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Orange Engine

[Updated Apr. 9] Potential contributors: Here's what we need at the moment

bart
Tuesday, January 3, 2012 - 13:42
bart's picture

Code

Right now the editor is a bit buggy due to some changes I made to the underlying code.  Here are a couple outstanding issues that need to be fixed  This is all C++ stuff:

  • [DONE] The grey map background doesn't draw every frame, which makes things really messy when switching maps and layers.
  • [DONE] The editor always thinks you're editing tiles, even when it's in Entity mode.
  • [DONE] You should be able to drag entities in entitiy mode.  I feel like I implemented this at one point, but it's not working, possibly due to the above issue.
  • [DONE] When adding a new entity with a right click, the entity appears in the wrong place.
  • [DONE] An entitiy should be resizeable with the mouse.
  • [DONE] There should be a status bar that shows the x,y position of the mouse on the map.
  • [DONE] The tile select box isn't working right for wide tilesets.

The battle script needs some work as well.  This is all JS/QML stuff:

  • [IN PROGRESS] The layout of the battle UI is crap and needs to be redone.
  • [DONE] Right now the enemies don't actually do anything. They need at least a rudimentarty AI.
  • [DONE] We need to get a generic attack animation working, which we'll eventually want to replace with per-ability attack animations.

Other JS/QML stuff:

  • [DONE] Shops and inns aren't implemented yet.
  • [DONE] Leveling up isn't implemented yet.
  • Saving the game needs to work.

Art

I'm commissioning a set of attack animations, but we could always use more.  Feel free to add to our existing 16x16 tilesets or create new ones.  The one thing that I ask is that you run a sample of your work by me before you spend hours and hours on it -- I'm kind of picky about the art that will go into the game, and I'd rather not turn someone down after they've spent a ton of time working on something.  In general, I'm looking for fairly experienced pixel artists, but if you're thick skinned, don't frustrate easily, and willing to learn, feel free to get in touch with me.  It's an iterative process, so I won't turn art down outright without at least telling you what the issues are.

Content

The editor is done, so we need some content.  If you're up for making some maps, let me know and I'll help you get the editor working (if you run Windows, that's easiest -- just grab the binary).  Here are the maps we need:

  • Several house interiors, including a shop and an inn.
  • An update to the town that expands it and uses the new forest tileset.
  • [DONE] A sewer map, large enough to be interesting.

We also need game data, which at the moment needs to be done in spreadsheets (in the final version, this will be done in the editor).

  • More characters: https://docs.google.com/spreadsheet/ccc?key=0AkWCp7o6kPAHdEx0OWRLUWV5YVY...
  • More level progressions for characters: https://docs.google.com/spreadsheet/ccc?key=0AkWCp7o6kPAHdGl4OTdxb05MT0R...
  • More weapons: https://docs.google.com/spreadsheet/ccc?key=0AkWCp7o6kPAHdGQ1MC1KazVMMzF...
  • More enemies: https://docs.google.com/spreadsheet/ccc?key=0AkWCp7o6kPAHdEtrNDFEYjdqSkh...

If you want to work on these spreadsheets, at the moment they need to be exported to JSON format.  Here's a tutorial on that:

http://multimedia.journalism.berkeley.edu/tutorials/google-refine-export...

NOTE: People are having issues with the editor and engine, particular in windows XP.  If you're experiencing trouble, use tiled for now and I'll import the maps later.

 

 

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Sharm
Wednesday, January 4, 2012 - 09:52
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I mostly do tilesets.  What sorts of new ones are you looking for?

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bart
Wednesday, January 4, 2012 - 18:20
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Greets!

Here are some things that would be useful at the moment -- there's a lot of work left, so feel free to cherry pick something that looks appealing. :)

  • Castle tileset (interior and exterior) -- I'm not particularly satisfied with my own attempt, which is probably a little too complicated to work with and has some other issues (feel free to build on it as a base, but I won't be offended if you start fresh).
  • A snowy variation of the forest.
  • A mountain tileset (some tiles could probably be based on this desert set by MrBeast).
  • Desert ruins (think Egyptian style)
  • A medieval city (tudor style architecture, merchant wagons, etc)
  • A desert town (with old middle-eastern style architecture)
  • Finally, some of the current tilesets are pretty minimalist as far as what they actually include.  Any additions to them would be excellent.

If any of these strike you as interesting, let me know and we can discuss them in detail.

