![]() |
|
TINS 07 Countdown |
Kibiz0r
Member #6,203
September 2005
![]() |
My TINS Log said: Finals are looming, weeks of ignored homework assignments are clattering for my flesh like untold demonic horrors from Hell below. And increasingly, it appears that my uber-OOP approach to this Hack may be more than I can handle in 72 hours. Or, at the least, more than I can risk my GPA on. So, with the light at the end of the tunnel looking more and more like a train, I'm afraid I have to resign myself to DNF. Some day, when I have the time, I'll finish it, but for now, keeping my scholarship seems like a good idea.http://blog.bigcat.unimaas.nl/~martijn//tins07/images/dnf.jpg Good-bye, cruel Hack! --- |
Thomas Fjellstrom
Member #476
June 2000
![]() |
CGamesPlay: Quote:
<John> Amazing in what sense of the word?
Quote: <John> U R sooooooooooooooo fired edit: Get to work you hillbilly. -- |
CGamesPlay
Member #2,559
July 2002
![]() |
Woo! I posted our first screen shot! Right on schedule! -- Ryan Patterson - <http://cgamesplay.com/> |
Albin Engström
Member #8,110
December 2006
![]() |
I wonder what you do in your game.. the screen shots tell me nothing Question: ex: if a game doesn't have smoke, will the game not be able to enter? or are the rules more like guidelines that the game then gets rated on after how well it's been implemented(or some other word)? Another Question: How should provide a link to the news i used? |
CGamesPlay
Member #2,559
July 2002
![]() |
Well, BAF and I slid in under the deadline. Our game is pretty short, but built on a really solid engine. If you grab the TINS distribution, you can build it using just Allegro (no other dependencies), and play it. As you are playing, if you have any problems, stop clicking. So far the two people I have shown it to have had problems solved by them just waiting for the dialog to finish. FYI, clicking restarts the dialog. It's an adventure game, a la Monkey Island, as I've said before. If you're interested in check out just how solid of an engine it's built on, grab the source from subversion, which includes the non-compiled levels. Until I bother to make a decent web page for the project, this will be the official readme: To make new levels, run mklevel on the name of the directory containing the level files. The directory must have a scene.ini file, describing the level. The [scene] section must have a background filename, a collision bitmap filename (the character can walk on the white areas), and optionally a load script filename: [scene] background = bg.bmp collision = collision.bmp event/load = intro.txt The script will be discussed in more detail later. Then add entries and objects to the scene. An object section takes the name [object/name], and has a required x and y position, and an optional width and height (which default to the size of) an optional display bitmap filename, an optional z position (distance between the Y position and the "ground"), an optional "give" variable which adds a clickable padding around the size of the object. Use that with the optional "obstacle" field which tells the game to not allow the player to walk through the object. Finally, optional "interact" and "load" events. [object/mound] display = mound.bmp x = 0 y = 240 give = 32 obstacle = 1 event/interact = mound.txt event/load = moundload.txt This object will run the named scripts when the user clicks the object ("interact"), and when the user enters the scene ("load"). Finally, the scene must have entries. These are named like [entry/name], and contains X, Y, and Z fields. Z default to 0. The scripting language used is command-based with a very simple syntax. Each line represents one command. There is no expression support. Here is a short guide of some of the more important commands: (Note that the language does not support comments, you should not include the line beginning with # in the actual file).
I hope you enjoy our very short game! -- Ryan Patterson - <http://cgamesplay.com/> |
|
|