Wandor (working title)


PokeParadox said:
It could be a case sensitivity error with loading an image... causing the segfault.
Hmm, it should not, the uploaded code was tested and should build and run just fine (on a windows machine).
 
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foxblock said:
PokeParadox said:
It could be a case sensitivity error with loading an image... causing the segfault.
Hmm, it should not, the uploaded code was tested and should build and run just fine (on a windows machine).
But Windows (NTFS) is incase-sensitive while Linux (e.g. ext) is case-sensitive. That means that Load("ASD.PNG") on Windows will load "asd.png". But on Linux it would crash.
 
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Jan-Nik said:
foxblock said:
PokeParadox said:
It could be a case sensitivity error with loading an image... causing the segfault.
Hmm, it should not, the uploaded code was tested and should build and run just fine (on a windows machine).
But Windows (NTFS) is incase-sensitive while Linux (e.g. ext) is case-sensitive. That means that Load("ASD.PNG") on Windows will load "asd.png". But on Linux it would crash.
Yup, that's why I suggested it... it has happened before and I suck for still not having a more graceful error message in Penjin.
 
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Thanks, TheGrum, I followed your instructions and built the game successfully. However, you need to run it from the 'built' directory. Then, it works fine. :)
Also, try the latest version of PenjinBase from svn: http://penjin.googlecode.com/svn/trunk
You need to copy these files from the 7z archive, though: fixed_func.cpp fixed_func.h fixsintab.h
 
I heard you needed music/voice acting? I know for a fact voice acting is something I can do, have you a script?

Also, I'm good with music, see here:

http://www.youtube.com/watch?v=YEiHINNZPSs
Or here:
http://www.youtube.com/watch?v=v89ONHWGZAA
My channels for more.
http://www.youtube.com/Jourdy288
http://www.youtube.com/Jourdy289
 
Jourdy288 said:
I heard you needed music/voice acting? I know for a fact voice acting is something I can do, have you a script?

Also, I'm good with music, see here:
We do need voice actors, but not now actually. I still have to work out the script and we want to get the base framework finished before we start working on the actual levels and chapters.
Then we also will start working on cutscenes and stuff.
I am going to add you to my list and when the time comes I will come back to you, in the meantime you could send me a simple sample of your voice, so I can plan you in for a specific character (try to be as versatile as you can - like in the demo on this site: http://voice.tomamoto.com/ ).

Concerning music: I am afraid that HomoChristo already took the job and started working on the tunes, but thanks for the offer.

I am currently working on a big update post which wraps up the latest changes, just to let you know we are not dead ;)
It will probably be out later this week...

foxblock out
 
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Long time no talk, eh, so here we go with some updates.

The Code

A lot has happened regarding the programming aspect of the game. I can introduce a new member to the team: Howard "The Grum" will be our lead programmer and he already did some marvellous stuff, like an encryption system for map files, triggers, a spawn system for units read from map files and much more Linux related tweaks to the code.
I sadly, on the other hand, have much less time due to work and can barely keep up with the updates, but I can tell you we are making progress.
You can check the status of the project at any time by downloading the latest version via SVN from: http://code.google.c...source/checkout and try it out yourself! A lot stuff is not yet implemented or works in a beta kind of way (read: buggy), but it is indeed playable.

The Editor

I spent all spare time working on the level editor and can now present you version 0.6.1. "What do I care?" you may ask, well this is the first version to be released publicly, so you can go to http://code.google.c.../downloads/list right away, download it and try to create your own levels. I ask you to stay for a minute, though as I have to make some limitations: The current version of the editor is guaranteed to work on a Windows machine, I implemented some methods to make it Linux compatible, but they are mostly untested, so I can't guarantee for Wine compability (any status reports on that are greatly appreciated).
Furthermore, not all things are implemented yet. This includes, triggers, most properties and custom units. I am working on this, though :)

I also created a short step-by-step tutorial on how to create a map with the editor and make it load and play in the game (this will be much easier in the final version, of course): http://code.google.c...iHowToCreateMap

So if you are interested in trying out the editor please go and download it and report any issues, problems, etc. you find here or right on the Issues page (preferred, but please use the LevelEditor bug report template):
http://code.google.c...ine/issues/list
Download: http://code.google.c.../downloads/list

The Art
Just like me, Dragons_Slayer got a head full of work, too and therefore he was not able to do much for the project lately. Don't blame him though, he is just learning how to be an even more awesome artist, so he can create even greater sprites for the game ;)
But, because of this, we are still searching for another artist!
We need sprites, tilemaps and probably background images. So if you want to help the project, just PM/E-Mail me or leave a reply!
You will be able to define the fate of poor Wandor, too as we are always open for any ideas regarding maps, chapters and story.