Thanks! :)

Bart

 

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Sharm
Thursday, January 5, 2012 - 10:09
Sharm's picture

The things that interest me the most right now are a the mountains, adding things to current sets, and the snowy forest set.  Although with the forest I'd like to redo the tileset first, it doesn't mesh with the other sets very well and has some artistic issues I don't want to try to work around.  I'm thinking about editing together things I like from the desert set and from the town set so they'll work in the forest and as a good transition between the tiles so it's not as jarring when you change locations.  What do you think?

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bart
Thursday, January 5, 2012 - 13:11
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Sounds good to me. :)

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pennomi
Thursday, January 5, 2012 - 19:34
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Bart! Why didn't you tell me that Orange Engine uses QML/JS? (Oh, you probably did but I wasn't paying attention.)

I'm actually quite good at QML; that's what I do at work. If you'd like some help there, I'd be happy to give it. (When I'm not working on Flare of course.)

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Sharm
Friday, January 6, 2012 - 12:45
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New forest done.  Snow will be harder since it's a deciduous forest.

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bart
Friday, January 6, 2012 - 13:26
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Looks great! :)

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bart
Friday, January 6, 2012 - 17:06
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@pennomi:

Sorry, missed your comment initially.  I'd love some help, if you have time. :)

If you're interested, I can add you as a code contributor to the project.  Right now we could use a shop interface (something JRPG-esque, obviously).  The way my QML is set up might be unclear, so I'll write about it a bit in another thread.

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bart
Friday, January 6, 2012 - 22:35
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@Sharm: If you're following the thread, here's a screenshot with a test map using the new forest tiles.

http://imgur.com/PFOHb

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Sharm
Saturday, January 7, 2012 - 01:08
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Oh hey, thanks!  It's hard to tell how something is going to turn out until you get an actual in game look.  Speaking of which, that tree line doesn't look so good anymore.  I've got implied lines everywhere it's creating a grid that I thought I got rid of.  I'll take care of it as soon as I can, but it probably won't be until monday.  BTW, you should be able to use more of surt's tiles like the well and the bushes.  That should give the map a little more variety.  Also, that pine tree is meant to tile vertically as high or as short as you want.

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bart
Saturday, January 7, 2012 - 13:58
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Okay, good deal.  And nice work on the pine tree -- I'll have to add in some taller ones.

 

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Sharm
Monday, January 16, 2012 - 16:01
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I believe I've fixed the forest tiles.  Sorry it took me so long, I got infected with a virus that was hard to get rid of and took out my internet as a parting shot.

 

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bart
Monday, January 16, 2012 - 16:36
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Ugh, that's no fun.  Welcome back. :)

Let me know when the new version is ready and I'll add it into the game.

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Sharm
Monday, January 16, 2012 - 17:13
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Oh, sorry I wasn't clear.  The file is already updated.

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bart
Wednesday, January 18, 2012 - 22:01
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I've uploaded a current windows build with the new changes.  See the beginning of the thread for what is done so far.

http://opengameart.org/content/orange-engine-pre-alpha-for-windows

 

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bart
Tuesday, January 31, 2012 - 00:49
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Here's another screenshot, for those of you who are curious:

 

 

Attachments: 
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bart
Tuesday, January 31, 2012 - 01:05
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Here's a shot with Mumu's shop interior, freshly imported from Tiled. :)

Attachments: 
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Sharm
Tuesday, January 31, 2012 - 17:21
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It's really coming along!  That roof tile was obviously not made to go on a roof that wide.  I'll have to put it on my todo list if I ever do a town expansion.

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bart
Tuesday, January 31, 2012 - 17:55
bart's picture

Hey Sharm, this isn't strictly on topic, but would you be at all interested in doing a fairly major paid pixel art commission for OGA?  It would involve working on some 32x32 tiles.

 

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Sharm
Tuesday, January 31, 2012 - 23:06
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Yes, very interested!

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bart
Wednesday, February 1, 2012 - 01:02
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Awesome.  :)

Can you PM me with your preferred email address?

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bart
Monday, April 9, 2012 - 00:57
bart's picture

Just a note to folks who are subscribed to this topic. I've done some updates:

  • The battle interface is somewhat better.
  • You now get gold and experience for fighting.
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shirish
Monday, April 9, 2012 - 10:25

Yup, while you can get gold and xp, there doesn't seem to be a way to know how much xp is there and how much xp is needed to go to the next level.

Also there's no inventory (at least nothing that I could discover intuitively through the interface), Maybe a work in progress ?

Do like the new battle interface. Nice, although makes me remember Game Maker/RPG Maker or one of its ilk.

 

 

 

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bart
Monday, April 9, 2012 - 18:56
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Press tab.  That brings up the pause screen. :)

Bart

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