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Re: The Official Golvellius Thread

Posted: Mon Oct 27, 2008 1:13 pm
by trufun202
GyroVorbis wrote:You have the star/pow/hit sprite or whatever (reminds me of Donkey Kong Country).
lol, sweet, cuz thats EXACTLY what I was going for (well, that, and the SNES version of Killer Instinct).

Re: The Official Golvellius Thread

Posted: Mon Oct 27, 2008 8:52 pm
by Arce
I used to be addicted to SNES Killer Instinct. That, and it's flaming red cartridge. :lol:

So, why isn't this topic stickied yet? ;P

Re: The Official Golvellius Thread

Posted: Tue Oct 28, 2008 9:28 am
by Falco Girgis
Hey, I don't know why I'm only now thinking to ask you this, but what are you using to edit/create your environments in Golvellius?

Re: The Official Golvellius Thread

Posted: Tue Oct 28, 2008 9:58 am
by trufun202
GyroVorbis wrote:Hey, I don't know why I'm only now thinking to ask you this, but what are you using to edit/create your environments in Golvellius?
Right now I have the concept of a "Scene" - and each scene has an XML file to load in the assets (terrain config, environment settings, static objects, game objects, etc). I haven't built an editor yet, but eventually I'll build a GUI editor to output the XML.

I've also been debating about switching scene creation to Lua.. It would allow for more flexibility and power, but wrapping a scene editor around it could be a royal pain.

btw, I just saw that Chapter 14 was posted, can't wait to see it! 8-)

Re: The Official Golvellius Thread

Posted: Tue Oct 28, 2008 10:28 am
by Falco Girgis
Funny that you mention that. We have lua wrapped so that it can edit the level (our equivalent of the "scene"). We make the static level in the editor, but you can also edit in real-time through Lua for when things need to change. So yeah, I guess we would be taking a similar approach there if you went with that.

And the XML is badass. I would've liked being able to use it in this project, but reading and parsing it would be too slow for Dreamcast (trying to not really have load times). Ah, well.

Re: The Official Golvellius Thread

Posted: Tue Oct 28, 2008 10:47 am
by trufun202
GyroVorbis wrote:Funny that you mention that. We have lua wrapped so that it can edit the level (our equivalent of the "scene"). We make the static level in the editor, but you can also edit in real-time through Lua for when things need to change.
Just saw that in Chap 14 part 2, damn that's hawt. That's going to make building "the game" SO much easier.

Re: The Official Golvellius Thread

Posted: Tue Oct 28, 2008 9:28 pm
by trufun202
GyroVorbis wrote:We make the static level in the editor.
Speaking of Marcel's level editor...how is the map data being stored? In college, one of my professors taught me a pretty slick way to do it. Basically the entire map is stored in an image. And each pixel represents a tile. Then, for each pixel in the image, display the appropriate tile based on the pixel color.

You might have already heard of this technique, but I thought it was cool, and it worked! (the game sucked, but at least making levels was as easy as opening up MS Paint)

Re: The Official Golvellius Thread

Posted: Tue Oct 28, 2008 11:02 pm
by Arce
Haha, that's a pretty neat idea. If sheet was not limited to 256 tiles (due to the DC's vram, according to Gyro), we probably would have used that method or similar. But atm a char to represent an ID within an array works fine, and is fast loading when converted to binary.

The way things are saved out is completely up to Gyro, of course. The editor is built to go along with the engine, not the other way around. Though each project does have an 'editor' folder to store templates and things irrelevant to the main engine, ultimately he decides how the project setup looks. ;P

Also, each project/map contains much more than a few tiles. Once I get more time to sit and code, I will be working towards adding 3 more layers, giving it a total of...7? Hmm.

I believe the final product will look like:

Code: Select all

background image
tile 1
object 1
item1
warp1
tile2
object2
item2
warp2
foreground layer
Though items and warps are stored in a way similar to a linked list (in the editor, atleast) so there is no distinct "1" or "2"--so yeah, that makes 7 'layers'. ;p

Re: The Official Golvellius Thread

Posted: Wed Oct 29, 2008 11:37 am
by ismetteren
Speaking of Marcel's level editor...how is the map data being stored? In college, one of my professors taught me a pretty slick way to do it. Basically the entire map is stored in an image. And each pixel represents a tile. Then, for each pixel in the image, display the appropriate tile based on the pixel color.

You might have already heard of this technique, but I thought it was cool, and it worked! (the game sucked, but at least making levels was as easy as opening up MS Paint)
I have played a game where map was made that way... i don't remeber the name, but it was about throwing boxes at each other. The different color channels made different thing. etc the blue channel desided the height, and each green value had an object assigned to it. I dont remember what red did.

The only problem was that it was damn hard to see the difference between (0, 1, 0) and (0, 0, 3).

Re: The Official Golvellius Thread

Posted: Fri Oct 31, 2008 8:28 am
by XianForce
Boy, I saw your latest video, and my mouth dropped past my balls(Thats around 3 ft or so?[/sarcasm])....This is probably the best-looking homebrew I have ever seen. Your game kicks ass dude. As for the name I think the Scarlet Fountain is alright, but I think between now, and when you come to a glorious release, I bet you'll have thought of something better.

Re: The Official Golvellius Thread

Posted: Fri Oct 31, 2008 11:14 am
by trufun202
XianForce wrote:Boy, I saw your latest video, and my mouth dropped past my balls(Thats around 3 ft or so?[/sarcasm])....This is probably the best-looking homebrew I have ever seen. Your game kicks ass dude. As for the name I think the Scarlet Fountain is alright, but I think between now, and when you come to a glorious release, I bet you'll have thought of something better.
Dude, thank you so much. That really means alot! I'm having a blast developing this game, so I'm glad other people dig it.

And yeah, I'm still not sold on the name, but its growing on me. We'll see. 8-)

Re: The Official Golvellius Thread

Posted: Fri Oct 31, 2008 11:18 am
by Falco Girgis
We had a 10+ page topic arguing over the name of "Elysian Shadows" in our secret development forum. First it was "Echoes of Elysium" then "Shadows of Elysium" before we finally agreed on "Elysian Shadows."

Re: The Official Golvellius Thread

Posted: Fri Oct 31, 2008 11:23 am
by M_D_K
My game doesn't even have an official title , only a dev title. It's called s3 and I don't know if i want to keep it.

Re: The Official Golvellius Thread

Posted: Fri Oct 31, 2008 11:26 am
by Trask
Definitely seems like some good work. I'm too afraid to get into 3D development at this point, but mad props to you for being able to do it.

Re: The Official Golvellius Thread

Posted: Fri Oct 31, 2008 11:44 am
by jesterguy
Your Game is looking awsome dude, I hope you finish this.

I inherited a sega master system from my brother when he moved out and
golvellius was one of my favorite games when i was younger, so I'm looking forward to this.

BTW you should put enny in one of your next videos as another thing to test your combos on, She
was evil always taking my money and she deserves to be a... test subject.