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Messages - jjppof

#1
Project List / Re: GS HTML 5
31, December, 2020, 11:23:51 AM
As I still see some acquisitions from the forum, I think that maybe would be nice to let a post here saying that this project is still alive and evolving. Please visit https://gshtml5.org/
#2
GSHTML5 is an active project, it's written in javascript. If building a gs engine is your goal, you may want to check what we need help with.  :happy:
#3
Project List / Re: GS HTML 5
25, September, 2018, 07:51:04 PM
You can contribute to the repository freely. Just give your profiles, then I can add you as collaborators.
I really want to make it public, so anyone can help and give ideas to improve.
#4
Project List / GS HTML 5
23, September, 2018, 10:59:33 AM
Almost two years ago, I started building an engine in HTML5. I'm sharing here the source of what is done.
These last days, I tried to refactor the code to make it somewhat readable.
The project is on github, feel free to fork and test things. A demo is available.

Repo: https://github.com/jjppof/goldensun_html5
Demo: https://jjppof.github.io/goldensun_html5/index
#5
Quote from: OpenGoldenSun on 28, October, 2015, 05:30:45 PM
It's been a long time but in case you missed it, I posted a new video:



just awesome!
#6
Quote from: OpenGoldenSun on 13, April, 2015, 02:16:04 PM
Quote from: jjppof on 13, April, 2015, 07:41:02 AM
I'm trying to learn XNA to don't get completely lost.

Learn MonoGame instead, since that is where this will go and XNA is dead.

Nice! Thanks for the hint!

Quote from: Fox on 13, April, 2015, 08:02:25 AM
Oh cool!  I don't think taking time-defined courses is for me, but thanks anyway. Say? Are they going to record their session for later viewing? (For those who don't enroll?)
(Edit: I just realized April 7th was about a week ago. :p)

You still can enroll and you can access the material without worry about time. Time is just for grading.
#7
Quote from: Menaus on 12, April, 2015, 09:07:57 PM
But regardless, looks like I have some motivation to drive my wish to learn C#.

There's a nice C# course by Microsoft starting this month at edx.org, look here.

I'm trying to learn XNA to don't get completely lost.
#8
Awesome! Very very nice!
#9
Project List / Re: Should we help Joao?
27, March, 2015, 05:33:23 PM
Quote from: Luna_blade on 27, March, 2015, 02:34:00 AM
jjppof, I was wondering if you already have an overworld in your flash game.

Actually not. I got stuck with stair climbing and jump animation, but almost solving. Furthermore I had stopped the project due to the nice Open GS advances and my vacation end. Open GS does not have a recent update, I think He's with lack of time too. But I still can work on this project on weekends...

The only thing new after the blend effects is change of a map to another.
#11
Project List / Re: Should we help Joao?
24, February, 2015, 11:05:43 AM
I found a place to host the swf file so you can tell me what Is needed to improve.

http://www.fastswf.com/PLwXoNc

You can pass me the maps you build and test in this website.

SHIFT dash.

Be sure you have a good flash player version: http://get.adobe.com/flashplayer
#12
Project List / Re: Should we help Joao?
23, February, 2015, 04:46:17 PM
An engine for whole game.

You can try making a map in the tiled map editor (download here: http://www.mapeditor.org/download.html). It will be preferred that you use 16x16 px tiles, but you can use whatever you want. I attached the madra example, so you can see how It is. Give me the final project of the map (tmx file from the editor), that I will record a video explaining how to make the collision thing with your map, It's quick and easy.

Just make sure to separate the collision and the 'over the hero' layers.
#13
Project List / Re: Should we help Joao?
23, February, 2015, 04:03:30 PM
Quote from: Luna_blade on 23, February, 2015, 03:04:08 PM
Yeah, well it wasn't unexpected. I'm not sure how the current OpenGoldenSun is doing though...
Which flash projects? Formina's arena? Atrius' old project?
Yes, these ones.

Quote from: Luna_blade on 23, February, 2015, 03:04:08 PM
Wow looking good!!! Far better than the latest version of the RPGmaker. Altough there aren't any menus or psyenergy added yet?

No, not yet. It's too recent. The next step will be the menus, cause I need them to make the battle system. Probably I'll be using Feathers (http://feathersui.com/).

Quote from: Luna_blade on 23, February, 2015, 03:04:08 PM
Collosion dectection stuff in flash? I knew it could be done in RPGMaker using the method you show here, but flash?

Yes, using Flash and Box2D. The RPG Maker collision system was horrible and annoying to adapt. With Box2D I could make a collision system with a precision I want. Look these images:

In game:

High precision(unnecessary):


Quote from: Luna_blade on 23, February, 2015, 03:04:08 PM
Yes, this looks pretty easy and fun. What do I think:
Where did you get this project? Did you make it yourself?
Anyway, keep up the good work!

Of course I didn't make the map editor, texture packer and physics editor. But the flash project is mine. What I want is make something for who is gonna make the art don't get bothered with codes.
#14
Project List / Re: Should we help Joao?
23, February, 2015, 09:40:42 AM
Well, I indeed left the RPG Maker project. In the past weeks, I saw some nice flash projects here in the community, so I also decided to have a try.

