OrcaCat wrote:
Cool, thanks!
1) You don't like Pokemon? Weren't you trying to make Pokemon TCG scratched?
2) I thought you didn't like Python
3) Thanks for the help!
1, 2) Touché. And twice.
Well, I liked Pokemon Gens. 1 and 2 as a child - the anime, the games and the TCG. As for why I chose the PTCG to be Scratched, it was mostly because it would have been the simplest out of all. It's a pretty linear kind of game, and abilities of cards don't differ much. You could simulate them all by creating a simple language with instructions such as "draw a card", "burn", "discard this card"... Though there may have been nostalgia involved, too. ;P
I didn't like Python, true... But then I tried Java. xDD Python is a good language, it's just that I find it's syntax a bit odd. No opening and closing of loops, and the such. But the code is very clean, in the end. And as it's an interpreted language, it's very cross-platform. It's Java done right, one could say c:
3) You're welcome. c:
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technoguyx wrote:
OrcaCat wrote:
Cool, thanks!
1) You don't like Pokemon? Weren't you trying to make Pokemon TCG scratched?
2) I thought you didn't like Python
3) Thanks for the help!1, 2) Touché. And twice.
Well, I liked Pokemon Gens. 1 and 2 as a child - the anime, the games and the TCG. As for why I chose the PTCG to be Scratched, it was mostly because it would have been the simplest out of all. It's a pretty linear kind of game, and abilities of cards don't differ much. You could simulate them all by creating a simple language with instructions such as "draw a card", "burn", "discard this card"... Though there may have been nostalgia involved, too. ;P
I didn't like Python, true... But then I tried Java. xDD Python is a good language, it's just that I find it's syntax a bit odd. No opening and closing of loops, and the such. But the code is very clean, in the end. And as it's an interpreted language, it's very cross-platform. It's Java done right, one could say c:
3) You're welcome. c:
Oh. I see. Well, I probably won't help much on the code, just the pseudocode. I could write the code for a GUI with the settings and stuff.
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I'd like to help you, where possible. And when possible, as I never have a stable setup Currently installing Python... 3, because I totally forgot pygame is built to work with Python 2. >.>
What's the progress, so far? I see you have a concept already, but is anything actually done, in the Python side?
Last edited by technoguyx (2013-02-04 22:48:50)
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technoguyx wrote:
I'd like to help you, where possible. And when possible, as I never have a stable setup Currently installing Python... 3, because I totally forgot pygame is built to work with Python 2. >.>
What's the progress, so far? I see you have a concept already, but is anything actually done, in the Python side?
Well, no code has been done so far but we have all the designing done, and the art is almost finished.
P.S. I wish we had cloud variables. 60 second limit is annoying.
Last edited by OrcaCat (2013-02-04 22:53:22)
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OrcaCat wrote:
technoguyx wrote:
I'd like to help you, where possible. And when possible, as I never have a stable setup Currently installing Python... 3, because I totally forgot pygame is built to work with Python 2. >.>
What's the progress, so far? I see you have a concept already, but is anything actually done, in the Python side?Well, no code has been done so far but we have all the designing done, and the art is almost finished.
P.S. I wish we had cloud variables. 60 second limit is annoying.
Glad to hear art is almost done
R.P.S. So do I
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Dear OrcaCat, http://scratch.mit.edu/redirect/url?link=<LINKHERE>
is another such thing.
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Glad to hear about the art, too. Is it uploaded somewhere?
I'm looking into getting project pages + Git repositories in GitHub and Google Project Hosting. Google seems the most complete to me - we get a complete project page, wiki, issue tracker and we can put up complete builds up for download. What do you think?
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technoguyx wrote:
Glad to hear about the art, too. Is it uploaded somewhere?
I'm looking into getting project pages + Git repositories in GitHub and Google Project Hosting. Google seems the most complete to me - we get a complete project page, wiki, issue tracker and we can put up complete builds up for download. What do you think?
Awesome!
But I don't have a gmail.
Last edited by OrcaCat (2013-02-05 14:56:56)
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Laternenpfahl wrote:
Dear OrcaCat, http://scratch.mit.edu/redirect/url?link=<LINKHERE>
is another such thing.
Hmm? What's this for?
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^A Scratch page that redirects to a given URL, it seems.
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technoguyx wrote:
^A Scratch page that redirects to a given URL, it seems.
Yes, I know, but that was totally random and off topic.
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Wait, how do you do
wait until <boolean>in Python?
Last edited by OrcaCat (2013-02-05 16:58:05)
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We should make a gmail for this whole project.
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OrcaCat wrote:
Wait, how do you do
wait until <boolean>in Python?
while not <boolean>: pass
~although this will hang forever unless either you're using some kind of threading, or you do something inside the while that may change the value of the boolean.
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OrcaCat wrote:
technoguyx wrote:
^A Scratch page that redirects to a given URL, it seems.
Yes, I know, but that was totally random and off topic.
It was a reply to you circumventing the TinyPic restriction.
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technoguyx wrote:
OrcaCat wrote:
technoguyx wrote:
^A Scratch page that redirects to a given URL, it seems.
Yes, I know, but that was totally random and off topic.
It was a reply to you circumventing the TinyPic restriction.
