id_
65
TODO
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@ -1,13 +1,10 @@
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FAILED lol -write ruby script to output json table for processed art
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FAILED -write ruby script to output json table for processed art
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DOnE -fix collision
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-flesh out full mythos, i.e.: where is the player, why is the player here, what is the player trying to get, who is here, what do they thin_ of the player's presence (are they happy? is the player an old face to them?)
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-decide on dialog trees
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YES -should puzzles be sort of secondary to exploration? li_e should most of the game be weird fun and interaction, and then the 'off the rails' parts should be puzzles???
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all of the npcs should be stuc_ in a cycle of whatever they're doing, focused on it, hav always been focused on it, maybe it has to do w/ the fact that they are always doing 'night activities'
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ma_e sprites static class vars instead of globals (?)
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@ -18,4 +15,62 @@ so instead of having the exits be a part of the room save, they should be a sepa
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}
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why?? b/c this allows us to visually arrange levels and not have to open every adjacent file (as much as 4!!) and edit them
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go for the feeling of the beginning of eternal sunshine w/ joel's narration, maybe a sense of desperation (does this require urgency?? should the game be time-limited li_e majora's mas_? lol)
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go for the feeling of the beginning of eternal sunshine w/ joel's narration, maybe a sense of desperation (does this require urgency?? should the game be time-limited li_e majora's mas_? lol)
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LEVEL EDITOR
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VIEWS:
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- ROOM VIEW
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- color select, red green or blue
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- right pane should be sorted by folder i.e. "museum", "nature", "food"
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- all pix that don't have an accompanying table entry describing what they are they should go under
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"unsorted"
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- ASSET EDIT VIEW
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- here we can edit attributes such as class and collision and folder
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- WORLD VIEW
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- this is where we can arrange rooms
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- right pane should have room palette, should be divided into a grid
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- should be able to right-clic_ edit room??
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SOOOOO
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we are going to reimplement walls and boxes as generic moveable n unmoveable objects
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we are going to have a Master Asset File which will be set up like this:
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{
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entityName = {
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propsFile = "path/fo/propsfile.prop"
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}
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}
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or maybe we should just have one Big Prop File in the art directory, assets.prop, which would look like
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{
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entityName = {
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class = "class name" --moveable, unmoveable, npc, switch, player
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sprite = {
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red = "path/to/sprite.png"
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}
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loadSpriteOnBoot = (boolean)
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}
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}
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this should do fine tbh
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so then when we boot up the game it should load this table
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room save should have entity name only
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PUZZLE IDEAS
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so dialogue puzzles will be cool and neat
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one of them can be two v similar loo_ing npcs completing one another
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so one would have, in red "i o e o " and the other would have " l v y u" or w/e
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Before Width: | Height: | Size: 867 B After Width: | Height: | Size: 867 B |
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BIN
art/_ui/blue.png
Normal file
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art/_ui/cancel.png
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art/_ui/confirm.png
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art/_ui/folder.png
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art/_ui/forward.png
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art/_ui/green.png
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art/_ui/red.png
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art/_ui/save.png
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art/_ui/white.png
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art/_ui/world.png
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BIN
art/game/switch_b.png
Normal file
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After Width: | Height: | Size: 290 B |
BIN
art/game/switch_g.png
Normal file
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BIN
art/game/switch_r.png
Normal file
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After Width: | Height: | Size: 294 B |
BIN
art/game/switch_reduced.png
Normal file
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BIN
art/game2/processed/switch_reduced.png
Normal file
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After Width: | Height: | Size: 333 B |
BIN
art/game2/switch.png
Normal file
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@ -6,7 +6,7 @@ do
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echo "mapping $f to palette..."
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|
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convert $f +dither -map ../palette "processed/${NAME}_reduced.png"
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convert $f +dither -map ../palette.png "processed/${NAME}_reduced.png"
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TARGET="processed/${NAME}_reduced.png"
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Before Width: | Height: | Size: 312 B After Width: | Height: | Size: 312 B |
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Before Width: | Height: | Size: 908 B After Width: | Height: | Size: 908 B |
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Before Width: | Height: | Size: 903 B After Width: | Height: | Size: 903 B |