Well that's it with the status report for now, have a nice weekend :)

foxblock out
 
foxblock said:
Engine / Graphics: I plan to use Penjin as the engine, it might be mostly undocumented, but we have its creator right here in the community ;) and it already runs on the Pandora, too. I will be 2D tile-based (of course), with a foreground layer, a background layer and collision layer (or maybe every tile gets a separate collision layer...)
Parallax-Layer too? ;) Sorry, Im mad about this graphic effect, I really played to much Sonic onto the Megadrive. :lol:
 
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fusion_power said:
foxblock said:
Engine / Graphics: I plan to use Penjin as the engine, it might be mostly undocumented, but we have its creator right here in the community ;) and it already runs on the Pandora, too. I will be 2D tile-based (of course), with a foreground layer, a background layer and collision layer (or maybe every tile gets a separate collision layer...)
Parallax-Layer too? ;) Sorry, Im mad about this graphic effect, I really played to much Sonic onto the Megadrive. :lol:
Well, probably for the background image (which then will be bigger than the screen size and slowly scroll with the player movement), but not for forground and background tile layer (read: the actual level).

Jourdy288 said:
Graphics? How about a title screen?
Of course including a title screen, but having unit graphics, so we can put actual units in the map or even better tilemaps, so we can build actual maps would be great, too ;)
 
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Hey, was just sitting and playing a bit of Warioland II in the bathroom last night :lol: and then remembered this project.
Perhaps I could help out with some enemy sprites (or other stuff) if you need some help?
 
NLS said:
Hey, was just sitting and playing a bit of Warioland II in the bathroom last night :lol: and then remembered this project.
Perhaps I could help out with some enemy sprites (or other stuff) if you need some help?

Great to hear that, I sent you a PM with some further information.

In related news: Things are coming together - art wise, I hope I can show you guys something soon.

foxblock out
 
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So, it has been some time.

Finally I can show you some new sprite art. All done by the great pixelmind :)

Some enemy WIPs:
carnivor_plant.png
concept_crab.png


Finished coin and chest animation:
coin_animation.gif
chest_animation.gif


The enemies you can see above will be found in the first chapter playing on an island which was used as a pirate hideout some years ago.
The chapter (=set of levels in the same area and), will most likely consist of 5 levels and contain an old underground mine, a "tropical" forest and a mountain or vulcano.
The tilemap sadly is not finished yet so I can't show you some action, but the engine is progressing nicely.
Howard "The Grum" has done an excellent job of adding new features, like a nice system for loading maps, units and triggers. He is currently working on parallax scrolling backgrounds (yes, multiple backgrounds) and we are still working out the last details of the new map format.

Sadly I have a tight schedule in university, so I can't spend much time working on the project myself, but in mid March things will loosen up a little and you can expect some more updates then.

And last but not least a concept art for a boss enemy. We have not worked out whether or how we will integrate it, but it's too nice to not be showcased:
fish_mech_konzept.jpg


foxblock out
 
I don't want to spread myself too thin by working on both Panjoust and Wandor, but I can't resist stuff like this, it's simply my specialty.

Right now it is late, but I will start bright and early tomorrow on some concept BGs for the pirate level if that's alright with you.


Should I incorporate multiple layers similar to panjoust? As much information as I can get would greatly improve my ability to help you.

what are the estimated dimensions?
 
Great pixel art, and boss concept. This is one of my most anticipated games on the Pandora.
Keep up the good work!
 
So I started with a potential color palette for the cave level, all of this is impermanent.
f3xkk1.jpg


I noticed though, that the spritework and videos you have posted don't really work together gameplay wise, so I cut the detailing short.

The current working character sprite couldn't be more than 20px high, while the main character art posted directly above me is more than four times that, closer to 90px. With the height of the pandora only being able to render 480px, you're left with only a tiny margin for the actual platforming; clearly you have made some changes from the videos that I originally intended to use as reference for the way the art might play out. I think it would be imprudent (and downright stupid) of me to start anything if it will end up not matching both the gameplay and the art stlye of the current work. If you have already implemented any of Pixelmind's work, I would need to see it before I start on anything that will be even REMOTELY usable.
 
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