as we progress the design docs will change drastically.

I will also be putting up a website with a nice todo list with milestones. We'll see how that goes. I don't know much about cvs, but I may also look into getting access to a cvs server or building my own. I'm not a programmer (xml and xslt doesn't count), so I'll let you guys suggest what's best.
 
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Is this going to be tile-based? If it is, may I suggest a little change on the character movement? It is much easier to control if pressing a button (up/down/left/right) makes the character walk to the next tile, rather than 2 pixels. It avoids alignment problems and makes collision and animation a whole lot easier to implement.
Pokemon on the GameBoy is an example of this.
 
TKF15H posted on Mar 19 2006 at 04:23 PM said:
Is this going to be tile-based? If it is, may I suggest a little change on the character movement?  It is much easier to control if pressing a button (up/down/left/right) makes the character walk to the next tile, rather than 2 pixels.  It avoids alignment problems and makes collision and animation a whole lot easier to implement.
Pokemon on the GameBoy is an example of this.
I think it's going to have to be tile based to simply keep the graphics down to a respectable size. Nobody is going to play the game if it takes up 500mb on their sd card so large bitmap backgrounds is out of the question. I may have to limit the graphics to 256 color too, which isn't a drawback, just a little extra work.

I was hoping for something smoother than jumping from tile to tile, but if that is a significantly easier solution then I have no problem going that direction.

I was thinking it might be kind of neat to be able to move along diagnols all in a nice fluid motion. But, like I said, if it produces too many challenges it's not worth it.
 
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I can do tile based engines rather easily. I already have a few demos of tile based side-scrolling engines. The code is very easy to impliment.

I will write something up if I get the chance. I would love to work on this project with you bigtrouble77, if you will have me?

Diagonals are not a problem. Tile based enines can move in any direction, so it is not a problem. Collision detection can be done through BB -collision detection (bounding box) which is even easier to implament. It gets more complex when you try and do per-pixel collisions because of precessor power... which usually outweighs the benefits. I think a scrolling tile would be acceptable for the world/maps... much like zelda on GBA... how when you walk towards the top of the screen the world scrolls too. It is easy to implament and all you would have to do is make the world maps a certain size... once the edge of the map is reached... load another tile... seing as how the screen is > 640x480 we could make rather large areas by using massive world tiles that scroll. I dunno what you think about that... but it isn't hard to do... or implament.

I just got married on the weekend... so I am out of action for a bit. If I get the chance I will work up some code for a demo world and show it to you.
 
timbobsteve posted on Mar 19 2006 at 10:21 PM said:
I can do tile based engines rather easily. I already have a few demos of tile based side-scrolling engines. The code is very easy to impliment.

I will write something up if I get the chance. I would love to work on this project with you bigtrouble77, if you will have me?

Diagonals are not a problem. Tile based enines can move in any direction, so it is not a problem. Collision detection can be done through BB -collision detection (bounding box) which is even easier to implament. It gets more complex when you try and do per-pixel collisions because of precessor power... which usually outweighs the benefits. I think a scrolling tile would be acceptable for the world/maps... much like zelda on GBA... how when you walk towards the top of the screen the world scrolls too. It is easy to implament and all you would have to do is make the world maps a certain size... once the edge of the map is reached... load another tile... seing as how the screen is > 640x480 we could make rather large areas by using massive world tiles that scroll. I dunno what you think about that... but it isn't hard to do... or implament.

I just got married on the weekend... so I am out of action for a bit. If I get the chance I will work up some code for a demo world and show it to you.
Sweet. Of course you're welcome to join in. You may want to talk to poke paradox and throw around some ideas. I started writing up a doc on the graphics engine and it's already been obsoleted so I'm gonna leave that up to you guys.

Oh, and congrats David.
 
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I will do some PC demo's using SDL and C++. If I am good I will do some of it tonight. Not sure how long it will take me. Shouldn't be too long though.

Thanks for your well wishes, but it seems that we will be getting re-married soon. The wedding was a disaster so we are going to redo it right. Strange hey?
 
Can I ask for a code/class design to be put up. While I cant be a permenant member, I can help out here and there..
 
Personally I always start with the following game model:


.cpp files:
main.cpp <- entry point
draw.cpp <- the main blitting functions, also contains text and scaling functions
system.cpp <- file handling (loading/saving)

.h files:
includes.h <- all main inclusions usually included at the start of main.cpp
defines.h <- definitions of game constants

I hope that helps. There is probably some more I forgot, but thats a base. I guess from there you can start making it all into modules (enemy.cpp / character.cpp / mission.cpp etc.)
 
Hi all, I could help too maybe...

I am into C coding and into pixel graphics/pixel dolls. I did a quick hack (I really didn't did anything but makefile changes) to a library called TinySDGL that is the port of TinyGL to SDL that allows the GP2X to use an OpenGL like API.

I would love to do a fighting game with pixel dolls, or a good platformer, also using pixel doll sprites.
Like the original idea of the anime 'Escaflowne' (Shojo(for girls) drawing but mechas and a Shonen(most for boys) plot).

If anyone wants my port only tell me, I haven't uploaded it yet but I can send it on demand.
 
xhyldazhk posted on Mar 20 2006 at 09:58 PM said:
Hi all, I could help too maybe...

I am into C coding and into pixel graphics/pixel dolls. I did a quick hack (I really didn't did anything but makefile changes) to a library called TinySDGL that is the port of TinyGL to SDL that allows the GP2X to use an OpenGL like API.

I would love to do a fighting game with pixel dolls, or a good platformer, also using pixel doll sprites.
Like the original idea of the anime 'Escaflowne' (Shojo(for girls) drawing but mechas and a Shonen(most for boys) plot).

If anyone wants my port only tell me, I haven't uploaded it yet but I can send it on demand.
At this point we're going through with the idea of an overhead adventure game. But, you can always send stuff my way and I might be able to help out, especially if you make good progress.
 
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PokeParadox posted on Mar 20 2006 at 10:36 PM said:
right I'm hoping to get a working demo together for this before I go to bed tonight...
*goes back to work...*

Very nice! I'm starting to get pissed that my gp2x hasnt come in yet.

I just finished a draft stone path 50x50 tile and a draft palm tree tile. I'll post the game story soon so you guys at least know the premise.
 
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