17914
[WARING] I really hope I'll be able to edit this post... otherwise I'll have to start a new thread every time I want to change the first post xD [/WARNING]
Hello Battle of the Bits. I am Decinoge, a still wannabe "artistic" game developer, and specially a big n00b.
I'm making this thread in a hope to start a "kind" of development blog for my current (and future to be my first finished) project. I'm doing this because I wanted to get back into some willing and massive productive community like this. The powerful spirit going through this portal bits and bytes can be felt as soon as you enter.
Enough with the sassy chat, time to talk about the project.
The project is supposed to create a platform action game. Much like a Metroid exploration, but free design and with close encounter combat like a Kirby.
The game is being developed as a homebrew for Game Boy Advance. This will be super cool because there's a bunch of emulators for different platforms meaning portability is checked, and well... if you own a SuperCard or any other device to run homebrews on a real GBA or a Nintendo DS, you can play it as it is meant too.
However many aspects of the project are still secrecy. That's why no name yet.
So... lets start showing some work done.
My decision to get back to this project came (I guess) from this drawing:
http://img.photobucket.com/albums/v298/Decinoge/20080607.png
That is an initial sketch of the world involved. I had abandoned this project years ago, and the ideas were so back with such a strength, that after this drawing I couldn't refuse getting back to it.
So I've decided to create a visual picture of what feeling do I want. At some other place, I've come with a very good description with internet pictures:
http://img.photobucket.com/albums/v298/Decinoge/init.png
http://img.photobucket.com/albums/v298/Decinoge/juniorkimbroughsoffa.jpg
http://img.photobucket.com/albums/v298/Decinoge/kimbro2.jpg
http://img.photobucket.com/albums/v298/Decinoge/stripes-live.jpg
http://img.photobucket.com/albums/v298/Decinoge/epic-fail-demotivational-poster-1221370840.jpg
http://img.photobucket.com/albums/v298/Decinoge/81762297.jpg
http://img.photobucket.com/albums/v298/Decinoge/936full-a-fistful-of-dollars-screenshot.jpg
http://img.photobucket.com/albums/v298/Decinoge/yojimbo_592x299.jpg
http://img.photobucket.com/albums/v298/Decinoge/usagiyojimbo_0.jpg
http://img.photobucket.com/albums/v298/Decinoge/bedtime-story.gif
A 4bit-Blues-Rock-Epic-Western-Samurai-Story. Those were the words in my mind.
So i started making some stuff on the GBA. There's already a bunch of tools created to work with the machine. I am using the DevKitARM that comes on the DevKitPro.org. Also many tools from a guy that names himself Conarac, specially his GBA hardware interaction library.
It was very easy to load and view both tile maps from BMP images (the tool GRIT says it all).
Results:
http://img.photobucket.com/albums/v298/Decinoge/012-1.png
http://img.photobucket.com/albums/v298/Decinoge/013-2.png
Then I advanced to the engine, collisions and maps. However I don't want to have to code by hand arrays of collision tiles. So I've decided to use a tool for that. The chose tool was Tiled Map Editor (google it).
This would allow me to create layers of "information" for the engine. Each tile has various layers of information for physics, camera, and player. However Tiled Map Editor doesn't exactly exports into a GBA friendly format.
So I programmed a very simple parser in processing.org, that would pic up Tiled saved files, and export .c and .h files to compile with the project.
The parser:
http://img.photobucket.com/albums/v298/Decinoge/015-1.png
Stuff worked well, and i was able to have a map fully functioning with various collisions and interactions for the character.
This is a sample from the early map:
http://img.photobucket.com/albums/v298/Decinoge/028.png
A screen-shot from Tiled Map Editor with the "engine" tiles properly placed:
http://img.photobucket.com/albums/v298/Decinoge/029.png
A video of everything working:
http://www.vimeo.com/35290145
This engine possesses the following types of tile interaction:
*SOLID TILES
*JUMPABLE TILES - you can jump to them from under.
*LADDERS TILES
*WALL LADDERS TILES
*VITE/POLE TILES
*HANGING TILES
*2 INCLINATIONS RAMP TILES
So things were going so well that a friend insisted this engine needed a name. I never understood why should I name my engines, but I think he wanted me to grow more "emotionally attacked" to my code.
The name I've decided is __ *Blues Engine __ (said "star blues engine"), and here is a logo i made:
http://img.photobucket.com/albums/v298/Decinoge/008-3.png
Eventually I went to the next stage, getting big scenarios into the machine.
If you notice, the map picture above is a 512x512 picture. That is maximum of a map that the GBA allows to have in hardware.
Other sizes are 256x256, 256x512, and 512x256. But that's on the Visual Memory of the machine. On the ram you can virtually have any size you want. So the trick is to just copy to the screen the tiles you need.
