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Team Effort
#390798
01/04/12 19:18
01/04/12 19:18
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Joined: Dec 2009
Posts: 256 USA , NY
msmith2468
OP
Member
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OP
Member
Joined: Dec 2009
Posts: 256
USA , NY
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I have been working on a game during my time off of school. its far from finished but i have the foundation done. to play the game there is an example level i made that can be found in the play menu. the game is made for two people using the same keyboard but can easily be played with one person. one player uses the WASD keys to move and the other uses the arrow keys. when both players are close to each other you can merge together. when merged the colors mix, also one player control's up and down and the other controls left and right. to unmerge press space again and you will return to your original colors. its important to only stay on tiles of your own color. white is always safe and black tiles will change to whatever color you are. you can also create your own levels with the creation kit. you can import and export levels to the game. as of now you can only do this with the first save spot. more detailed instructions can be found in the read me file. The game still needs a lot of work but i am open to suggestions, ideas, and criticism. Here is the link - http://www.mikeswickedgames.com/Team%20Effort%20Game.htm
Last edited by msmith2468; 01/04/12 20:44.
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Re: Team Effort
[Re: msmith2468]
#390988
01/06/12 20:17
01/06/12 20:17
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Pretty good. Just tested it, but feels good. Nice mechanic(the coop part is the best about it). Havent read through the options but, is there a key to restart a level, when a friend locked you by coloring all black floors?
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Team Effort
[Re: msmith2468]
#391017
01/07/12 01:36
01/07/12 01:36
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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For story, isnt the save/load very simpel?
Just save the number of the last completed level. You dont need to save the complete gamestate. Just the plain progress.
0 -> no level solved 1 -> level 1 solved 2 -> 1-2 solved
etc.
AT least i do not expect a save function to save during a challange(like a gamestate in Emulators), but the levels i have unlocked.
Greetings Rackscha
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Team Effort
[Re: msmith2468]
#391030
01/07/12 02:54
01/07/12 02:54
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Using the ingame save/load is a problem: it breaks imediatly when you make heavy changes and doesnt allow to restore older save files.
for save load: think about a structure.
For example:
ID Content ID Content ID Content ...
ID sais which type of content is following next(player profile, level file etc if you aim to put it in one file) After reading the ID, you continue with the required reading function for your content type.
Easy and simple.
EDIT. i.e. if ID is your ID for levelfiles, you know the structure. A level file could be like this:
Name tilesize_x tilesize_y tileinfo1 tileinfo2 tileinfo3 ...
and so on. So you have a reading function which reads the leveldata the same way you have written it.(you might consider writing another function for your tileinfo, if its more than some values)
Greets Rackscha
Last edited by Rackscha; 01/07/12 02:57.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Team Effort
[Re: msmith2468]
#391038
01/07/12 06:37
01/07/12 06:37
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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No, you are not searching for it. But it allows a flexible structure for loading and saving.(load it all at once).
But for example you could save like this:
playerprofile level playerprofile
or like this: playerprofile playerprofile level level
The ids tell you which type of content is coming when loading. The same loading routine which uses different subloading routines, based on IDs can load both files. Normally, you should seperate level files from profiles. But thats up to you.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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