Recently Browsing 0 members
No registered users viewing this page.
What's new section:
Snowman_Sky is game using MapIt engine. MapIt will evolve here for a little bit.
Download: [ http://songersoft.com/programming/Snowman_Sky.zip ]
Video demonstrating new sprite_sheet class and weather effect.
Working on the Class section of the Character Sheet.
Which is what makes multiclassing possible.
Changing the value of Class will load the stored value for XP. Lvl will be updated to the XP tier.
Hit points are then rolled for each level of all learned classes. Hit dice are specific to each class and a Constitution modifier is added to each roll of hit die.
NOTE: TOPIC HAS BEEN MERGED TO HERE: MapIt Quest
Special thanks: AdmiralAlkex, Melba23, MrCrearoR, Dragon Warrior 3, SDL
MapIt is a tile world editor. MapIt was built around the concept of reversing Dragon Warrior map images. MapIt can take image input and produce a tile and world array.
Changing and replacing tile / world data is easy. B/c tile world editor.
CTRL+R in image above to signal replace tile action and I use "G" to Get the tile under mouse.
A full list of hotkeys can be assigned in the: Help Menu\Hotkeys
MapParser is a C++ project that scans images for unique tiles.
MapIt can be downloaded without MapParser. MapParser can be toggled off in the Scan_Image dialog. Without MapParser, MapIt will use the Scan_Tiles() function written in AutoIt ; which is 100 * slower Idk. If MapParser.exe will not run for you: Installing Visual C++ Redistributable for Visual Studio 2015 should fix it: https://www.microsoft.com/en-us/download/details.aspx?id=48145
You can start with example world and tiles.
Example world was made following these steps:
Started with a tile map image of DragonWarrior3 town of: Reeve From MapIt World Menu \ New \ Scan_Image dialog, I set the area to exclude the key legend to the far right of image. After scanning the map image to world and tile array. I removed a few of the map artifacts. More work could be done on this world; removing unwanted tiles, but it is fine for now. I saved my world to disk. This creates folder: Worldname: Containing folder of Tiles and a Worldname.txt. Using The Gimp, I edited some tiles to have a transparent color: Stairs, Trees, Desk Tables, Chest-of-drawers, Chairs, Signs, Doors, Beds. I changed the world layers to 2: World Menu \ Properties. F9 Finds all selected tile on current layer and changes to a new selected tile on new layer. I used F9 to change all Trees on layer: 0 to Trees on layer: 1. Then I used F9 to change all Trees on layer: 0 to Grass on layer: 0
In this video you can see how I used the Tile Menu \ Replace From Disk option to remap tile images to my custom tiles. Conveniently my tiles already have a transparent pixel.
See video for how that was done:
To use the example world:
First unzip the world save file: http://songersoft.com/programming/mapit/worlds/Reeve_Swapped.zip From the World Menu: choose \Load Navigate to the Reeve_Swapped.txt located in the extracted zip. Or you can scan any image.
The map images I used are here: http://www.realmofdarkness.net/dq/games/nes/dw3/maps/world
For download, videos, and example of created world file data; please visit the MapIt webpage: http://songersoft.com/programming/mapit/mapit_about.phtml
I have a bunch of SDL_Surfaces loaded into memory. I want to list them in a ComboBox.
Using this code, I can load images to the combobox from file but not from existing SDL_Surface memory
CODE ISN"T MEANT TO RUN
; Create combobox pic list example $aControl[$iControl_id][$eControl_data] = _GUICtrlComboBoxEx_Create($gui, $data_value, $data_x, $data_y, $data_w, $data_h, $CBS_DROPDOWNLIST) ; Image List for ComboboxEx Local $hImage = _GUIImageList_Create($gTile_w, $gTile_h, 6) ; Fill hImage with SDL_Surfaces stored in memory: aNPC_surf[scale][type][way][frame] For $i = 0 To 1 ; This works but only from file: ;_GUIImageList_AddBitmap($hImage, $gFolder_graphics & $gaWorld_info[$player.iWorld_cur][$eWi_filename] & "Tiles\" & $i & ".bmp") ; I've broken up a sprite sheet and want to insert into combobox from memory ;_GUIImageList_Add($hImage, $aNPC_surf[$i]) _GUIImageList_Add($hImage, _GDIPlus_BitmapCreateFromMemory($aNPC_surf[$i]), True) ;_GDIPlus_BitmapCreateFromMemory($aNPC_surf[$i]) ; Add the index number to combobox item _GUICtrlComboBoxEx_AddString($aControl[$eNPC_iPic_type][$eControl_data], $i, $i, $i) Next ; Set hImage list to combobox control _GUICtrlComboBoxEx_SetImageList($aControl[$eNPC_iPic_type][$eControl_data], $hImage) Anyone know if I can convert from SDL_Surface to hBitmap? Maybe I'm doing something else wrong.
I've seen hBitmap converted to SDL_Surface but I don't really understand it yet:
My full script can be found here:
Here my 1st game ever.
A try to remake of the arcade classical 2D game Asteroids® by Atari (1979).
More information about Asteroids® here or here!
Play online here
Please don't link to file below directly from other websites!
Downloads (2263 previously): AUTOITEROIDS v1.019 Build 2016-01-14.7z (use e.g. 7-Zip to extract archive)
Only compiled version incl. needed files here: <4shared.com> or <MediaFire.com>
This game is an unoffical clone of the original Asteroids®
game and is not endorsed by the registered trademark
and copyright owners Atari Interactive, Inc.
AUTOITEROIDS is a remake of the video arcade game released in 1979 by Atari, Inc.
It was one of the most popular and influential games of the Golden Age of Arcade Games.
The player controls a spaceship in an asteroid field which is periodically traversed by flying saucers.
The object of the game is to shoot and destroy asteroids and saucers while not colliding with either,
or being hit by the saucers' counter-fire.
ctrl - shoot,
up - thrust,
left - turn left,
right - turn right,
space - hyper jump
game is starting with 3 asteroids
every 10.000 points increase of level (among other things amount of asteroids + 1)
every 30.000 points extra live
biggest asteroid = 20 points
medium asteroid = 50 points
smallest asteroid = 100 points
big alien spaceship = 200 points
small alien spaceship = 1000 point
Main code: UEZ
Bass UDF: BrettF
Bass DLL: www.un4seen.com
GDI+ font loader code: Yashied
Menu item code: rasim
Sound + sound code modifications: Spiff59
Font: ck! [Freaky Fonts]
GetKeyboardState code: eukalyptus
Atari for the original game concept
AutoIt forum for all the help and the source of knowledge