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Chris says: Help!! (Contractors wanted)

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keith.lamothe:

--- Quote from: Misery on January 09, 2016, 11:34:40 am ---And rule #1 to me, when it comes to design:  If *you* dont think it's fun, others likely wont either
--- End quote ---
Absolutely.

PokerChen:
Well, I can see the room editor ion the game folders, is there an enemy editor that we can use to put into a test room?

Misery:

--- Quote from: zharmad on January 10, 2016, 07:31:10 am ---Well, I can see the room editor ion the game folders, is there an enemy editor that we can use to put into a test room?

--- End quote ---

There's no editor for enemies; they're all made in XML.  I've been using Visual Studio for this, and Notepad++.

If you look in the configuration folder, there's... a whole pile of other folders.  Enemies are split up into 5 different XML file types:  EnemyBosses, EnemyShips, EnemySystems, BulletPatterns, and BulletVars.   Bosses/ships are seperate and are not connected really, but both of them connect to the other 3 in order to form a complete enemy.   Enemy "systems" appear in-game as things like turrets on the enemy sprites, though many of them are also invisible.  The systems can either control a fairly simplistic pattern, or call on the patterns/vars files for more complicated ones.  Or both.   The patterns file is what those call on directly, and that pulls stuff from the vars file.

They're named based on who made them, too, so mine all look like Misery_BulletVars, and such as that.

If you want to examine these and see how they're made, just open them in pretty much any text editor, though it really is best to use one that's made to work with XML. 


For test chambers,  they're all in, well, the TestChambers folder, which is also in the Configuration folder.  They're very simple, mine looks like this right now:

<root>
  <room_setup script="Boss_RectEdged/CMP_LeftHorseshoe" skip_normal_enemy_population="true" />
  <entity type="PlayerStandard" category="Player"/>

  <entity type="BlazeCannon" category="Enemy" offset_from_center="-800,0" />
  <entity type="PurpleBubble" category="Enemy" offset_from_center="-500,0" />
 </root>

It pulls that specific room at the top, sets up the player, who appears on the green "test location" tile that can be seen in the room editor, and then pulls up the enemy entities and places them in specific spots.    If there is no enemy entity, the game will kinda flip out and you'll "win" the room like a bazillion times per second.

Within the game itself, all of these files can be reloaded (for when you've made changes) by hitting control + F4.   Some changes also require that you reload the test chamber, for which there is an option in the escape menu.

PokerChen:
 Ok, well I've got about 9 rooms done so far rated at a medium difficulty (i.e., tested 10+ times, almost always clear with with no permanent damage on normal difficulty, with some of them specifically giving health drops). The design style is a bit dense & intense because I tend to like tighter spaces, and not as appreciative of the low intensity of the existing rooms.

 Where should I send them, since I'm not looking for a contractor's arrangement & an SVN?

ptarth:

--- Quote from: x4000 on January 09, 2016, 05:20:55 am ---If you want to just submit stuff that you create on your own, then just emailing it in is easiest.

--- End quote ---

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