Here is a video of what is going on:



I'm not good with pixel art, sprite sheets etc... so, some bugs are due to this. But the thing is, I made this to receive maps from Tiled Map Editor (http://www.mapeditor.org/), to receive Sprite Sheets from Texture Packer (https://www.codeandweb.com/texturepacker) and determinate the collisions with Physics Editor (https://www.codeandweb.com/physicseditor). Look some images:

- The map editor with buildings hidden and, on the left, the tileset  I created:



- The texture packer with the individual images of Isaac, It identifies the movement just by the name you gave:



- The physics editor with the magic wand to select where you want the char to don't walk:



To create a collision image, is just hide the collider layers in map editor and export the entire map as image.

In the video, when I'm recording, the fps fall from 60 to 48, I'm still inspecting it.

Look the other city I made



This last map was bad, because I used 32x32 px tiles.

Do you think if It is easy to create maps and chars? What you guys think?
#15
A suggestion would be use the Tiled Map Editor http://www.mapeditor.org/, or something like it. It's very simple to use and exports files like JSON, CSV, XML etc, that you can adapt your engine to use.

I searched at google images 'golden sun tileset', got this http://img.photobucket.com/albums/v48/psgels/psgels-Ruins-Exterior-01.png, set white as transparent color and easily made the image below.It will be very nice to build maps. And It's free! An example of JSON file is also attached.
#16
Actually, with 2d calcs, you won't need to do hundreds of attacks since you create a standard, so you can pass just few parameters (or only the type of attack... physical, summon, psy... then the algorithm does the animation). That's how recent 2D engines do these things, like starling and cocos2d. They are told 'easy to use' cause they treat things in this way.

I know this math isn't complex, but once you can avoid, why not? And I don't think this is fake math, It's just another way to deal with this.

Of course, this things I'm talking is only possible if his engine gives support to it.
#17
Ok, I don't know how golden sun engine works. But this scene can be made in 2D using resources like scale, hierarchy, sprites texture change and xy coordinates. The effect will be the same and, maybe, done in an easier way. Depending how his engine treats the texture atlas, he only has to concern about the 'real' xy position of the char on the screen making animations become easier to be made.

--------- edit

To make this scene, you had to adapt to the golden sun base engine, but I don't think that's the way the programmers took. Perhaps they used a framework.
#18
Maybe put a limit on it, could be interesting... some game engines calculate a scale factor based on the stage and viewport width and apply it in the sprites size.

----------------

Looking at that Atrius gif, it seems that Y position of the heroes don't change. The sprite texture and hierarchy change with X variation. The X speed variation at this animation seems to be cos/sinusoidal with zeros near the borders and peaks at the center. But I don't know about your resources, but I think that an easeInOut animation can substitute the cos/sin functions once you call it everytime you need to vary X.
#19
Very nice work! I am very impressed!  :happy:

Looks like you are using xna, right? C# is a lovely language.
That's a very hard and professional work and you have already done lot of stuff.
Can't wait to see the source!!  :happy:
#20
Project List / Re: Should we help Joao?
22, December, 2014, 08:57:20 PM
Quote from: Fox on 22, December, 2014, 02:54:17 PM
Quote from: jjppof on 22, December, 2014, 11:22:06 AM
well.. I'll wait for the open golden sun results that probably will be amazing. That project is light-years away better than this. There's no sense keep working here.
I agree.
Especially since the RPG Maker isn't easily accessible to everyone. (Because it either needs to be paid for, or pirated... And there are people who probably don't like either.)
And often times I feel like RPG Makers/Game Makers are more of a hassle to deal with than a normal code editor. Probably because the mouse is often used which slows things down a bit.
And furthermore, the work to adapt the engine is usually not effective and always leaves gaps ... He did something that everyone has laziness about doing: made his own engine. But the more impressive is the fidelity he's keeping with the original GS, I just can't see difference. Very very nice work.
Quote from: Fox on 22, December, 2014, 02:54:17 PM

I can't wait to see how their project will be organized. (I wish they'd at least screenshot their code. ;) )
(Even now, I'm still documenting the GBA games. It's a lot of code, but if you try to figure out how it is sectioned, it probably makes things seem somewhat less. For example, my latest find is that there are 6(+?) functions in Battle Mechanics that seem to be listing the chars in some way or another, be it the PCs or enemies, etc.)
[spoiler=General description of the functions... but this can be ignored.]1. First four PCs in PC list. (3 if multiplayer?)
2. Last four PCs in PC list. (0 if multiplayer?) (Likely "PCs waiting in back.")
3. Enemies list...
4. Characters not downed in battle list. (PC and/or Enemies depending on argument.)
5. Characters not downed list. (PC and/or Enemies depending on argument.)
6. Seems to copy characters in battle that aren't downed. (PC and/or Enemies depending on argument.) Might not be the same as #4, though.

#3-5: Enemies with [+12A]!=0 is required to be added to list.[/spoiler]

Well.. I'm waiting something based on a API like opengl, those filters he's using is probably a clue... I'm waiting some battle videos to try understand better the engine base. One thing I'm almost sure is that the code will not be organized (thought) as assembly, the latest paradigms greatly facilitate the programming work. Unless he's doing the engine directly based from the game ROM, here your work will be of extreme importance. But even so, I bet only on formulas and game data in general.