Inferno #09
31 июля 2006 |
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Gamedev - The history of the game Ball Quest.
How to make Ball Quest Alone Coder The idea of this game (still no title) crawled into my sick head May 16 after how not expected to be held in May skie holiday onslaught on the v9990. A wild idea was sent Shiru Otaku, and the 20 th day Shiru sent me to experiment trial a set of sprites ball (big enough - 64x64, - so I could try beneath drive size). I twisted this way and that and the results sewed, it is necessary to 24x24. 23rd Shiru pererende reel the ball in 24x24 (the size necessary to observe the rendering, since scaling Institute may receive fringe), and the process he walked slowly. Shiru: If you are good, then we must Soble give another dimension when modelinge.Shvy and six squares on the ball, I did geometry (There is a simple way, it's easier than drawing texture) and choose the size that they looked after properly in 64x64.Poetomu re-render a 24x24 stitches almost ischezli.Ko Of course, it was necessary to peremodelit again, but not reached his hands. Alone: And in my opinion, the ball and so completely good peremodelivat not. First, I organized the engine Pang the ability to change the coordinates of the camera (to the ball was in the middle). Then he painted the walls ki, diamonds, arrows, EXIT and flying qi Phra, sketched in the source test card. By June 13 was ready to physics, skonver chen a skyscraper, pick up a few zvuchkov (on audio engine Wolf2004/Pang 16C). And think of a name - Ball Quest. In Basically, there was no work for three weeks, and for three days. June 15, I moved to Moscow to Shiru, where we almost immediately discovered the following: 1. Nerelizennoy music is not enough for 10 levels, even if the finish nedodelki.Krome nerelizennoy nedorelizennaya there, but the plane Haya. 2. Appropriate editor for the maps of the species not to write. 3. Need to fix clipping in ATMovs Coy version of the engine. 4. Hard to find pictures neboskre ERD with a decent height and horizontal direction of gaze. Editor Shiru navayal fairly quickly, with editing by the principle of the tile and preserving the right for a game format coordinates. But it turned out that not only we, but has reached a visit CHRV, Maksagor and Wlodek - no one likes to think the level no! Collaborative efforts with Shiru ... Shiru: My efforts were to observe Denia for the essay;) ... To the end of the week we were able to compose only to three pieces, which, however, the two of us was just me:)) (Then the game was able to pa bot mode only FAST GAME, and I wanted to releases it in this form.) Backgrounds, we searched on the internet three-fold. Half of the found images or was taken from a bad perspective, or lined with poor resolution, or ugly smot relas in 16 colors. And it became clear that 10 good levels, we will hardly ... Another problem was the initial saver. Under the project there was to be depicts a ball lying in the grass on the background skyscraper. However, experiments have shown that render the beautiful grass is not so simple. Shiru on the move dismissed the idea pozaimst Vova ball from neighbors and sfotkat it in yard. Shiru: Old women-neighbors are unlikely to agree silis to leave, even for a time, with free inventory of football! Instead, he launched a search in the internet at "Ball grass" and found to visualparadox.com about what was required - only against the background football goal. The texture of the grass was dos sufficiently good, but the amount thereof grass clearly not enough. Shiru multiplied its mines the fore and stamps, moved the ball, put the background and put in his place one of the defective high-rise buildings (rejected Noe, because it was photographed with a se Millions). Next was interesting: I've found that the ball turns out tolerable only with dia mond hatching, and the grass - only with Floyd. So we had to each object convertible separately and then glued together. And then up to ntsa July, we took turns cleaning has received Xia picture - and in the interest of beauty, and for save memory (it is always in memory; WPRO What could load). For example, the top The average of the grass is blurred by hand. Block windows on the left side of the building, too, drawn by pi Xela. But the movie - it's not the whole design. We had to come up and play socket. Proposal to make it in the form of cheese (information mation - in the holes) Shiru rejected, so I decided to make it as a train (information - In windows). Shiru: I do not like the idea of a cheese that in itself is nothing cheese not a symbol ziruet. Train - still all right, associations with travel. After another excavation on the Internet was found only one decent car, SAE th almost in profile - the site of the Moscow Metro. Shiru, Glancing this masterpiece, has spoken: "Nothing will come of it." But it turns out out to be wrong! =)) To expand car along the screen, I have unleashed on