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The Suggestion...
over the past while, and I'm figuring that I
should give a little update as to what I've
gotten done thus far.
I now update weekly, with two versions
online; one from this week, and one from last
week.(the links will alternate, you should
look to the bottom of the page to figure out
which one is the most up to date)
Stream A
Stream B
and if you happen to be looking for the
newest mrOpen, you can find it all target="_blank">here. Be wary though! It
might not be entirely stable!
This page is for feedback, and comments on
what I'm up to; If you happen to find a bug,
please submit a suggestion in an area roughly having to do with what the bug is or was, and start the title with "Bug:"
Parent Suggestion
(an earlier version of this idea)Update! | Rating: 5.00
Comments
164 comments hidden. Show
19 Jan 2011
[comment_40908]
♪
20 Jan 2011
[comment_40910]
Super_merlin
Honestly, I don't think Steve would want MR in 3D. Remember how he had the zoom to make it look more pixely again.
20 Jan 2011
[comment_40912]
♪
If I go that direction, I'll just my roommates' project and code their ray-tracing engine.
22 Jan 2011
[comment_40925]
steve
I am not personally interested in doing anything in 3D but that not say that I wouldn't join in if someone else did it and it looked promising.
I like the voxels though.
The thing that keeps popping into my head is to actually make it more retro though. I'd really love to do a version that is limited to the same graphics display rules a C64 had to use.
22 Jan 2011
[comment_40930]
Super_merlin
It'd be amazing to do one that runs on a C64 though!
In regards to C++ though, I'm with Linus on this. I hate C++.
23 Jan 2011
[comment_40936]
megaman4ever
Multi-plat, easy, you can use SDL/OpenGL with it(obviously), and I know how to use :P
And also, Epic MR only had 32 colors. I had 5 for Merlin, but yeah, 16 is quite a limitation.. Still, it would be awesome :D
23 Jan 2011
[comment_40937]
steve
The resolution was 160x200 for mutli-color mode 320x200 was high res mode but then you could only use 1 colour per sprite!
In multi-color mode each sprite had three colours plus transparancy. All sprites had to share the first two colours, the third could be set per sprite.
Backgrounds were similar - two colours had to be the same for all 'blocks' but the third colour could be set per block. A block was made up of 5x5 characters and a character was something like 5X10 pixels.
Additionally, the pixels were rectangular like two squares next to each other.
But these restrictions gave c64 games a distinctive 'look'. And you could say the same for any of the 8 bit platforms.
I dislike C++ too, I would prefer to use Vala with SDL but I couldn't find enough tutorials to get me started, whereas there is plenty for C++.
I never thought of using Java/SDL though. That could be good - Java is widely used where I work so it might be good to learn it.
23 Jan 2011
[comment_40939]
Super_merlin
24 Jan 2011
[comment_40940]
Hobbes
24 Jan 2011
[comment_40941]
Super_merlin
24 Jan 2011
[comment_40944]
♪
Professional stuff really tends to remain as C++, because of low overhead(of already having an existing code-base, along with having trained programmers in the language).
24 Jan 2011
[comment_40952]
Super_merlin
The only thing that can be a tad confusing is the lack of variable declarations.
Then, you realize that it's really the best idea in the world.
24 Jan 2011
[comment_40953]
♪
25 Jan 2011
[comment_40955]
Super_merlin
25 Jan 2011
[comment_40960]
♪
26 Jan 2011
[comment_40964]
Super_merlin
At least you use labels, not line numbers.
26 Jan 2011
[comment_40966]
steve
I don't think Java is going away any time soon, but unlike OpenOffice (now Libre Office) or Open Solaris (now something else) I don't know if it's legally possible to fork Java if Oracle annoy everyone too much.
26 Jan 2011
[comment_40968]
megaman4ever
I'd say it takes at least 15 years for Java to become a very minor language or one used for teaching the basics, for example.
And that is a long time.
29 Jan 2011
[comment_40978]
steve
30 Mar 2011
[comment_41516]
♪
with the cell game code, I can get between 600 and 700 cells to be moving around and thinking about things at the same time(on something with a less than 1Ghz processor)!
Next steps are writing it into director, and primarily, trying to figure out how to do teams.
