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Author Topic: Homeage to DD  (Read 1346 times)
Jim
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« on: July 07, 2009, 03:23:05 PM »

Hey guys.
I played Dangerous Dave when I was 7 and about 9 years on I re-found the beautiful game and ever since wanted to recreate each level in my vision and in pixelart, but staying as close and true to the original. 1 year later I finally found the spare time to do so and I hope you guys like or enjoy some homeage from me.

-No HUD included
-Only level 1 as I want to upload all the levels at once, once finished on to my pixeljoint account (With permission of course)



Hope this brings back good memories!
Jim
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« Reply #1 on: July 07, 2009, 03:53:36 PM »

That's pretty good :)

Ever consider making tiles and putting those in a new version of the game? Some guys around here have made Dave clones before and it shouldn't be a problem to put the sprites in the new versions so they're playable. Just a thought
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« Reply #2 on: July 07, 2009, 04:10:34 PM »

Awesome.

I might be able to write a DD remake in Flash with your sprites if you want :-).

And maybe with some nice MOD music from somewhere around here (*looks at Rizimar*)..?
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« Reply #3 on: July 07, 2009, 04:35:11 PM »

And maybe with some nice MOD music from somewhere around here (*looks at Rizimar*)..?

I'd probably give it a shot if it's an option :)
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Jim
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« Reply #4 on: July 08, 2009, 02:16:34 AM »

Awesome.

I might be able to write a DD remake in Flash with your sprites if you want :-).

And maybe with some nice MOD music from somewhere around here (*looks at Rizimar*)..?
That sounds kick ass, if your up for it I'm all for it.
I haven't done animations at all yet, but give me a week to finish every thing graphic and then I'm all for a collaboration project like this.

Thanks for the replies.
I hear the diamonds look a bit flat? so I'll have to rework them.

Jim 
« Last Edit: July 08, 2009, 02:32:34 AM by Jim » Logged
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« Reply #5 on: July 08, 2009, 05:58:42 AM »

Yes, they look a bit flat. The white lines at the right side probably is the reason. Of course the original DD gems didn't look very round either :-P.

EDIT: you might want to download Slashstone Mapas, my tile map editor for arranging the maps. Despite what the site says, there is a link for the binaries :-P.
« Last Edit: July 08, 2009, 06:00:56 AM by Bad Sector » Logged

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Jim
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« Reply #6 on: July 08, 2009, 10:23:01 AM »

Ok, sure that'll make my this a bit easier for me then. When creating levels do you want them separate from the animated objects and certain things like fire, water and the gems? I'm not sure how you want to go about programming this, so a little shout out would be cool.

Edit:
Awesome website btw.
Your editor requires me to make separate 32x32 tiles  ¬_¬ Tedious work man.
« Last Edit: July 08, 2009, 11:42:07 AM by Jim » Logged
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« Reply #7 on: July 08, 2009, 12:07:03 PM »

Well, tile-based games are based on tiles aligned in a grid. The tile size can be anything, but 32x32 is common (and i think that's what you use in your screenshot).

However note that you don't have to place each tile variation by hand! For example i see in your shot that you have about 3-4 variations of the brick tile. In Mapas you can put these tiles in a "brick" tileset and from the editor select this tileset to show the tiles. Then click on one tile, press Ctrl (or Shift - i don't remember right now which one :-p) and keep it pressed while clicking on the other tiles to add them in the "active tiles" box. Now if you put a tile on the map (left click), a random tile from active tiles will be used. If you want some tile to appear more often than others, just add it two (or more) times in the active tiles box.

As for levels, it depends. The simplest thing you can do is to use a single layer in the editor and place objects and items in this layer. I can figure out which tile is what based on the tile's name (for example if all of your brick tiles begin with "brick" and all of your gem tiles begin with "gem" i can figure out using the filename which is what).
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Jim
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« Reply #8 on: July 08, 2009, 01:47:53 PM »

By tedious I meant that I have to use the marque tool to take out and make separate 32x32 tiles manually in order to use them with this program :P .(they were originally all on one sheet)

But I think I have a better understanding of how to use this program, and I hope its not a problem having 2 layers as it would mean allot less sprites and allot less editing.

About the HUD and things such as fonts, should they be separate? I've already created one font type of three?

Edit:
Quote
Then click on one tile, press Ctrl (or Shift - i don't remember right now which one :-p) and keep it pressed while clicking on the other tiles to add them in the "active tiles" box. Now if you put a tile on the map (left click), a random tile from active tiles will be used. If you want some tile to appear more often than others, just add it two (or more) times in the active tiles box.

That is pure awesome right there!!!
« Last Edit: July 08, 2009, 01:58:13 PM by Jim » Logged
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« Reply #9 on: July 08, 2009, 02:27:36 PM »

HUD and fonts shouldn't be in the levels, they'll be used separately :-)

For fonts just make sure each font letter is a separate image. For monochrome fonts (for messages) i already have a font ready, but we can make another one. However this is a -more- special case and lets have the game finished first and worry about message fonts later :-P.
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Jim
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« Reply #10 on: July 08, 2009, 03:06:44 PM »

Ok now that I know the basis of what I need to do I'll just go ahead and make each level.(really psyched)  I still need to create certain tiles, but I'll have at least three levels finished by tomorrow. I think I'll spend at least a week to finish all the tiles or less, so just stay patient with me.

Jim
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Jim
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« Reply #11 on: July 09, 2009, 01:17:13 PM »

Daily update:
Levels are coming along well, I've had to recreate levels every now and then due to small annoyances, small things really I hope to finish every level without animations by the end of Saturday.
I have more time in the weekend , no work and no sports practice so really setting goals and trying to be realistic about things.

Jim
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Jim
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« Reply #12 on: July 18, 2009, 11:52:33 AM »

Uh, so I guess I couldn't meet that goal I made for unforeseeable circumstances, 1- I wasn't home on that Saturday and 2- I'm a lazy little shit.

I however have put time into make the resources to make a remake of DD.
I've created basically all the levels now and all most all the tiles, the latter levels have place holders(9 and 10), and fire hasn't been made as its a fecking pain to make (Mind you I will get it right).

However I've had a problem with use of "Mapas", I don't think it was made to support .gif?? but/and I tried .PNG and I've still come across the same problems. It doesn't seem to recognise images at times and will not accept any animated .gif as I'm sure it has no support for this.

It would be awesome if you could verify some of that or explain any complications and specifications to me and verify if your still interested in creating this as a flash game.

Jim
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« Reply #13 on: July 19, 2009, 09:39:51 AM »

It doesn't support animated files actually. But you don't need to put all images in Mapas, only the tiles for the levels. For animated tiles, just use different images for each frame named something like:

water01.png
water02.png
water03.png

And put only the first in Mapas. Keep all the images at the same place (directory) and the convertion program that reads PNG files and creates the Flash-specific data files will include them all. I'll create the animation in code by specificing which images are which frames.
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