Found the font. I'll work that in over the weekend, time permitting.
I decided I should give tiled a quick review before discarding it. It takes a little bit to understand and setup but once you understand how it should work it's not bad. Including setup time I was able to throw the attached image together in about 5 minutes. I can reproduce this in a game in short order because Tiled exports to JSON.
If you want I can send you a map with a tilemap and terrain already setup and you can give it another try. I think Tiled would be easier for me than making an HTML based editor because I don't have to troubleshoot or debug or reinvent that tool.
@cemkalyoncu To be honest I've never used tiled to make anything, I just opened it once to see what it looked like and fumbled with it for 5 minutes to see what I could do. I'm not worried about spending a day or two making a light weight map editor, that's pretty easy. One benefit to using JSON is flash can also read it. Flash doesn't natively read the format tiled uses. I'm interested to hear your thoughts.
@jeremyW The guys here at the radio station found that pretty funny too. Thanks.
EDIT
I forgot to ask about a font. If you want to link or upload a font you think would work I'll roll it up either as a font or through adobe somehow. Fonts are not hard to make and use.
If tiled isn't your favorite program let's use something else. I thought it might be helpful only because it roughly fits our needs for a map editor. Maybe just a basic HTML5 drag and drop editor that allowed you to save and open levels as Json would be better? I can roll something simple up pretty quick with jQuery and HTML5 if you want. Maybe you could point me to a program you prefer if not a simple editor in HTML.
Made some changes to the way dialog is displayed. I decided to use a piece of the boarder image found on the LPC homepage (specifically this one: lpc.opengameart.org/static/lpc-style-guide/assets.html#misc). Just chopped out the bottom left corner and it gets rotated around as needed during game play. It draws the sidebars as needed so dialog box size doesn't matter.
I think I can scratch off all the dialog items on my to-do list. If you think of something else that we might need I'm open ears. One nice feature about Flash text fields is they'll take a string of HTML and display it correctly. They'll even take a string of CSS and parse it and allow you to apply it to an HTML string! Pretty nifty features I uncovered when looking through the text field documentation on adobe docs.
I decided to upload a screenshot of my demo just for kicks. Some people will see the wall of text and not bother with a link buried some place within a comment somewhere around the middle of the first page (it can be a bit of a pain to find).
If you put the limitation that barbarians can't wear upper body armor that might do the trick. They cannot wear pants as they are. One possible solution might be to chop off the lower half and replace with regular legs when wearing pants, that would ensure all the lower body accessories fit. If they're being covered there's a good chance cutting the sprite in half and playing dress-up doll might work just fine.
By the way, I don't know if you prefer using tiled or something else. We should probably decide on a common format for making levels that I can recreate in the game. I'm making the levels out of tile sets in 32x32 increments similar to the layout tiled uses. If you prefer something else I'm open.
Completely, entirely, and totally agree with you about the modding interface part of open-source projects. I've written light mods for a number of small-time games just out of curiousity (and quite frankly just to see if I could). By far, the hardest games to work with are almost always open source projects.
I'm working on a Flash game right now so I don't have aspirations of making a map editor or other utilities. If this game is even mildly successful I'll probably move into a system-based language and proper game-making framework like Java and it's jwjgl or python and pygame (or some other equally fun languages and frameworks) to learn more extensively how to make games.
I'm happy with working a few assets for one or two non-standard characters but barbarians are a major component of your story, right? Wouldn't it benefit us more if we had a barbarian that fit all our standard assets? Just thinking out loud here.
Thanks for catching that. I forgot to put that in the tags.
You're awesome! Thank you!
@cemkalyoncu
Found the font. I'll work that in over the weekend, time permitting.
I decided I should give tiled a quick review before discarding it. It takes a little bit to understand and setup but once you understand how it should work it's not bad. Including setup time I was able to throw the attached image together in about 5 minutes. I can reproduce this in a game in short order because Tiled exports to JSON.
If you want I can send you a map with a tilemap and terrain already setup and you can give it another try. I think Tiled would be easier for me than making an HTML based editor because I don't have to troubleshoot or debug or reinvent that tool.
@cemkalyoncu
To be honest I've never used tiled to make anything, I just opened it once to see what it looked like and fumbled with it for 5 minutes to see what I could do. I'm not worried about spending a day or two making a light weight map editor, that's pretty easy. One benefit to using JSON is flash can also read it. Flash doesn't natively read the format tiled uses. I'm interested to hear your thoughts.
@jeremyW
The guys here at the radio station found that pretty funny too. Thanks.
EDIT
I forgot to ask about a font. If you want to link or upload a font you think would work I'll roll it up either as a font or through adobe somehow. Fonts are not hard to make and use.
If tiled isn't your favorite program let's use something else. I thought it might be helpful only because it roughly fits our needs for a map editor. Maybe just a basic HTML5 drag and drop editor that allowed you to save and open levels as Json would be better? I can roll something simple up pretty quick with jQuery and HTML5 if you want. Maybe you could point me to a program you prefer if not a simple editor in HTML.
Made some changes to the way dialog is displayed. I decided to use a piece of the boarder image found on the LPC homepage (specifically this one: lpc.opengameart.org/static/lpc-style-guide/assets.html#misc). Just chopped out the bottom left corner and it gets rotated around as needed during game play. It draws the sidebars as needed so dialog box size doesn't matter.
I think I can scratch off all the dialog items on my to-do list. If you think of something else that we might need I'm open ears. One nice feature about Flash text fields is they'll take a string of HTML and display it correctly. They'll even take a string of CSS and parse it and allow you to apply it to an HTML string! Pretty nifty features I uncovered when looking through the text field documentation on adobe docs.
I decided to upload a screenshot of my demo just for kicks. Some people will see the wall of text and not bother with a link buried some place within a comment somewhere around the middle of the first page (it can be a bit of a pain to find).
@cemkalyoncu
If you put the limitation that barbarians can't wear upper body armor that might do the trick. They cannot wear pants as they are. One possible solution might be to chop off the lower half and replace with regular legs when wearing pants, that would ensure all the lower body accessories fit. If they're being covered there's a good chance cutting the sprite in half and playing dress-up doll might work just fine.
By the way, I don't know if you prefer using tiled or something else. We should probably decide on a common format for making levels that I can recreate in the game. I'm making the levels out of tile sets in 32x32 increments similar to the layout tiled uses. If you prefer something else I'm open.
@p0ss
Completely, entirely, and totally agree with you about the modding interface part of open-source projects. I've written light mods for a number of small-time games just out of curiousity (and quite frankly just to see if I could). By far, the hardest games to work with are almost always open source projects.
I'm working on a Flash game right now so I don't have aspirations of making a map editor or other utilities. If this game is even mildly successful I'll probably move into a system-based language and proper game-making framework like Java and it's jwjgl or python and pygame (or some other equally fun languages and frameworks) to learn more extensively how to make games.
I'm happy with working a few assets for one or two non-standard characters but barbarians are a major component of your story, right? Wouldn't it benefit us more if we had a barbarian that fit all our standard assets? Just thinking out loud here.
Tell me bart (new father and smarter programmer than me), what comments might you extend on my discussion thread found here:
opengameart.org/forumtopic/midi-in-as3-adobe-flash
Tartos, I'd be happy to hear your thoughts too. Thank you both for your time and consideration.
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