I suppose I should explain how this is done.(and the battle plan):
All the data about the room is stored in a two dimensional array of objects called map nodes. These map nodes have a locXY(location in X and Y), a pointer to another map node, and some method of listing the objects it contains. (I like having a linked list here, to have constant time adds and removals)
Most places in the map array are empty, keeping memory costs down, and to add to the map, a simple bitshift can be used(shift right by 5 to divide by 32, for tile size) on the object's location(provided that it is an integer, of course)(hopefully director does 2's complement bit shifts)
Searching through the map is a simple matter of checking the map node at a given locXY, and if there are enemies there, target them.
If not, the map sees if there is anything around in the surrounding 8 squares, linking them together to be searched afterwards for actual targets using the 'next' pointer on the map nodes. If there are still no map nodes found, it'll try the next shell, and the next.(If its really having a hard time finding someone, it can also give up looking)
15 Apr 2011
[comment_41611]
♪
22 Apr 2011
[comment_41630]
♪
24 Apr 2011
[comment_41636]
♪
Also: my, this is a big little piece of work. What I've got left is dealing with bullets(for spellcaster ai) and melee attacks(a fair amount of work), then reworking mines a bit to make use of the faster targetting(little work involved).
Should I add some new enemies in the mix as well before putting the next one up? I think it'll be on a small map.
24 Apr 2011
[comment_41637]
steve
25 Apr 2011
[comment_41643]
♪
Ninja'd by m4e. >:D
25 Apr 2011
[comment_41644]
♪
melee = done (though probably needs some more testing)
Next, mines. Then there's the question of what to do with bullets in the spellcaster ai (they like being able to find out who the nearest bullets are, such that they can run from the lot of em)
I'm thinking of two potential solns. One would be to make another grid of where all bullets happen to be(What I did with units/buildings though I haven't tested with buildings yet...)
The other would involve some changes to the relationship stuff.(objects have the ability to tie in to other's to get certain events and other info. One in particular is the object's target: aka, the bullet is aiming at its target and will only hit that one character)
When a bullet declares a spellcaster to be its target, the spell caster would add it to a list of things that it needs to avoid, and scroll through those every frame. I'm not entirely sure how to implement this, nor how fast the relationship code really runs.
For now, I think ima just comment out the bullet stuff and put it back in once I get this figured.
25 Apr 2011
[comment_41645]
♪
25 Apr 2011
[comment_41646]
♪
26 Apr 2011
[comment_41653]
♪
Details: things move pretty fast, though spellcasters ignore bullets. press C to summon multiple, yatta yatta yatta.
I also think the saving bug might be fixed now.
26 Apr 2011
[comment_41655]
♪
2 May 2011
[comment_41672]
steve
What sort of speed improvements are you seeing? I'd be interested to see some numbers.
2 May 2011
[comment_41676]
crazymerlinman321
3 May 2011
[comment_41686]
♪
The frame time is generally 90(as opposed to 150 or so with the old one) when lots of stuff is going on, with an upper limit of maybe 130. It tends towards 30 pretty quickly, and throughout what I've posted for the current mr4(it is updated btw) I'd say its mostly ~50(when the screen is not cleared).
An interesting change was to remove a repeat from the collision detection, which brought things down by 5-10 (it just enumerated through four things, which in testing I saw that a repeat took maybe 4 times longer than just writing it out)
Energy mines effectively produce unnoticeable change under the current system. I made them check less often than they used to, but they are just as reliable as the originals from mr3, as they check the nearest enemy rather than a random one. I could also add a considerable speed increase to the find random function, though I don't think its needed. (rather than make a list of all the units, I'd get a bunch of random numbers, the first would decide what team to use, the second to determine the role targeted, and the last would be the index in the unit list to grab. Of course, more information will need to be kept in order for that to work)
With regards to future improvements, I think there are a couple areas which could benefit from some reworking, though I need to do some checking on exactly how they work and how often they are used. Primarily, this relates to a different policy for the object pools(I think for now, it keeps a list what free objects there are, and allows the pool to keep up to either 100 or 500 of each object, which effectively never lets garbage collection do its thing(this is bad for caching, I think, seeing as how much memory mr seems to take up)) and the event system. I think the event system does a lot of searching and not much adding or removing, so implementing a binary search(the real question is whether any built in functions use one) or bst.
3 May 2011
[comment_41694]
crazymerlinman321
3 May 2011
[comment_41696]
♪
If not, then you might want to completely remove it, then download again.
