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Post by hugheth2 on Oct 12, 2012 7:28:52 GMT -8
Helloooooo
So basically I'm just going to whack up updates on Dizgruntled in this thread as I'm now actively working on it again after a 12-month break!
So latest thing to report is....
Tomalla and I have successfully loaded the original sprites directly into the sequel!
This is an amazing result that I really should have sorted out back in Easter 2011... It means that progress with the game is likely to become much, much faster, giving Gruntz toolz and toys after the next release or so. For anyone who is interested in extracting files from REZ archives and reading PID files then you're more than welcome to contact me, though we've found most of the explanations scattered across the internet.
As I've mentioned in other threads, I'm currently improving my game engine, and Dizgruntled is the perfect test game to guide these improvements. As always, all the code I'm writing is released open source, so if anyone is interested in helping out then do get in touch.
I'll keep you updated!
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Post by hugheth2 on Oct 12, 2012 8:36:18 GMT -8
So here's a screenshot of the current map editor - placing objects is much simpler than in WapWorld and you can have different groups of them / link up triggers without too much pain
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Post by Perfect Grunt on Oct 12, 2012 8:43:59 GMT -8
Just one word: Wow!
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Post by ILoveGruntz on Oct 12, 2012 15:19:14 GMT -8
MAN - thats so much better.
This migh make me go back to making CL'z again if its working
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Post by hugheth2 on Oct 13, 2012 11:33:43 GMT -8
... Messing around with the level editor
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Post by hugheth2 on Oct 13, 2012 14:55:28 GMT -8
Some of you have expressed wanting to use multiple tilesets in Gruntz maps in the past... Here's a preview of the editor with multiple tilesets in levels
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Gaby
Retired Staff
Posts: 3,537
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Post by Gaby on Oct 13, 2012 22:18:46 GMT -8
I love the idea, but still donot understand how to use those tilez with our GLE...
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Post by hugheth2 on Oct 14, 2012 0:04:59 GMT -8
Not really sure where your coming from Gaby? Either a) you mean integration with Vanilla game - I'm trying to decipher wap world files which would allow all WWD files to be ported to the new game. Obviously it wouldn't be possible to go the other way, but the sequel will hopefully include the vanilla game clone as a subset. Or b) Why would having multiple tilesets be useful? The answer to that is that with the sequel, you can also create as many new tilesets as you want, so we could have a transition pack that would make the different world tilez fade into each other nicely
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Post by Perfect Grunt on Oct 14, 2012 1:58:02 GMT -8
Another excellent news! We need "blending" tilez to make this feature really usable (and good looking), am I right? Has anyone knowledge about the help boxez already? To make level-included helpboxez (with support for different languages of course) would be another "must have" in my opinion.
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Post by hugheth2 on Oct 14, 2012 4:04:16 GMT -8
So this morning I successfully decoded WapWorld filez, with a little hint from Tomalla I'll post results later. This essentially means that ALL the original levelz and custom levels that have ever been made will work in Dizgruntled which is awesome Yes a blending tileset would be really useful as I mentioned previously Help books will be easily editable in Dizgruntled. It's harder to get them changed in the vanilla game because they relied on a language file. In Dizgruntled, you'll be able to specify different help messages depending on the language chosen.
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Post by ILoveGruntz on Oct 14, 2012 11:07:47 GMT -8
Gratz on getting WWD to work with the game.
How is the game itself coming along? I would really like to know how far you are with implementing the original features and designing new ones.
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Post by hugheth2 on Oct 14, 2012 14:59:12 GMT -8
As I said above I recently managed to get the original sprites and animations loading directly into the game, which means toolz and toyz will be much easier to incorporate into the game. Regarding general progress on the sequel, I'm focusing on the editor because I hope it will increase interest in the game for future releases, as the initial response was somewhat lacking...
Presumably you've seen alpha 2? I've since managed to get in game saving / loading and simple networking working, and will be focusing on the game again properly after making significant progress with the level editor.
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Post by hugheth2 on Oct 14, 2012 16:14:42 GMT -8
Look familiar? (the black squares are just where I've removed duplicated tiles in the tileset - this won't be a problem in future, just a first attempt!)
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Post by hugheth2 on Oct 15, 2012 2:43:21 GMT -8
Anyone recognize this? One handy functionality will be a "world switcher" tool that allows you to change a section (or all) of a map into a different world, without having to worry about which tiles correspond to which in each world
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Post by hugheth2 on Oct 15, 2012 5:02:22 GMT -8
An example of placing arrowz over alternate ground, and white switchez. I guess you could place them over stairs too, but it looks kinda weird!
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GooRoo
Administrator
Owner Administrator
I luv Gruntz!
Posts: 7,425
Display Name: GooRoo
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Post by GooRoo on Oct 15, 2012 5:55:03 GMT -8
Correcting the Arrowz problem alone is a marvelous modification! I have often wanted all nine (current) Arrowz duplicated on the alternate color background ... just for appearancez sake! By making them transparent, they are now usable for area 1, area 2 and transition tilez! But I would not want them usable for other tile groupz (like stairwayz), but keep them as standalone overlayz for Ground tilez, just as they are now designed only as replacement Ground tilez ... with a special use. Another benefit of dizGruntled is the ability to replace duplicate tilez, allowing more variety in mapz.
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BattlezM
Moderator
Is my hat too big?
Posts: 1,308
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Post by BattlezM on Oct 15, 2012 16:27:53 GMT -8
Loving the progress on this! How are those arrowz done? Is it just addition tilez or is it something special? Btw, along this line I thought of an idea to make this (potentially) easier. Could you turn arrowz into an actual object as opposed to a tile? It could be LogicPush that allowz the designer to specify which way they'd want a grunt to move, with the appearance of WorldArrow, with a special valuez for cross arrowz/multi way arrowz. This makez arrowz an overlay which allowz for placing them easily over any surface, and make natural diagonal arrowz (along with all the multi way variantz).
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Post by ILoveGruntz on Oct 16, 2012 0:48:51 GMT -8
BattlezM - I think you are thinking too much in old GLE terms. There is no reason to split the editor into objects and tiles. Modern programming structures are much better than this, and can allow what used to be most old objets to simply be assigned to the tiles as variables. Some things do need seperate objects - such as EyeCandyz and toolz, but switchez, pyramidz, statichazardz and many other objects does not need to be seperate in a new editor.
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Post by hugheth2 on Oct 16, 2012 11:08:05 GMT -8
There will be plenty of similarities to the old game in terms of the logic / tile split, and this is mainly for backwardz compatibility with the old mapz. There is no reason though for developers not to extend the editor and game with different abstractions.. Tiles common to all the worlds are in a special transparent "standard" tileset. This means they can be drawn easily on any other tile, depending on the designers taste (or lack of, as GooRoo was concerned about!) BattlezM a good point about the tile logic. It will be easy for level designers and game modders to produce their own logicz in-game. These will be scripted by lua and placed like any other tiles, and can be hooked up to perform some behaviour at a time interval, or when a specific property of the map is true
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Post by hugheth2 on Oct 16, 2012 14:41:20 GMT -8
EyeCandiez! Okay okay they're not quite in the right place, but I'm working on it
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