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Pokémon-like movement #764
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Seems like you've not included any of the images in your zip. Can you modify your game so that images are in the same folder? Thanks! |
Oh yeah, sorry. Here it is: |
There were still wrong paths in your second upload, I corrected them here: |
oh yeah sorry. I'll see |
Here it is! |
Is there anything you want me to change? |
Some images are still referring to your computer (../../Desktop/...): you must move them in your game folder. To see why, try to move your game in another sub folder and the image of the player won't be available. Also, I tried and there are large pans of the game area that were grey. Is that normal? It's important that we have high quality example, so that it reflects professionally on the game engine :) |
Ok, I'll see |
Ok, here it is. Anything else? |
anything you want me to change? |
There are a few things:
You can also remove Nitro Bugz Main Character.png from the folder as it's not used it seems. Trying to get the example as tiny and useful as possible ;) Thanks! :) |
Alright! Here it is, I made a fence instead of a house because I thought it'd be weird if there was a house and you couldn't go inside. |
Anything else? |
Are there any other things you want me to change or add? |
Now it looks like I'm spamming XD. Anything else? |
Hey! I updated it a bit, anything you'd like me to change? I made it so the pixels aren't smoothed out so it has a Pokémon feel to it. |
Let me check :) |
Thanks for the update! Could you make the size of the game smaller? And replace the grass (and maybe path tile too) with some pixel art that is higher quality, like the character? "pixels" of the fence are smaller than pixel of the character. |
If I can add my two cents on the matter, it's not really a Pokemon movement example if there's not a tile-based movement in act 😄 |
Yeah, OK. I'll see what I can do. Thanks. |
Great work, Zeph-dev. I have been looking for something like this. But it is like MercurioC mentioned, one tap on the arrow key should move the player one tile unit, not continuously. The player always end up precisely in a tile instead of partially in it. Sorry if I am not making sense. |
I know what you mean. It's kinda hard to make it work. |
It's alright. Thanks for the reply.
Have a great day.
…On Fri, Feb 1, 2019, 12:50 AM Zeph_dev ***@***.***> wrote:
I know what you mean. It's kinda hard to make it work.
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I'm currently working on an rpg type example with exactly this kind of movement 👍. Might be ready for the next beta 😁 |
Crap, I was going to do the same, so this example can be finally added, but with a cool idea behind for the style/theme. |
Sure two examples are better than one 😄 |
I'm using a gridsize variable and moving the character until it's reached the cureent position + gridsize. If the player presses once then it moves until gridsize pixels is reached, if still pressed it adds another gridsize pixels and continues. This seems to work well. To keep the player on a path or in an area I put an invisible object and check if the next movement will keep the player inside the collision bounds of the 'path' object. I'll hopefully get the example up tonight or tomorrow so you can have a look 👍 |
I can't start to work on it in the next days anyway, so don't hurry for me please :) |
That's funny, I also have an unpolished example of grid movement lying on my hard drive. ^^ |
Here's first draft, I'm going to add a second indoor area and some interaction, in time could update with a dialog example when we have the new extension 👍 See Below! Suggestions very welcome 😄 |
New zip below! New example which reminds me about the screen guide in the editor is never the size when running the preview, is this a bug? See the GUI background which is supposed to be covering the bottom of the window/screen. |
@zatsme That's surely because by default, the width of the game is adjusted to the size of the window. Disable this option in the game properties and see how it goes. |
@zatsme I've tested and that looks really nice!
Pretty sure people will love editing/creating new maps if we have multiple objects. :)
What do you think? I think with a few improvements it could be a great starter. |
I created the maps in tiled and exported to a image file, I intended to include the maps and tileset in the project so people could use tiled to change them. Because of this and no tiled support yet, I used the large images. Once we have tiled support then the problem dissapears! But for now it's probably best to change to sprites so as not to confuse users 🙄 I use 'Always' because it's obvious for beginners, which is the point IMHO? I'll change to external events, add comments and make some extra sprites for the maps as you suggest so users can change the maps inside GD 👍 |
Yeah, I know it takes more time, but this also make maps easier to edit directly in GDevelop. It's more time to invest to create objects, but then it's fairly quick to edit maps.
Tutorials and games should generally avoid always - because a "no conditions" is exactly the same, faster for the user (you don't have to add an extra condition), faster to read (no conditions is grayed, so just by lookingat the color you know that there is no conditions for this event) and avoid a function call during the game so in theory it's faster than using "Always". Always is only there for completeness, to be potentially used with the "Or"/"And" special conditions. But apart from this it should never be used - it's almost 99.9% useless.
Nice! Look forward to the changes!! Will be super helpful for people who would want to start working on a RPG like/tile based game :) |
It's very hard to create a map with sprites and multiple anims, you can place the sprites and then go through the properties changing the anims but it's a long process. A interim suggestion (not sure how easy it might be to implement?) until we have tiled support is:- Have a tile place mode in current IDE, where the tile is visible to the user while being placed in the grid, and the ability to change the anim up/down with a keystroke, this would make it much easier to place tiles. Also a Random mode, like Tiled, where you can place a tile and it will randomly select the anim to use. If we had these two things it would greatly improve the user experience until Tiled support is available 😄 |
Remember that you can ctrl/cmd + click to duplicate an instance, it's not a lot but can still be helpful to quickly duplicate and put a lot of instances with a given animation.