3 May 2011
[comment_41699]
crazymerlinman321
7 May 2011
[comment_41721]
♪
Anywho, I'm thinking of doing some work on Sunday, to integrate bullets into the new system.
Now that I think about it, I can add at least one more bit of optimization to the targeting system, and I'll include that with the bullets as well.
I might also get towards working on some other speed and/or memory stuff, or start on Morph.(I'd like some steve input on suggestions for that implementation)
Oooh! I just thought of another thing that probably takes a fair bit of time! Calculating collision rectangles! I could just have it calculate them once per frame, and give out copies of it whenever needed.
15 May 2011
[comment_41801]
♪
16 May 2011
[comment_41804]
megaman4ever
16 May 2011
[comment_41807]
crazymerlinman321
17 May 2011
[comment_41828]
crazymerlinman321
24 May 2011
[comment_41860]
♪
Which I suppose leaves me saying that I'm a little sidetracked with school atm, but will try to get back to mr on thursday.
24 May 2011
[comment_41862]
♪
24 May 2011
[comment_41863]
Erik Rodriguez
3 Jun 2011
[comment_41887]
♪
4 Jun 2011
[comment_41893]
crazymerlinman321
5 Jun 2011
[comment_41918]
♪
5 Jun 2011
[comment_41929]
crazymerlinman321
5 Jun 2011
[comment_41935]
♪
I've done some work on the evil kings, but I haven't gotten an inspiring graphic drawn yet, and won't have time to in the next little bit. However, I'll be getting to it soon enough.
4 Aug 2011
[comment_42435]
merlin1234
4 Aug 2011
[comment_42438]
♪
You're probably using the background version. Make sure to put in the ones from the objects layer instead.
Otherwise, it may be that you need to update your mr file. For a while, the image was in the editor before I had finished getting them to work.
12 Aug 2011
[comment_42445]
♪
I'm ddoooooonnnnnnnneeeeeeee!
So I want to power through as much mr4 and reMobile as I can before something else comes up.
12 Aug 2011
[comment_42446]
♪
-make ranged attacks work for the player (maybe add a bow or something)
-make attacks able to create buildings(or a new attack called Drop?)
-Draw Tangerine wizard, some of his army
-think about what is needed to get the baby to work
-figure out what else needs to be done before morph can be implemented
-implement morph
(-morph bars)
-redraw ostrich's legs so he will look good at a reasonable speed
-write ostrich ai, probably very similar to a spellcaster
-import all the baby's gfx, if not already done
-work on gfx for desert enemies
-do ember wizard.
12 Aug 2011
[comment_42447]
♪
-evil king(I think he'll be tangerine rather than scarlet, for nice colouring)
-buffs?
-draw all the anims for the golden acme box
...
12 Aug 2011
[comment_42448]
♪
15 Aug 2011
[comment_42457]
megaman4ever
Joking aside, I should get on and do that spritesheet for RE.. About 25% done, and I had already forgotten about it, for *gasp* weeks!
16 Aug 2011
[comment_42458]
♪
I was doing some late night jamming in front of a coffee shop, and we were offered a show, and some free donuts, and I think I might be going camping in a couple days.
16 Aug 2011
[comment_42464]
♪
Allowing anims for when units are released from their building.
6 Sep 2011
[comment_42489]
♪
7 Sep 2011
[comment_42490]
♪
(also, maybe redrawing some of it)
30 Sep 2011
[comment_42533]
♪
10 Oct 2011
[comment_42543]
crazymerlinman321
10 Oct 2011
[comment_42549]
♪
(C# and Java are almost the same)
If you'd like to do some android stuff(which I'm currently learning and writing an engine for), you can probably get it to run on your ipad, though you might want to wait until ice cream sandwich is done, such that you can get the benefits of running a version built for tablets.
11 Oct 2011
[comment_42555]
crazymerlinman321
Also, I'd love to learn this Android language, it sounds interesting.
11 Oct 2011
[comment_42557]
♪
The language used for android is Java.
12 Oct 2011
[comment_42563]
crazymerlinman321
21 May 2012
[comment_42953]
♪
Things that will be happening:
* online files for merlin1234's various maps
* an mr4 features demo map
* an update to that big map I've got going. It will probably be a bunch easier.
* a bunch of bug fixes, and speed improvements (The best one is that saving will work completely again!)
