Here you can post your questions and suggestions according to the Horizontal Shooter Tutorial
Is there any chance that you can give us the map editor so we can play about with the levels and add new things to it?
Of course! =D
Original sourcecode is written in Delphi. Please give me a week or two, so i can
rewrite it in GLBASIC. I think this makes more sense.
That would be awesome, thanks :)
Simple tilemap editor is now available.
See "EDIT" in first post topic http://www.glbasic.com/forum/index.php?topic=2950.0
Thanks for the map editor :) It seems that the code for the editor is not in the zip though.
Ok. Should be fixed. :whistle:
Hi
Ehm, where is the first part of the tutorial? :whistle:
If you mean an attached "ZIP-code", then there is none.
In the first part it's a small "motivation" to do a little own work. =D
Quote
If you mean an attached "ZIP-code", then there is none.
In the first part it's a small "motivation" to do a little own work.
Then you haven't made a "tut Part 1.zip"?
I can download from the first post only the editor
That's the whole truth. :good:
Thanks for that, very useful also nice to see how other people
structure their programs.
okee
Hello all,
Amongst other doubts I have with the tutorial, the most important one that comes to my mind right now is:
Can anyone explain me how the .evt file works, how should I edit it to make things happen in the level?
Thanks in advance for the help!
Hello
It is explained in tutorial no. 6:
in level00.gbas the objects manually. But in a completed game are much more required, and it would be very laborious to call every single object separatly. Therefore we read out the datas from a predefined file level00.evt. For this we must expand our existing event-type (TEvent).
IX% = 0
ID%[256]
Pos%[256]
X%[256]
Y%[256]
IX is a pointer to the actual listentry, ID is the objectID, Pos is the scrollposition WHEN the object shall appear and X,Y the position WERE the object shall appear.
With
// init events
OPENFILE(1,"./isdo/level00.evt",TRUE)
FOR p=0 TO 254
READUWORD 1,val
Event.Pos[p]=val
NEXT
FOR p=0 TO 254
READUWORD 1,val
Event.ID[p]=val
NEXT
FOR p=0 TO 254
READUWORD 1,val
Event.X[p]=val
NEXT
FOR p=0 TO 254
READUWORD 1,val
Event.Y[p]=val
NEXT
in level00.gbas we load these datas into our eventlist. The request when a object shall appear, we do in the subroutine EventHANDLER in library.gbas.
//=============================================================================
SUB EventHANDLER:
//=============================================================================
LOCAL ix%,typ%
ix=Event.IX
IF ScrollX=Event.Pos[ix]
SELECT Event.ID[ix]
CASE ID_ENEMY1 TO ID_ENEMY2
ObjectADD(Event.ID[ix],Event.X[ix],Event.Y[ix])
ENDSELECT
INC Event.IX,1
ENDIF
ENDSUB // EventHANDLER
First we request the current index in the eventlist, then we check the type and add the corresponding object to the scene. The rest goes as if by magic.
Today or tomorrow i will upload a simple eventeditor :)
That would be great, thanks Steinbock.
OK! Here is a "very basic" eventeditor:
(http://www.qpic.ws/images/tfo23738.png)
I have also attached a sample eventfile.
If there are still open questions, please ask. :)
[attachment deleted by admin]
Thanks Steinbock, will try this later on.
BTW, you're closer than you think from a complete "Horizontal Shooter Construction Kit" LOL
Cheers,
Hello again,
I am trying to adapt the engine to a 480x320 resolution (your guess is right: iPhone resolution) but I am "still" not an expert, so I would like to have some advice on what should I take in consideration while doing this.
I am starting with the tile editor, being more or less successful with adapting the resolution but the tiles are not being transported properly in the destination position.
More questions are: how can I use source png tiles bigger than 256 tiles?
Also, a event file handling more than 256 events would be great. My plans are to have big action there :)
Thanks in advance and have a nice weekend!
Greetings from Spain ;)
GP2X version is deleted on zshare. =(