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Splat!: War of the Stickfigures Beta

Last post 09-27-2008, 7:00 AM by The Dragon Rider. 18 replies.
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  •  06-02-2008, 8:17 PM 6730

    Splat!: War of the Stickfigures Beta

    Attachment: Splat!.zip

    Update: Now has basic walking animations for the Stickfigures, and a few misc. things.

    Here is my latest game, Splat!. It is a 2D platform-shooter, supporting the following features:

    • No Sprites: Everything is done with the 2D Drawing library
    • Custom GUI Menus and Buttons ( A separate W.I.P. right now, and not real pretty, I'm working on a plug-and-play menu/button system but that's a way off )
    • Multiple Weapons: Use the number keys to switch between them
    • AI enemies: The hardest part. Making an enemy that is smart is easy. It's making one that you can actually beat is a real challenge :-)
    • 2D Camera: Scrolls to follow the player through the level
    • Work in Progress

    There are only a few enemies right now, but I will add more once I have designed a few levels. Basically the AI moves around and shoots if it sees the player. I need to make walking animations for the people and add some other things ( healthpacks, special weapons, mission objectives, level data stored in text files, particle effects, bosses, how-to-play ) but for now it's a working program.

    "Splat!" is really just a placeholder name; I need suggestions on a better one. 

    Progress:

    • 35% <-- Animation ( Current Focus )
    • 10% <-- Level Data Stored in Text Files
    • 0%   <-- Healthpacks
    • 50% <-- Particle Engine
    • 75% <-- GUI Elements
    • 0%   <-- Save / Load Game
    • 0%   <--Bosses
    • 15% <-- Weapon Systems

    Please report any errors, bugs, quirks, and/or glitches that you find. When reporting runtime errors, please include line number and error message. Thank you!

    OK, here it is: the part you've all been waiting for!

    How to Play:

    Use directional or WASD keys to navigate. Up and W will jump;  Down and S will aim up ( I want a crouch feature but it's not working right now
    ). 

    [Control]/[Space]/[Enter] to fire your weapon

    [Shift] to run

    1,2,3 to switch weapons. 1 = pistol, 2 = shotgun, 3 = machine gun.

    [Escape] to pause

    Have fun! 

    EDIT: Removed references to missing sound files. The program should now run without errors. 

    EDIT: See the the thread entitled New! Function LoadPoly(File as String) from The Dragon Rider for an up-to-date function that loads Polygons from a text file.

    Filed under: ,
  •  06-03-2008, 12:34 PM 6731 in reply to 6730

    Re: Splat!: War of the Stickfigures Beta

    sounds cool i tried it out but heres what came up

    Runtime error on line 88 Splat.Kpl 


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  •  06-03-2008, 12:36 PM 6732 in reply to 6731

    Re: Splat!: War of the Stickfigures Beta

    By the way i am working on a phrogram based game kinda like this one me and my brother make our own sprites so if thats cool, if u cant could u give me some tips on how to fix the bullets Thanks.

     

    By the way to fix crouching you might want to try making a crouch sprite and when the person clicks down it switches to the sprite. 


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  •  06-03-2008, 3:57 PM 6733 in reply to 6731

    Re: Splat!: War of the Stickfigures Beta

    Nightfire53:

    sounds cool i tried it out but heres what came up

    Runtime error on line 88 Splat.Kpl 

     Check the sound file names.  I didn't have pistol.wav, or one other sound file the program wanted, so I substituted them for files I did have and then everything ran OK...

  •  06-03-2008, 4:08 PM 6734 in reply to 6731

    Re: Splat!: War of the Stickfigures Beta

    Attachment: Splat!.zip

    sounds cool i tried it out but heres what came up

    Runtime error on line 88 Splat.Kpl

    Hmm... Line 88 is empty. Line 87 is

    Var Missiles As Missile[MaxMissiles]

    I wonder why it's giving you that error. I've attached an executable so you can try it.