* new enemies
* new spell(s) ... that may not really be spells, but ranged attacks
* new background tiles
* player reel
* (maybe) difficulty settings
* wizards who can use more than one spell
* ... and stuff I can't remember right now
22 May 2012
[comment_42965]
Super_merlin
22 May 2012
[comment_42968]
♪
I can probably back track a little bit, add one extra state and it'll work again though... so its not too bad. There's another related bug, which I may have caused in fixing another, where the sorcerers end up not drawing graves, and just stay on the reel picture when they die. There might be a better fix for that than adding another state though... when a sorcerer dies, it seems like it jumps to finish,/rather than to die, which is likely the problem.
26 May 2012
[comment_42976]
♪
I completely forgot how much work it is to set all of that up. It'll come into fruition over the next couple days though.
26 May 2012
[comment_42977]
merlin1234
thought they would be that good :0 but all of this sounds cool
29 May 2012
[comment_42982]
crazymerlinman321
29 May 2012
[comment_42987]
merlin1234
30 May 2012
[comment_42992]
♪
24 Jun 2012
[comment_43110]
crazymerlinman321
24 Jun 2012
[comment_43128]
megaman4ever
Maybe I should finish the works in progress and then post everything up at once..
There's quite a plentiful of nice stuff coming if I can stratch up the time and motivation, I'm telling you.
24 Jun 2012
[comment_43130]
megaman4ever
20 screens of awesomeness into bitspace. We shall mourn this day.
And now I don't really feel like doing any of the maps, before this problem is issued and fixed and MROpen gets proper updates. :3
24 Jun 2012
[comment_43136]
crazymerlinman321
I may do my own map later, but it might not be too big.
25 Jun 2012
[comment_43139]
megaman4ever
Do you remember the Golden Fortress or whatever it was called? It was rather difficult, wouldn't you say?
Well, they are meant to be beatable, but.. ..Just barely. It's like, a bar to show the limit of my skills. There are better MR players out there, I believe. If you can't beat it without cheats or saving mid-battle, you're not as good as me, and if it's a breeze, you are much better. Something like that.
Plus, it's refreshing to have to work for something really hard, and when you finally beat it, you're rewarded with an awesome cutscene! Or maybe you aren't, seeing how I don't bother to make cutscenes.
25 Jun 2012
[comment_43142]
crazymerlinman321
25 Jun 2012
[comment_43145]
Hobbes
25 Jun 2012
[comment_43146]
crazymerlinman321
25 Jun 2012
[comment_43150]
megaman4ever
OH, you mean THAT room. Right, the one with the necro's caged up? I found it easy, but it might be tough without Beam and GMG.
As for the Golden Fortress, I meant a MROpen map I made a while back.
25 Jun 2012
[comment_43151]
crazymerlinman321
You sir, are some sort of magician.
25 Jun 2012
[comment_43154]
megaman4ever
But during my first playthrough, I did die because of them. And I was angry having to start all over again.
Later I discovered saving, and that helped me a plentiful of times. :D
26 Jun 2012
[comment_43161]
crazymerlinman321
27 Jun 2012
[comment_43163]
megaman4ever
I played the latest MR4 alpha online. Potions etc were blastable - whoa! But not after the screen was cleared. Is there a solution?
9 Jul 2012
[comment_43214]
♪
18 Jul 2012
[comment_43329]
♪
Eventually, I'll make an update! ver 3, with a link to the dropbox, and an embedded/playable mr in the suggestion.
The binaries are likely not up to date. I recommend acquiring director mx 2004 by some means, and use that to play/edit.
Note: There are three versions of Main under the main folder/cast in the .dir file. The game will use which ever one is in the first slot.
The quick start one is best for regular use, while the other two are generally just for outputting binaries. Avoid using the slow start while in the dir. There's a large chance of doing a lot of damage to the .dir/destroying all the work done on mrOpen. Don't worry too much though: dropbox keeps revisions of all changes made to the files.
18 Jul 2012
[comment_43330]
steve
It is not really practical to program that way.
I am really reluctanct to move away from Director MX. I actually went out and bought it and I can't afford to upgrade to MX 2004.
18 Jul 2012
[comment_43332]
♪
24 Jul 2012
[comment_43368]
steve
23 Apr 2019
[comment_44566]
Disco_Chef
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Rating: 5.00 in 1 votes
Status: rate
Update! Ver 2