But it doesn't work. When I tried it, I got Sorry, you can't use redirects for image hosting. Please update your image links or remove all BB code [img] tags. Bad image url: http://scratch.mit.edu/redirect/url?link=http://i50.tinypic.com/260zpmp.jpg
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blob8108 wrote:
OrcaCat wrote:
Wait, how do you do
wait until <boolean>in Python?Code:
while not <boolean>: pass~although this will hang forever unless either you're using some kind of threading, or you do something inside the while that may change the value of the boolean.
Cool, thanks!
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OrcaCat wrote:
technoguyx wrote:
OrcaCat wrote:
Yes, I know, but that was totally random and off topic.It was a reply to you circumventing the TinyPic restriction.
But it doesn't work. When I tried it, I got Sorry, you can't use redirects for image hosting. Please update your image links or remove all BB code [url]tags. Bad image url: http://scratch.mit.edu/redirect/url?link=http://i50.tinypic.com/260zpmp.jpg
oh.
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We should seriously start on the code, but I have no idea where to start. As tobyMac said,
tobyMac wrote:
If you gotta start somewhere, why not here
If you gotta start sometime, why not now
If you gotta start somewhere, I say here
If you gotta start sometime, I say now
Enough said.
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Let's compile an huge todo list with a rough class hierarchy and stuff, then start somewhere. Here's what I can think of:
-Menu *Functionality (arrow keys/mouse to choose etc.) *Rendering -Game Engine *Maps -Loading *Define a map format. -XML? -Rendering *Actors -and subclasses *Player/Metagross *enemy *enemy *bosses? -common behaviour and proprierties: *X/Y position *X/Y size *max. HP *death when HP =< 0 *weight? heavier things = fall faster, more friction -unique behaviour for each subclass *Updating/Rendering cycle *Player input -Map Editor? -Map Editing (derp) -Saving
oh gawd it's gonna be huge
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technoguyx wrote:
Let's compile an huge todo list with a rough class hierarchy and stuff, then start somewhere. Here's what I can think of:
Code:
-Menu *Functionality (arrow keys/mouse to choose etc.) *Rendering -Game Engine *Maps -Loading *Define a map format. -XML? -Rendering *Actors -and subclasses *Player/Metagross *enemy *enemy *bosses? -common behaviour and proprierties: *X/Y position *X/Y size *max. HP *death when HP =< 0 *weight? heavier things = fall faster, more friction -unique behaviour for each subclass *Updating/Rendering cycle *Player input -Map Editor? -Map Editing (derp) -Savingoh gawd it's gonna be huge
Okay, I added that to the first post.
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JSL919 wrote:
Hi. I would like to join as a Designer or something of that manner. Thank you.
(I was introduced to this project by OrcaCat!)
Thanks!
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technoguyx wrote:
Let's compile an huge todo list with a rough class hierarchy and stuff, then start somewhere. Here's what I can think of:
Code:
-Menu *Functionality (arrow keys/mouse to choose etc.) *Rendering -Game Engine *Maps -Loading *Define a map format. -XML? -Rendering *Actors -and subclasses *Player/Metagross *enemy *enemy *bosses? -common behaviour and proprierties: *X/Y position *X/Y size *max. HP *death when HP =< 0 *weight? heavier things = fall faster, more friction -unique behaviour for each subclass *Updating/Rendering cycle *Player input -Map Editor? -Map Editing (derp) -Savingoh gawd it's gonna be huge
Meh, it seems doable.
For map format, I don't think that XML will be suitable. I was thinking we could write the map as groups of blocks, a different character representing a different block. Groups could be 6x6, and we'd write all of the data on the same line. For example, one group with dirt up to the third row would be:
aaaaaaaaaaaaaaaaaabbbbbbbbbbbbbbbbbb
And two groups would be:
aaaaaaaaaaaaaaaaaabbbbbbbbbbbbbbbbbbaaaaaaaaaaaaaaaaaabbbbbbbbbbbbbbbbbb
Groups would line up on the X axis.
a = air, b = dirt
Maybe c = stone?
It could be saved as a regular text file, but the extension can be .mtpm (metaphysics map)?
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That would be certainly easier (on the processor) to iterate through.
Why not be able to place them along an Y axis? I figure we could afford iterating through a whole XML of groups - the items will be greatly reduced given the size of groups, and vanilla Python ain't a slow language. c:
I think the need for XML items with x and y positions is inevitable - we'll also have to place actors. A rough Metaphysics XML Map could look like this:
<?xml version="1.0" encoding="UTF-8" ?> <map> <groups> <group x="0" y="0">aaaaaaaaaaaaaaaaaabbbbbbbbbbbbbbbbbb</group> <group x="1" y="0">aaaaaaaaaaaaaaaaaabbbbbbbbbbbbbbbbbb</group> <group x="1" y="1">bbbbbbbbbbbbaaaaaaaaaaaaaaaaaaaaaaaa</group> </groups> <actors> <actor id="spawn" x="3" y="3" /> <actor id="soldier" x="10" y="3" /> </actors> </map>
With a good XML parsing library, iterating and handling the data should be a trivial task. Maybe we could place actors inside the map groups to optimize even more:
<group x="0" y="0" map="aaaaaaaaaaaaaaaaaabbbbbbbbbbbbbbbbbb"> <actor id="spawn" x="3" y="3" /> </group>
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