    As for the crouch feature, I thought I could use a sprite ( or, to be exact, a Polygon as an animation frame ) as you suggested. When the player crouches, the point is to be able to squeeze into tight spaces. OK, sounds simple enough. The problem is changing the height of the player. When I change the player's height, then he falls right through whatever he was standing on.  If I use a different sprite ( or Polygon ) the height of the player doesn't change, so I don't fall through things, but I also can't squeeze into tight spaces.  I'm sure there's a workaround but it's not priority right now so I haven't found it yet. 

  •  06-04-2008, 10:13 AM 6735 in reply to 6734

    Re: Splat!: War of the Stickfigures Beta

    Pretty darn good! I'm impressed...! Brillant animation!

    I too had the error on line 87 when I tried it yesterday...

    Var Missiles As Missile[MaxMissiles]

     ...but since downloading the .exe and retrying it again in the Phrogram enviroment it now works ok.

    Good to see peoples projects on here and stuff outside the competition entries. I'm working on a project with my son - it was going to be a weekend one but it is taking longer than expected! We hope to get round putting something on her soon!


    TomDad. Tom is my son...and I'm his Dad. So we are TomDad Software.

    Phrogram: (TomDad) Currently working together on a Pong Clock

    Outside Phrogram: (Me) studying Java Tutorials
  •  06-05-2008, 1:58 PM 6736 in reply to 6733

    Re: Splat!: War of the Stickfigures Beta

    LFS:

     Check the sound file names.  I didn't have pistol.wav, or one other sound file the program wanted, so I substituted them for files I did have and then everything ran OK...

    Ahh... There's the problem. I'm not actually using the sounds anymore, so I'll remove the references and re-upload it.

    EDIT: Done. 

    TomDad:

    Pretty darn good! I'm impressed...!

    Thank you!

    TomDad:

    Brilliant animation!

     And I haven't even animated it yet...Heheh...Are you perhaps referring to the camera motion?

     

  •  06-08-2008, 12:00 PM 6742 in reply to 6736

    Re: Splat!: War of the Stickfigures Beta

    And I haven't even animated it yet...Heheh...Are you perhaps referring to the camera motion?

    No just meant the way stuff moves around very good really, the AI is good...not studfied your code, but think a lot of people could learn from it.

    So suppose you mean by animation that your going to have multiple layer .gifs and even more reality...?

    Think you started off really well with the basics and you can build a lot from that,  'cos this game has a lot of potential...


    TomDad. Tom is my son...and I'm his Dad. So we are TomDad Software.

    Phrogram: (TomDad) Currently working together on a Pong Clock

    Outside Phrogram: (Me) studying Java Tutorials
  •  06-08-2008, 3:54 PM 6744 in reply to 6742

    Re: Splat!: War of the Stickfigures Beta

    >> No just meant the way stuff moves around very good really, the AI is good...

    Ah. :) Well, it's not really all that complex..

    Basically the bots have 3 motions: move left, move right, or don't move. One of these is randomly chosen and executed. They then check to see if they are near an edge. If they are, they change direction ( assuming that the reason they are near an edge is because they were moving toward it - they weren't there a moment ago, so they must be moving ).

    They also check to see if they can "see" the player. If the player's Y plus the player's Height is greater than the bot's Y, and the player's Y is less than the bot's Y plus the bot's Height then there's a line-of-sight to the player.

    If there is a line-of-sight ( or LoS ) to the player, they fire at him.

    I want them to not register the LoS if there's a wall between the bot and the player so they don't waste ammo ( not that they ever run out ), but I haven't got around to that yet. Of course the wall will stop the bullet anyway, so there's no harm to the player, but it looks better if they don't shoot at blank walls.

    >> So suppose you mean by animation that your going to have multiple layer .gifs and even more reality...?

    Not .gifs exactly.. The program doesn't use sprites. But the Person class was designed to be animatable ( hide one polygon and show another, just like frames of a gif ) from the beginning, so the only problem there is designing the Polygons for the different "frames". In answer to your question, yes, that's pretty much what I mean. :)

    >> Think you started off really well with the basics and you can build a lot from that,  'cos this game has a lot of potential...