The thing is that these shortcuts would be specific to the Sprite objects, so this require more planning and proper architecture to handle all kind of objects to benefit from this. |
If you are taking notes, then this is exactly what I mean... The selected Sprite/Tile is attached to cursor and in grid system, click and you can paint with the tile. A random option would allow the sprites anim to be randomly selected for each painted grid square to produce the effect on the grass with flowers and rocks etc 😄 |
Yup I see the idea. Note that this is not necessarily a good idea to even develop this for GDevelop for now, because it's bad for performance to be using so much little sprites - well it can works but the idea behind a tiled map object is to optimize the rendering a lot. |
All those draw calls :o btw this can totally be done but it would require
an active tool type interaction behavior with the scene editor. I was
thinking about it too.
Ideally we could be using the official pixijs renderer for tiled, adopt it
to GD in some way. Fork it if we have to. Rpg maker mv is currently using
it too, so it might have some limitations imposed on the design
…On Mon, Feb 4, 2019, 10:57 PM Florian Rival ***@***.*** wrote:
Yup I see the idea. Note that this is not necessarily a good idea to even
develop this for GDevelop for now, because it's bad for performance to be
using so much little sprite - well it can works but the idea behind a tiled
map object is to optimize the rendering a lot.
It's also why I suggest to use a bunch of tiled sprite, even for
grass/plants/trees where you can use a semi random pattern with a tiled
sprite. It's still fine to use sprites for some objects :)
But if this is to be done, this should be on a tiled map object, otherwise
I'm afraid of people painting maps of thousands and thousands of sprites
and then complaining of performance 😬
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Yes, I'll add ability for extensions providing objects to have interactions directly on the scene editor if we come up with a working tiled map object :)
Any official/community supported renderer would be the way to go :) Even if it's not as full featured as other software, it's fine again to start simple. I would avoid forking anything because this is possibly a ticket for spending days and nights debugging/upgrading things. The less we have to do, the better we can concentrate on providing a great software. I link the discussion here, let's continue here if we want to discuss about it :) #503 |
I'll leave that in the hands of you then. Good luck |
Do you think you'll have time for the suggestion I made or should I just go with what we have now? |
I can finish it this weekend, I made most of the changes already, just some last bits to do. I tested the performance of the different ways to render the gfx... Was interesting, individual sprites for everything ran ok with the map sizes in use but far slower than using the original (whole map image), or groups of images in a tiled sprite (new design) which were both very fast and almost identical performance! 🤔 |
Nice! How did you test the performance exactly? But yeah, when using individual sprites, the GPU has to draw lots of small squares. When drawing the whole map it's faster, and when using tiled sprite it's just a few additional squares to render + some texture change - so performance should be nearly identical while keeping flexibility of designing the level :) |
Nothing special, just the profiler 😊 |
Here you go, it's got a lot of your suggestions so is more instructive 😄 |
Great job! Love the door that closes when you come back from the shop/hut! 😄
Instead, have common events that just handles movement in the external events sheets. And have a few events (as few as possible) inside each scene that do the logic specific to these scenes. For "Forest", it will be to trigger starting the shop or hut scenes when the player collides with Shop or Hut objects. For "Shop" or "Hut", it will be an event that, when the player collides with some invisible called "Exit", will then: 1) Set a global variable to say that getting out and 2) call "Stop the scene and go back to the previous one".
Hope it's a bit clear! |
If you don't understand, I'll try to do it but have to find some time. I imagine that we could even create a set of events functions, that would be useful to create a RPG gameplay with a few events! (this will be part of the feature for sharing functions 😏). |
hi guys, could u guys kick me out. I keep getting these emails. thanks
…On Fri, Mar 8, 2019, 8:27 AM Florian Rival ***@***.***> wrote:
If you don't understand, I'll try to do it but have to find some time.
I believe that with more tiled sprites and some more generic events it
could be a great starter.
I imagine that we could even create a set of events functions, that would
be useful to create a RPG gameplay with a few events! (this will be part of
the feature for sharing functions 😏).
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I understand, been coding logic for years, but a bit lazy and not much time 😆 🤣 I'll try to do some more this weekend! 👍 |
@zatsme if you have an updated project file about this somewhere, let me know :) |
This should be not too hard to finish and make in a real example, marking as a good first issue. |
Hi 4ian, I wish I had time to make more examples for GD5 but not at this moment The zip from 3/3/2019 above is the latest code I have 👍 Still watching progress though, this past year GD has really kicked on, great work all! Hopefully will be back having fun with GD soon 😃 Zat |
Closing of this issue, all examples are now on another repository. |
Hi!
I'd like to submit a new example to be added to GDevelop.
The project file is an attachment.
I confirm that any assets can be used freely by anybody, including for commercial usage.
They are all made by me.
game.json.zip
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