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Squirrel Girl Lora Croftish Adventure Game
Radagar
Member #2,768
September 2002
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I remember reading a design for a Game like the title, that someone was developing with Allegro. I was interested at the time, but I don't remember who was doing it. Is it still in development? Did it get cancelled? Who was working on it?

Thanks.

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Radagar - So your vote is for A.D.H.D.?
Chris Katko - Well, that was uninten--ooh kitty!

Trezker
Member #1,739
December 2001
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Search function...

I was interested, and still am.
I've been working a bit on a platform project lately and the thought of stealing his idea crossed my mind. ;D

He did show something, can't remember if it was a screenshot or demo, but I don't think it got very good response.
The design ideas we spawned in that thread rocked though, I think it deserves being worked on.

Goes searching...

Only one result on lorna.
Original thread

His first post stated he had a collision enginge implemented, and he mentioned happyland. I'm guessing he only had a tilemap approach.
But I think this game needs something sharper, and that's what I've been working on.

Want to know more?

gnolam
Member #2,030
March 2002
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The major problem to me is that it is... teh furray. Judging from his design goals in that thread it could just as well be renamed Yiff Yiff Revolution :P

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Move to the Democratic People's Republic of Vivendi Universal (formerly known as Sweden) - officially democracy- and privacy-free since 2008-06-18!

nonnus29
Member #2,606
August 2002
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Quote:

Want to know more?

Yes....

Radagar
Member #2,768
September 2002
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Quote:

The major problem to me is that it is... teh furray. Judging from his design goals in that thread it could just as well be renamed Yiff Yiff Revolution

And what's wrong with that? I happen to be a furry art fan.

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Radagar - So your vote is for A.D.H.D.?
Chris Katko - Well, that was uninten--ooh kitty!

gnolam
Member #2,030
March 2002
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I feel sorry for your dog then ;)

--
Move to the Democratic People's Republic of Vivendi Universal (formerly known as Sweden) - officially democracy- and privacy-free since 2008-06-18!

Thomas Fjellstrom
Member #476
June 2000
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Nothing wrong with a good Yiff, or as some people like to call it: An orgy.

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Thomas Fjellstrom - [website] - [email] - [Allegro Wiki] - [Allegro TODO]
"If you can't think of a better solution, don't try to make a better solution." -- weapon_S
"The less evidence we have for what we believe is certain, the more violently we defend beliefs against those who don't agree" -- https://twitter.com/neiltyson/status/592870205409353730

Inphernic
Member #1,111
March 2001

Furries, die.

Kitty Cat
Member #2,815
October 2002
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:'(

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"Do not meddle in the affairs of cats, for they are subtle and will pee on your computer." -- Bruce Graham

Inphernic
Member #1,111
March 2001

Ok, you may live. The rest of you furries, die.

Rick
Member #3,572
June 2003
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That was me. I'm redesigning the way I did the tile engine. It's still alive, just rethinking some things.

Also redesigned the animation engine. I'll have something hopefully late next week. Thanks for staying interested. It helps the motivation.

========================================================
Actually I think I'm a tad ugly, but some women disagree, mostly Asians for some reason.

Trezker
Member #1,739
December 2001
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nonnus said yes... So I'll tell you a bit more.

I did some thinking back and forth about platforms, and finally I thought it seemed like a nice idea to have maps with different types of platforms in it. So I wrote a dynamic map class.
The class is supposed to be derived, and the derived class should support the different objects that are used in a map.
The base class has a collision search function, and call all relevant objects for collision check.
All objects are derived from base object class.

Here's the header as it looks ATM.

1enum { OM_Ok, OM_Remove, OM_User };
2 
3class Object{
4public:
5 int x, y, w, h; //Used to determine if the object should be drawn or collided with.
6 int class_id; //For file reason, need to know what kind of object it is on load.
7 
8 bool InBound(int x, int y);
9 virtual ~Object() {}
10 virtual void Save(PACKFILE *f)=0;
11 virtual void Load(PACKFILE *f)=0;
12 virtual void Draw(BITMAP *canvas, int ox, int oy)=0;
13 //Update function in case you want the object to be active in some way.
14 //May return whatever event you want.
15 virtual int Update()=0;
16 //Check if given coordinate in object is solid, if so, return true.
17 //x,y is relative to top left.
18 virtual bool PixelSolid(int x, int y)=0;
19};
20 
21 
22 
23class DMap{
24 list<Object*> objects;//, bounds;
25 int cx, cy, tx, ty;
26 bool collide;
27public:
28 friend void do_lineDummy(BITMAP *b, int x, int y, int d);
29 
30 DMap();
31 virtual ~DMap();
32 //Save to file, returns 0 if file couldn't be opened.
33 bool Save(char *f);
34 //Save to already opened packfile.
35 void Save(PACKFILE *f);
36 //Load from file, returns 0 if file couldn't be opened.
37 bool Load(char *f);
38 //Load from already opened packfile. Returns 0 if datafile couldn't be loaded.
39 //The map itself is loaded though, so you can select a texture datafile yourself with LoadTex.
40 bool Load(PACKFILE *f);
41 
42 //Check for collision along linesegment, returns true if collision.
43 //Sets return coordinates to the position along the line that collision occurs.
44 
45 //Todo: Collide line should have both width and height.
46 //Run do_line once checking collision on width, then one on height and compare first collision.
47 //Optimise object search, have one object list that is filled with relevant object before running the lines.
48 bool Collide(int x1, int y1, int x2, int y2, int &xr, int &yr, int w=1, int h=1);
49 void do_lineSolidCheck(struct BITMAP *b, int x, int y, int w);
50 
51 virtual void Draw(BITMAP *bmp, int ox, int oy);
52 virtual void Update();
53 
54 //Called for each object when you load a map.
55 //If the class id is invalid return false, else create the object in the Object pointer and return true.
56 //It is also your responsibility to load the object from the PACKFILE.
57 //*o=new ChildObject();
58 //(*o)->Load(f);
59 virtual bool cbLoadObject(int id, Object **o, PACKFILE *f)=0;
60 //Header is for whatever data you don't want to put in an object.
61 //The load callback should return false if something critical was wrong, otherwise true.
62 virtual bool cbLoadHeader(PACKFILE *f)=0;
63 virtual void cbSaveHeader(PACKFILE *f)=0;
64
65 //Loads texture datafile, returns 0 on success, 1 if file couldn't be loaded(in which case the previous datafile is kept), 2 if there are textures missing.
66// char LoadTex(char *f);
67// int Textures() {return ntex;}
68// BITMAP *Texture(int n) {return n<ntex?(BITMAP*)(textures[n].dat):NULL;}
69};

It's all pretty hacked up, and I guess lots can be improved in the interface.

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