Author Topic: Yumé: The Eternal Dreams  (Read 66867 times)

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Offline Geekboy1011

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Re: Yumé: The Eternal Dreams
« Reply #45 on: February 11, 2011, 12:32:24 am »



first song i made meant to be heard in a loop background music of some kind
« Last Edit: February 14, 2011, 03:15:43 pm by Geekboy1011 »

Offline DJ Omnimaga

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Re: Yumé: The Eternal Dreams
« Reply #46 on: February 12, 2011, 08:00:49 pm »
Nice progress. I like the stamina gauge and the song. Did you made it geekboy1011?

Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #47 on: February 13, 2011, 04:57:35 am »
It was our secret hybrid Netham-DJ clone who made it! ;)
j/k :P

Yep, geekboy1011 has epic music talents with whatever it is he made the song in :D
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Offline Geekboy1011

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Re: Yumé: The Eternal Dreams
« Reply #48 on: February 13, 2011, 11:48:39 am »
lol yeah i made it and i wouldn't say i have talent i'm just blindly assembling notes and samples that sound good to make something that sounds epic ;)

and for the record i'm using FL studio 9 and Fl studio 4 depends on the computer i'm on that particular one is in FL 4

Offline Munchor

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Re: Yumé: The Eternal Dreams
« Reply #49 on: February 13, 2011, 01:01:22 pm »
Looks cool geekbozu!

Also, for TsukasaZX... You're using it right? :)

Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #50 on: February 15, 2011, 11:26:35 am »
heck yes! :D

Anywho, promised theoreticals update:

I'm not exactly sure of all of the bitmap mechanics in Allegro so at the moment, I'm not sure how feasible my idea is for the environment engine. I'm thinking of generation a transparent bitmap and putting all the sprites on that. Then, whenever Nanami moves, the code first checks for pixels of non 255,0,255 (magic pink aka transparent) and if there are any and overlap is imminent, Nanami doesn't progress forward. However, this would render Nanami unable to move behind larger sprites like pillars, walls, or trees.
My idea to circumvent the limitation is very TI-BASIC-esque. Essentially, the map would be "grid-ified" and all environment sprites would be constrained to WxH pixel grid areas. Then, the code would check each individual grid space to see if it's transparent or a "go-behind" sprite. The problem there is that this would be a MASSIVE chunk of coding that would render everything slow as fudge....

Hmmm.... suggestions?
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Yumé - 100% Complete!
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 - Hiatus until summertime
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"Alenda lux ubi orta libertas" - Let learning be cherished where liberty has arisen.

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Offline Geekboy1011

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Re: Yumé: The Eternal Dreams
« Reply #51 on: February 15, 2011, 11:33:38 am »
do it layered just add a 3rd layer of transparent over the pink layer which has your pass behind objects and at the same time for the "base" of those objects put an obstacle on the first sprite sheet if that makes sense

Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #52 on: February 15, 2011, 11:55:11 am »
* TsukasaZX hugs Geekboy1011

I know what to do now! Thanks! :D
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Yumé - 100% Complete!
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Offline Geekboy1011

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Re: Yumé: The Eternal Dreams
« Reply #53 on: February 15, 2011, 11:55:57 am »
Np mate its what im here for (shitty typing and all ;) )

Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #54 on: February 15, 2011, 12:12:09 pm »
When I have time, I'll start working on some dummy environment sprites and get started on the environment engine.

Now, the main issue to address is how to store and create the map. Again, suggestions?
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 - Hiatus until summertime
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"Alenda lux ubi orta libertas" - Let learning be cherished where liberty has arisen.

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Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #55 on: February 16, 2011, 07:20:00 pm »
Bump, theoreticals update:

The environment is going to consist of three bitmaps --two "environment" bitmaps and the "interaction" bitmap. The "environment" bitmaps are, as their names imply, the environment. The actual object sprites appear on these bitmaps. The "interaction" bitmap is a concealed bitmap beneath the "environment" bitmaps that directs the game as to what it needs to do. Whenever Nanami moves, it is this bitmap that is checked to see what should or shouldn't happen. The currently proposed format is thus:

Red areas represent impassible areas. Nanami/Rika/etc CANNOT move onto areas that are this color on the interaction bitmap.
Blue areas represent event triggers. Walking onto these will trigger game events (e.g. cutscenes).
Green areas represent interaction points. If you press the "action" button (think A button in Zelda 64 games) on one of these, Nanami/Rika will perform a given action (e.g. open a chest or door, read a letter, etc)

Pink areas represent typical, walkable land. The Dream World's typical draining effects happen here.
Purple areas represent miasma areas. They can be walked on, but the 10x draining effect happens here.
Yellow areas represent sanctuary areas. They can be walked on and the recovery effect happens here.

Oh, and note: there are two environment bitmaps because the environment engine integrates with the movement engine like this:
 > Environment bitmap 1
 > Nanami's bitmap
 > Environment bitmap 2

Essentially, it allows Nanami to be in front of or behind given objects.

Edit: to clarify something, the "atmosphere" tiles that govern what happens to your health simply set a variable that determines which drain/restore routine gets used. If you step on a purple one then a green one, you'll still have miasma effect. It takes stepping on a different "atmosphere" tile to change it.
« Last Edit: February 16, 2011, 07:33:03 pm by TsukasaZX »
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Yumé - 100% Complete!
Yumé 2: Rika's Story - 10%
 - Hiatus until summertime
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"Alenda lux ubi orta libertas" - Let learning be cherished where liberty has arisen.

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Offline ztrumpet

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Re: Yumé: The Eternal Dreams
« Reply #56 on: February 16, 2011, 07:34:19 pm »
Sounds cool!

Did you hear back about the song yet?

Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #57 on: February 16, 2011, 07:51:15 pm »
Song? ' _ '
Sorry, I've been daft the last few days, refresh my brain? `-`;;

Also, I'm going to try to get enough of the environment engine started to show it off by Saturday or Sunday.
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"Alenda lux ubi orta libertas" - Let learning be cherished where liberty has arisen.

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Offline ztrumpet

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Re: Yumé: The Eternal Dreams
« Reply #58 on: February 16, 2011, 08:42:34 pm »
This one:
Also, just to throw this out here for lack of better updates: I contacted Motoi Sakuraba in regards to using a song from the Golden Sun soundtrack in my game and received a reply telling me to go to Camelot as while Sakuraba composed the music, Camelot holds the copyright. I am going to compose a letter in the next few days and mail it to Camelot asking if I can either have permission to use the song or buy a license allowing me to. We'll see how that goes. The song in question is the Venus lighthouse theme from GS1 and 2:
http://www.youtube.com/watch?v=q5d1rrbNo3o

Why do I want to use it in my game? You'll find out if I get to ;P

Offline TsukasaZX

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Re: Yumé: The Eternal Dreams
« Reply #59 on: February 16, 2011, 08:48:59 pm »
Oh, right, that. Still need to send the letter. Will do eventually, whenever I go back home.
IRC EFNet | Nick Su-Hime | Chan #omnimaga, #unss, #cemetech
Yumé - 100% Complete!
Yumé 2: Rika's Story - 10%
 - Hiatus until summertime
Yumé: The Eternal Dreams - 50%
 - World and events
TIBiC/GO C Library - N%

"Alenda lux ubi orta libertas" - Let learning be cherished where liberty has arisen.

  ▲
▲ ▲ Triforce!