MalykAI update

posted in Beals Software
Published October 14, 2006
Advertisement
I put my experiments aside for the time being and I've continued working on my projects. malathedra's pretty much frozen until Raymond gets the Morning's Wrath patch finished. I'll do what I can, but it's not so easy when you don't have graphics to work with (which is why I wish I could model like Raymond =/ .)

I've switched graphics for MalykAI. When originally designing it I had more of a megaman feel in mind, but developing it using Mario graphics made it out to feel more like mario. So, I switched to Megaman sprites and some custom tiles (which are pretty sucky at the moment.) And of course, I introduced like 1000 bugs during the switchover because Megaman sprites are alot fancier and simple reverting animations didn't work. Btw, the Megaman sprites are just temporary.

I also had to modify the editor system since I incorporated a larger tileset. The editor needs a major overhaul, but it works better now. You press F1 to enter editor mode, press F2 when you want to select a tile (and again to hide the tileset) and then place the tile. I also implemented chunk selection, so you can choose more than one tile to place at a time (e.g. a tree or something.)

Anyway, I uploaded a dev-movie and a demo. The demo is pretty much the same as last time, except now the animation is smoother, the editor is better, and it has a little bit different feel. The next demo will be better though. I plan to have enemies and moving platforms in it. Maybe events as well.

Comments and suggestions are always welcome!

Edit: I rewrote my to-do list so that it pertains to only my current personal project. I also expanded it and corrected the percentages to be accurate of each other.

Edit 2: Also, I'm doing a revision of the design document (because I need to improve a couple things in the story) and I'm thinking of adding a new element to the game - moveable blocks. I thought they might add a decent element to the game. As an added bonus they'll be entities, so I can do stuff like give them AI controllers, set them up to respond to spring tiles, etc. For example I could setup a system like the red bombs in Megaman 8. They look innocent, but then you jump on them and they start counting down and moving. Several times throughout the game the player needs to use them (jump on the bomb and it walks across the spikes so you can leap to the ladder moments before it explodes.)

And, I'm also thinking of adding breakable blocks, but I can't come up with an idea for actually breaking them. I really don't want to add any more items. A new enemy wouldn't be bad though, but I can't think of anything that would really work with the theme of the game.

Again, comments and suggestions are welcome. I'll probably wait to close my design document a couple days to give me some time to think about it.
Previous Entry New enumerator
Next Entry FAIL
0 likes 4 comments

Comments

Aardvajk
Just played MalykAI demo for the first time. Very nice and smooth indeed.

I was particularly interested in the idea of an in-game editor system like that. I'm buried in the middle of trying to write a generic level editor with C++ Builder at the moment, firstly for the current spaceship game but also to use in the next project, which I hope to be similar to your mario-style scroller, and it is an interesting idea to scrap all the complexity of a level editor and just build the level in game.

I shall ponder this further. Keep up the good work [smile].
October 15, 2006 08:16 AM
Programmer16
Quote:Original post by EasilyConfused
I was particularly interested in the idea of an in-game editor system like that. I'm buried in the middle of trying to write a generic level editor with C++ Builder at the moment, firstly for the current spaceship game but also to use in the next project, which I hope to be similar to your mario-style scroller, and it is an interesting idea to scrap all the complexity of a level editor and just build the level in game.


In-game editors are my favorite; especially when they're real-time. One thing you might want to keep in mind if you choose an in-game editor is reloading stuff (tilesets or character files for example.) I'm (hopefully) going to be adding that soon.

Although, I do need to add a small GUI system so that you can click a button to open the tile chooser and tile-type chooser.

Thanks for the reply!

October 15, 2006 12:24 PM
Deyja
I'm having lots of issues with flickering on the edges of tiles. Doesn't appear to be a pixel-perfect blit.

Also, it randomly pauses for a fraction of a second every few seconds.
October 15, 2006 06:18 PM
Programmer16
Quote:Original post by Deyja
I'm having lots of issues with flickering on the edges of tiles. Doesn't appear to be a pixel-perfect blit.

Crap, I was afraid of that. I made my camera use float values to give smoother movement, but on some computers it seems to be causing the in-between-pixels issues. I'll have to figure something else out.

Quote:Original post by Deyja
Also, it randomly pauses for a fraction of a second every few seconds.

This is an odd issue that I thought was just my computer. When the game is running it only uses ~14% instead of 80-95% (I only call sleep() when the game is inactive; I did try removing the call to sleep() anyway and it didn't help.)

Thanks for the reply!

Edit: Btw, what graphics card are you using?
October 15, 2006 08:40 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement
Advertisement