Computer Science Canada PonyQuest |
Author: | OmniDex [ Thu Jul 26, 2012 12:54 am ] |
Post subject: | PonyQuest |
Hello everyone, this my first post to the CompSci forums. I'm a Grade 10 student and after joining the computer science club at my school decided to get into computing. So over summer I've decided to create a game that is a cross-over of Braveheart, a popular game on iOS and Android, and a tv series that has gotten a lot of attention over the past year here on the internet. My Little Pony: Friendship is Magic. Now the game is coming along fine, making progress everyday, and I'd just like to create this topic to show my progress on the game, and give myself a little bit of motivation to finish it very soon. If you obviously more experienced guys have any suggestions for systems I should implement, or any suggestions about art assets in the game feel free to leave reply. Right now I only want to show screenshots of in-game footage (videos later) as I'm trying to keep this in an alpha environment, but when I feel the game is playable,cleaned up and I have given credit to all the assets I provide and updates executables. What I really wanted to do is make a game where everything is outside the code, so it would be possible to simply replace assets and change the game completely. So far most things are easily replaceable outside the code, doing this is very time consuming, but worth it if I want to change something later. Pony animations from The Open Source Desktop Ponies, other images from the show, or deviantart (will give credit soon) Mouse Over the options button Mouse Over the Quest button Mouse over nothing The pony selection screen, first menu implemented and needs some work (after I get the combat systems in) Done: -All assets resized to fit window by default -Settings.ini file to load and save settings -Anypony can be added -Sound SYstem -Basic Stats -4 Ponies -Runs in any 16:9 Resolution, anything else goes into settings.ini file -Default resolution is 720p, screenshots were downsized In progress: -Combat systems -Save systems -Battle scenes -Better Battle system -Interactive Menus Needs to be optimized/improved: -Framerate for battle scenes (I used processes for the ponies, whoops) -Pony Select Screen GUI Planned to be implemented: -Shop/Inventory -Everypony has equipables -Enemies -Unique attacks that can be imported (How can I do this?) -Difficulty (hard) Suggestions: |
Author: | Tony [ Thu Jul 26, 2012 2:58 am ] |
Post subject: | RE:PonyQuest |
Friendship is Magic. Looking good, though there's no code to comment on. |
Author: | OmniDex [ Thu Jul 26, 2012 7:39 am ] | ||
Post subject: | Re: PonyQuest | ||
Here is the current process for character movement, it's being changed into a more reliable procedure. I'm also thinking of ways to make it shorter (It might just be all the comments though) |
Author: | mirhagk [ Thu Jul 26, 2012 9:57 am ] |
Post subject: | RE:PonyQuest |
Your changing that into a procedure? Good. Processes are a terrible idea unless you have to (and if you have to, you either don't understand what you're programming, or you shouldn't be using Turing). |
Author: | QuantumPhysics [ Tue Jul 31, 2012 12:19 am ] |
Post subject: | RE:PonyQuest |
For someone just getting into the CS area; your really good. |
Author: | mirhagk [ Tue Jul 31, 2012 12:40 pm ] |
Post subject: | RE:PonyQuest |
This is actually really good for a grade 10, make sure you stay in compsci. PS: @QuantumPhsyics shouldn't it be "if no one's perfect, why practise?" no one can't be plural, so the apostrophe after the s doesn't make sense. |
Author: | OmniDex [ Wed Aug 01, 2012 11:43 pm ] | ||
Post subject: | Re: PonyQuest | ||
Thank you, the game is coming along very well. I've managed to get rid of processes, and only use forks for music and ability cooldowns. I would like to know if it was possible to import turing scripts on a case by case basis. Because I want abilities to be extremely customisable, Id like to know if I could load a script from each character's folder as a procedure, without the script being "present" at the time of compilation. The only command that I've been able to use so far is 'include' but I can't use something like include "/Characters"+charnames(i)+"/test.t" because it asks for the code at the beginning of compilation. Do I really have to make it stiff by reading text files and storing data? edit: Also the current arena system: Looking into ways of spawning enemies in small groups As of right now the Arena does not free any pictures or sprites
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