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PostPosted: Thu Apr 15, 2010 9:08 pm 
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Joined: Sat Apr 03, 2010 4:46 pm
Posts: 17
Hey guys.

This is my first Slick project called "Forever Fable". I will likely be working on this for quite a while seen as at the moment, I'm doing everything by myself - graphics, music, and programming.

Image
The title screen.

You can get a very early demo from here:
http://gamejolt.com/freeware/games/rpg/forever-fable/1965/

It mainly just shows off some of the graphics.

CONTROLS
=======
Arrow Keys - Move + Jump (UP x2 to double jump)
K - Kill (You can still move around once dead! ;D)
L - Kill (A Little less dramatic)
D - Kill (DOOOOM!)
R - Resurrect

The grass is currently a pixel too low, but I've fixed that in a later tileset. Don't walk off the edge of the map or you'll fall :P

Image

Joe


Last edited by Huruey on Wed Apr 28, 2010 4:09 pm, edited 1 time in total.

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PostPosted: Thu Apr 15, 2010 10:03 pm 
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Joined: Tue Mar 03, 2009 11:53 pm
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Hi!

The demo looks nice, even in its reduced size:) Any chance to see the underlying code?:)

ciao!

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Carotinho


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PostPosted: Fri Apr 16, 2010 5:25 pm 
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Joined: Sat Apr 03, 2010 4:46 pm
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Carotinho wrote:
Hi!

The demo looks nice, even in its reduced size:) Any chance to see the underlying code?:)

ciao!


Thanks :)

I'm not making the whole source available at the moment, but if you're interested to how how anything specific was done, I could show you relevant bits.

Joe


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PostPosted: Sat Apr 17, 2010 12:33 pm 
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Thanks:)

The interesting part should be the collision code, if it's box-based etc., how you manage collisions between sprites (if applicable yet), and if you use a sort of tree subdivision for speeding up the process.

I have it running and not yet complaining about it, but I am interested in new ideas:)

ciao!

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Carotinho


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PostPosted: Sat Apr 17, 2010 2:26 pm 
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Joined: Sat Apr 03, 2010 4:46 pm
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Carotinho wrote:
Thanks:)

The interesting part should be the collision code, if it's box-based etc., how you manage collisions between sprites (if applicable yet), and if you use a sort of tree subdivision for speeding up the process.

I have it running and not yet complaining about it, but I am interested in new ideas:)

ciao!


Collisions are all still a bit in the working, but I created a CollisionDetector class which has an imagesCollide() method, which I use to detect pixel-perfect collisions between images. This only checks the overlapping area of two images, so when the images boxes are not overlapping, there is no extra processing.

I don't yet have collisions between two sprites, but I am using a divide-and-conquer approach to identifying collisions with the map.

Joe


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