Well, i'm just talking about this cause the tests produced some very cool results:
http://img.photobucket.com/albums/v298/Decinoge/038-1.png
http://img.photobucket.com/albums/v298/Decinoge/039-1.png
http://img.photobucket.com/albums/v298/Decinoge/040.png
http://img.photobucket.com/albums/v298/Decinoge/041-1.png
http://img.photobucket.com/albums/v298/Decinoge/042.png
http://img.photobucket.com/albums/v298/Decinoge/043.png
So I was able to code it, as well as different scrolling speeds for the different backgrounds, and the ability to design it. So I've decided to plan on the next real big scenario for the game.
http://img.photobucket.com/albums/v298/Decinoge/007-3.png
Which resulted in this:
http://img.photobucket.com/albums/v298/Decinoge/bg0_img.png
http://img.photobucket.com/albums/v298/Decinoge/bg1_img.png
http://img.photobucket.com/albums/v298/Decinoge/bg2_img.png
Which is the scenario I will use for my first DEMO release.
Also, I've decided that this not far demo will also include character animations.
That is what I am about to start programming after this post.
But before I decided to make the HUMAN CHARACTER STANDARD animations:
http://img.photobucket.com/albums/v298/Decinoge/025-1.gif
http://img.photobucket.com/albums/v298/Decinoge/026.gif
http://img.photobucket.com/albums/v298/Decinoge/027-1.gif
http://img.photobucket.com/albums/v298/Decinoge/028-1.gif
http://img.photobucket.com/albums/v298/Decinoge/029-1.gif
http://img.photobucket.com/albums/v298/Decinoge/030-1.gif
http://img.photobucket.com/albums/v298/Decinoge/031-1.gif
http://img.photobucket.com/albums/v298/Decinoge/032.gif
These will serve the purpose of eventually "design" any human character on top of these animations. As you can see, they are nothing more than a naked human body.
The same goes for all the graphics presented so far and for the future demo. They are NOT anything like how the game will look. That is still in the secret of the gods. All these serve the purpose of defining the limitations and functions of the ENGINE.
They are not a game.
This I hope to start working on once I get the engine done. I'm the only person working on this project, and I was given only 2 hands and 1 brain. But I guess that's well enough =P.
Here I leave you some other sketches:
http://img.photobucket.com/albums/v298/Decinoge/001-3.png
http://img.photobucket.com/albums/v298/Decinoge/002-4.png
http://img.photobucket.com/albums/v298/Decinoge/006-3.png
I am very sorry for this HUGE WALL OF TEXT. I promise my next posts to be much smaller, and with more pictures. This was just to make all the people potentially interested in pair with the project.
Any feed backs, questions, whatevers you want to say, are more than welcome. Specially from this point onward.
If you guys desire some kind of previous or actuall demo of what I've worked so far, you can find me on the IRC channel and ask for it directly. In here I'll restrain myself to post on the RELEASES.
Thank you n00bz.
Hello Battle of the Bits. I am Decinoge, a still wannabe "artistic" game developer, and specially a big n00b.
I'm making this thread in a hope to start a "kind" of development blog for my current (and future to be my first finished) project. I'm doing this because I wanted to get back into some willing and massive productive community like this. The powerful spirit going through this portal bits and bytes can be felt as soon as you enter.
Enough with the sassy chat, time to talk about the project.
The project is supposed to create a platform action game. Much like a Metroid exploration, but free design and with close encounter combat like a Kirby.
The game is being developed as a homebrew for Game Boy Advance. This will be super cool because there's a bunch of emulators for different platforms meaning portability is checked, and well... if you own a SuperCard or any other device to run homebrews on a real GBA or a Nintendo DS, you can play it as it is meant too.
However many aspects of the project are still secrecy. That's why no name yet.
So... lets start showing some work done.
My decision to get back to this project came (I guess) from this drawing:
http://img.photobucket.com/albums/v298/Decinoge/20080607.png
That is an initial sketch of the world involved. I had abandoned this project years ago, and the ideas were so back with such a strength, that after this drawing I couldn't refuse getting back to it.
So I've decided to create a visual picture of what feeling do I want. At some other place, I've come with a very good description with internet pictures:
http://img.photobucket.com/albums/v298/Decinoge/init.png
http://img.photobucket.com/albums/v298/Decinoge/juniorkimbroughsoffa.jpg
http://img.photobucket.com/albums/v298/Decinoge/kimbro2.jpg
http://img.photobucket.com/albums/v298/Decinoge/stripes-live.jpg
http://img.photobucket.com/albums/v298/Decinoge/epic-fail-demotivational-poster-1221370840.jpg
http://img.photobucket.com/albums/v298/Decinoge/81762297.jpg
http://img.photobucket.com/albums/v298/Decinoge/936full-a-fistful-of-dollars-screenshot.jpg
http://img.photobucket.com/albums/v298/Decinoge/yojimbo_592x299.jpg
http://img.photobucket.com/albums/v298/Decinoge/usagiyojimbo_0.jpg
http://img.photobucket.com/albums/v298/Decinoge/bedtime-story.gif
A 4bit-Blues-Rock-Epic-Western-Samurai-Story. Those were the words in my mind.
So i started making some stuff on the GBA. There's already a bunch of tools created to work with the machine. I am using the DevKitARM that comes on the DevKitPro.org. Also many tools from a guy that names himself Conarac, specially his GBA hardware interaction library.