    I've found that it's the best way to go. Once you have a working framework, all the other stuff ( bosses, healthpacks, stationary turret guns, lighting cannon powerups etc ) can come later. But you have to start with the basics or there won't be anything to build upon. Right now, I have what you call the basics. This lets me go off and design the other things, such as UI elements ( which is what I'm currently working on ). When I have the UI elements I need, I can simply plug them right into the program. I think this is what happens for most things. For example, the weapon firing was taken from SpaceShooter.kpl, where it had already been worked out. The same goes for the Button2D class and the Camera2D class. Another example is the pause feature. I couldn't make that until I had something to pause. Hitpoints too: they are useless if you don't have anything to fight.

    I've found that building from the ground up is by far the most enjoyable way to program. That's actually where I started: Player collisions with the ground. It took me a while but I got it done. Next came AI. Then weapons, hitpoints, and a moving camera. After that was the menu system and UI elements. Right now, I'm polishing some of the basic functionality.

    The next major addition will result in an updated version for you guys to play with. :D

  •  06-09-2008, 9:25 AM 6746 in reply to 6744

    Re: Splat!: War of the Stickfigures Beta

    Thanks for the detailed explanation of stuff, it is absolutely the best thing to do start simple.

    I'm applying what I have learnt, can make up quite a lot of test programs to try things out. I try and work everything out for myself, such as bullets firing and animation. Managed to fiqure out multiple sprite animation now - just stuff bouncing round the screen randomly...so far got to do a shoot 'em up type stuff, then will try a maze type game and then try a simple platfrom type game.

    The way I plan is to make notes on paper, work out how things will look on the screen with squared math paper, and graph paper and use felt tip pens.

    I'm actually doing these however in Pascal when I'm coding by myself, however should be able to convert a few one day to Phrogram and put them on here somewhere.

    ...and then I dont know what! Would like to try writing applications I think!

    You might want to look at these links; you my find some resources on their if you perhaps want to become an inspiring developer.

    http://www.igda.org/ <--- International Game Developers Association

    http://www.gamasutra.com/php-bin/news_index.php <--- news and trends site

    Also I found a list of RGB color codes at this site that I use;

    http://www.pitt.edu/~nisg/cis/web/cgi/rgb.html

    So, best of luck on your project sounds like you'll be adding lots of things to it and it will become quite big!


    TomDad. Tom is my son...and I'm his Dad. So we are TomDad Software.

    Phrogram: (TomDad) Currently working together on a Pong Clock

    Outside Phrogram: (Me) studying Java Tutorials
  •  06-10-2008, 1:28 PM 6752 in reply to 6746

    Re: Splat!: War of the Stickfigures Beta

    Thanks for the links, I'll check them out... The color-code list looks promising!
  •  06-11-2008, 5:44 PM 6756 in reply to 6752

    Re: Splat!: War of the Stickfigures Beta

    Attachment: glitchphrogram.zip
    sorry to ruin your thunder, but attached is a picture of a glitch in your game, incase you can't tell, after i killed one of the bots his gun just sat there floating. Its still a great game though just thought  you should know.

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  •  06-12-2008, 2:07 PM 6760 in reply to 6756

    Re: Splat!: War of the Stickfigures Beta

    Thanks Nightfire, that's a known bug... I'll look into it.

    It appears that the gun is not disabling its Polygon when the bot dies. I think I fixed it, but it may be a while before I get the latest "patch" uploaded. See below.

  •  06-30-2008, 11:59 AM 6811 in reply to 6730

    Re: Splat!: War of the Stickfigures Beta

    I haven't done much with this of late... I've been busy with other things and I don't know when I'll come back to it. Just an approximation, but it probably won't be anytime soon. ( As of Monday, June 30, 2008 )
  •  07-01-2008, 7:52 AM 6814 in reply to 6811

    Re: Splat!: War of the Stickfigures Beta

    Tried the game, and I'm missing file shotgun.wav

    P.S. I've been wondering this for a long time, is this:

    Var Name As String

    Var Name As String

    the same thing as this?:

    Define Name as String


    I wonder... do phrogs eat phlies????
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