Haha, yeah it is a little ironic isn't it I'll symbolize the colours by the landscapes though. The Black Platform will be mainly like a cave, White will be snowy, Red will have a lot of fire, etc.
Yeah I've played around with the idea in my head for a while but I've never actually decided to implement it till now
I'm glad some good came out of this forum in more then just calculator/computer stuff Keep up the good work, and thanks for including me on the list I'm glad I've had the privilege of being a positive impact on your life
Ok, so since I haven't really posted a writeup on what the story behind "The Blue Platform" is all about I'll make one now
Spoiler For "Writeup":
The world of the Blue Platform is split up into platforms rising up out of the darkness that is the ground, where no light penetrates. There are 9 platforms. Each is a different colour, and there are nine in all. In ascending order of importance they are: Black, White, Grey, Brown, Green, Yellow, Purple, Red and Blue. Each Platform is ruled over by a mage who is named after their platforms colour (ie: Black Mage, White Mage, etc). Each mage has different magic, based on their colour. The mages protect against the dark of the surface world using their magic to hold it off, but on day, the blue mage, the most powerful mage fails and the darkness infects his platform. This darkness infects all and changes them into monsters of the dark. One by one the platforms fall until it begins to encroach on the smallest platform, the weakest, the Black platform. Your task as the Black Mage is to protect your platform, but since you don't have the strength anymore you must journey to the next platform, the White platform and ask the White Mage for help. You do not know yet that the other platforms have fallen, but they have. Each time you, a living mage steps on a platform you gain the magic of the fallen mage. You must defeat the darkness and free all the platforms by defeating all their former protectors, and maybe even the ruler of the darkness himself.
So right now my plans for the game-play are as follows:
Quote
10 worlds
Platformer movement
RPG based fighting
Random encounters
Cut scenes between levels
Boss battles
Massive magic animations
Health/Mana is limited to 99 and you can't get a higher max but your attacks can become more effective
Hmm, updated to the most recent version glad I did, the remember window location is nice Screenshots still crash it for me Don't know why, but instant crash when I try to start one. v1.5.12.27
Actually it's more like basic, the correct value is stored for the command, followed by the arguments. So Pclearscreen is replaced with .db 1 while Psprite(0,0,BlackMage,P8x16m) would be replaced by .db 4,0,0 \ dw BlackMage \ .db P8x16m so the parses reads the first value, and runs the right subroutines and grabs the arguments accordingly. This cuts down on size, especially how big macros would make it, and with large amounts of cutscenes this makes it much more efficient, and easier to code. I can also expand my script set to include more commands later on, which I probably will when I'm done, I will probably be releasing this as a tool for others wanting to code cutscenes but not wanting to go through the work of making a parsing engine.
Oh yeah, I almost forgot to mention, when I try to start a screenshot in the most recent version it just crashes, but in the older version (1.5) it works fine.
intro_scene: Pbackground(MapData,tileData) Psprite(8,16,BlackMage+(32*5),P8x16m) Psprite(25,16,Civilian,P8x16m) Pupdatescreen Pwait(1) Pbackground(MapData,tileData) Psprite(11,16,BlackMage+(32*6),P8x16m) Psprite(25,16,Civilian,P8x16m) Pupdatescreen Pwait(1) Pbackground(MapData,tileData) Psprite(13,16,BlackMage,P8x16m) Psprite(25,16,Civilian,P8x16m) Pupdatescreen Ptext(0,0,"This is a cutscene\nPress a key") Pupdatescreen Ppause Ptext(0,0,"This is some more text") Ppause PendCurrently I have 10 commands that are as follows:
Pend = end of the cutscene Pclearscreen = clears the screen buffer Pupdatescreen = updates the screen from the buffer Ptext(x,y,text) = displays text on the screen Psprite(x,y,sprite pointer,type) = displays a sprite on the screen sprite types: #P8x8 = 8*8 or #P8x16 = 8*16 or #P8x16m = 8*16 masked Ppause = waits for a key to be pressed and then depressed (updates screen too) displays a small filled circle to alert users Pwait(wait time) = waits n quarter seconds Prect(x1,y1,x2,y2,color) = draws a rectangle on the screen Pnull = do nothing, waste a few cycles Pbackground(pointer,spriteset) = draws the tilemap at the location pointed to by pointer, using the spriteset pointed to by spritesetLimitations of this scripting is, it has no logic operators, just basic display and timing. It is pretty fast, thus Pwait() which can slow it down a little too slow, so I might tweak that command a little. Scripting with it is pretty simple as the initial script shows.
EDIT: oh, and I forgot to mention, I just finished adding in the beginnings of an in game menu
update! scripting language for the cut-scenes is coming along nicely Also, you can play as the civilian! You will only need to for one scene though but I wont ruin the surprise of that scene till I get the alpha/demo out of it