It was very easy to load and view both tile maps from BMP images (the tool GRIT says it all).
Results:
http://img.photobucket.com/albums/v298/Decinoge/012-1.png
http://img.photobucket.com/albums/v298/Decinoge/013-2.png
Then I advanced to the engine, collisions and maps. However I don't want to have to code by hand arrays of collision tiles. So I've decided to use a tool for that. The chose tool was Tiled Map Editor (google it).
This would allow me to create layers of "information" for the engine. Each tile has various layers of information for physics, camera, and player. However Tiled Map Editor doesn't exactly exports into a GBA friendly format.
So I programmed a very simple parser in processing.org, that would pic up Tiled saved files, and export .c and .h files to compile with the project.
The parser:
http://img.photobucket.com/albums/v298/Decinoge/015-1.png
Stuff worked well, and i was able to have a map fully functioning with various collisions and interactions for the character.
This is a sample from the early map:
http://img.photobucket.com/albums/v298/Decinoge/028.png
A screen-shot from Tiled Map Editor with the "engine" tiles properly placed:
http://img.photobucket.com/albums/v298/Decinoge/029.png
A video of everything working:
http://www.vimeo.com/35290145
This engine possesses the following types of tile interaction:
*SOLID TILES
*JUMPABLE TILES - you can jump to them from under.
*LADDERS TILES
*WALL LADDERS TILES
*VITE/POLE TILES
*HANGING TILES
*2 INCLINATIONS RAMP TILES
So things were going so well that a friend insisted this engine needed a name. I never understood why should I name my engines, but I think he wanted me to grow more "emotionally attacked" to my code.
The name I've decided is __ *Blues Engine __ (said "star blues engine"), and here is a logo i made:
http://img.photobucket.com/albums/v298/Decinoge/008-3.png
Eventually I went to the next stage, getting big scenarios into the machine.
If you notice, the map picture above is a 512x512 picture. That is maximum of a map that the GBA allows to have in hardware.
Other sizes are 256x256, 256x512, and 512x256. But that's on the Visual Memory of the machine. On the ram you can virtually have any size you want. So the trick is to just copy to the screen the tiles you need.
Well, i'm just talking about this cause the tests produced some very cool results:
http://img.photobucket.com/albums/v298/Decinoge/038-1.png
http://img.photobucket.com/albums/v298/Decinoge/039-1.png
http://img.photobucket.com/albums/v298/Decinoge/040.png
http://img.photobucket.com/albums/v298/Decinoge/041-1.png
http://img.photobucket.com/albums/v298/Decinoge/042.png
http://img.photobucket.com/albums/v298/Decinoge/043.png
So I was able to code it, as well as different scrolling speeds for the different backgrounds, and the ability to design it. So I've decided to plan on the next real big scenario for the game.
http://img.photobucket.com/albums/v298/Decinoge/007-3.png
Which resulted in this:
http://img.photobucket.com/albums/v298/Decinoge/bg0_img.png
http://img.photobucket.com/albums/v298/Decinoge/bg1_img.png
http://img.photobucket.com/albums/v298/Decinoge/bg2_img.png
Which is the scenario I will use for my first DEMO release.
Also, I've decided that this not far demo will also include character animations.
That is what I am about to start programming after this post.
But before I decided to make the HUMAN CHARACTER STANDARD animations:
http://img.photobucket.com/albums/v298/Decinoge/025-1.gif
http://img.photobucket.com/albums/v298/Decinoge/026.gif
http://img.photobucket.com/albums/v298/Decinoge/027-1.gif
http://img.photobucket.com/albums/v298/Decinoge/028-1.gif
http://img.photobucket.com/albums/v298/Decinoge/029-1.gif
http://img.photobucket.com/albums/v298/Decinoge/030-1.gif
http://img.photobucket.com/albums/v298/Decinoge/031-1.gif
http://img.photobucket.com/albums/v298/Decinoge/032.gif
These will serve the purpose of eventually "design" any human character on top of these animations. As you can see, they are nothing more than a naked human body.
The same goes for all the graphics presented so far and for the future demo. They are NOT anything like how the game will look. That is still in the secret of the gods. All these serve the purpose of defining the limitations and functions of the ENGINE.
They are not a game.
This I hope to start working on once I get the engine done. I'm the only person working on this project, and I was given only 2 hands and 1 brain. But I guess that's well enough =P.
Here I leave you some other sketches:
http://img.photobucket.com/albums/v298/Decinoge/001-3.png
http://img.photobucket.com/albums/v298/Decinoge/002-4.png
http://img.photobucket.com/albums/v298/Decinoge/006-3.png
I am very sorry for this HUGE WALL OF TEXT. I promise my next posts to be much smaller, and with more pictures. This was just to make all the people potentially interested in pair with the project.
Any feed backs, questions, whatevers you want to say, are more than welcome. Specially from this point onward.
If you guys desire some kind of previous or actuall demo of what I've worked so far, you can find me on the IRC channel and ask for it directly. In here I'll restrain myself to post on the RELEASES.
Thank you n00bz.