the picture of the three dimensional preobrazovanie.Dalee usual opera tion obkusyvaniya background, color replacement, training NCI under the size you want (including the windows - by familiarity) - and voila! And then it turned out that the socket must be on lozhit all backgrounds. After all, car roughcast loaded directly into the screen area and ibid unfolding (sm.statyu about Pang last issue). Alternatives storage parameters nelki in the pictures were only three: 1. To have it on the screen always, even in the metal nude; 2. Keep it in upper memory (whether it is necessary shnih 4k RAM); 3. Continuing its load. It was impossible to save the socket on Nevi dimom screen t.k.vo while unpacking any images it is visible and it would be ugly. Although ... But I decided not to complicate the task, not to turn into long-term construction project. Was even hope to finish the game right in Moscow. At home I have everything written is much slower. And so, deciding to impose a socket on the landscape, I realized that I must now Daudet lat socket completely, so you do not had for a second time to convert all landscapes. (I'll tell you that vsetaki had! After I left, Shiru once again brushed her from stray pixels remaining after the conversion from escaped my cleaning.) I've set the coordinates in the source games numbers, and Shiru undertook to paint inscriptions type "LIVES". At the same time he drew two fonts - One little, for ordinary purposes, and the other large, but incomplete - for a message type "LEVEL COMPLETE!". In store for him our las utility for splitting images to tiles, and he broke with the help of all the major inscriptions on the non-recurring familiarity. So was spared a lot of pamyati.Poluchenny on the output of the utility long-predlinny bmp I converted to the ZX as sprites, only to correct a few lines in the converter. Shiru: Although this tool is also able to component of a list of numbers of tiles, it was written bit for other purposes (under other image sizes), so the spin rooms had to juice AlCo be manually nuyu, using pens, paper and vigilant eyes. To lose the extra half hour, but corrected lyat utility would have been longer. All the music for the game did Shiru. Muses ka, unfortunately, is not original - in the ground Mr. remixes are known to those with attachments, the exception of track 2-Tier - He zaremiksen with live music. The problem would la that Shiru wrote exclusively in Vortex Tracker'e, and transplanted it into the Pro Tracker is not possible. Shiru: In the PT, I would write more slowly, which leads to PFA - terrible force. For me, the creation of one Nogo cover songs in VT - a matter of hours, especially if the hand is typed someone earlier midi-scale with the melody (their fully online, the games - online vgmusic.com). In VT a TS Mouzon - a 2 module, and PT - 1 module. By the beginning of work on game I have already translated into two Mouzon Format PT (one of them a few even use Rules). And TS player for the PT already byl.Poetomu I decided to drag on the PT and the other components position. This problem is not trivial, because the two sets of samples and ornaments should be reduced to one, correcting the figures and most tunes ... Sound effects, we have implemented with the help of schyu new package AY Sound FX Editor (re daktor sound effects for AY on the PC, under the Windows), which Shiru wrote in fevralemae. Attached is a player and a few set of sounds, from which we chose nuzh nye. For many events there were in Nesco lko zvuchkov candidates, but some other Gia zvuchki still had to draw: strikes, the fall, scoring. Shiru narenderil animation five sites (Cherries, weight, bottle, key, clock). I chose of a sequence of desired footage, and con their inverted in Photoshop following metal method. 1. Loading the first frame, it klipiruem (Scale had yet to indicate when Rende ring! Desirable and clipping proizves Tea at the same time). 2. Convert (shading - to taste with us - not) the adaptive palette of 8-10 flowers (rarely need more). Save this palette called "from.act". 3. Correcting color in the palette to Closest to him Spectrum, except Fono Vågå, which you must choose a non-standard - say, blue-violet. The resulting parameters liter save as "to.act". 4. Convert to RGB, then to the Spectrum Why dost palette, in which the 0-th color is then Therefore, non-standard. Let this palette is in the file "zx.pal". Save the image (vertical Sia Photoshop, which stands at Shiru, by something hangs when saving indexed co lor image on top of RGB images with the same name). 5. Repeat all this with all the other images, but using ready SAVE NENNYE PALITRY.Mozhno take photos shopovskoy system macros (I will use valsya). Then, in the process of digging the collective tions Shiru, I discovered a remarkable Nogo spider, rendered Surfin 'Bird'om (Thus, who drew the graphic to Fire 'Ice and render the ATM in the case under nut:)). I painted the spider in red and also introduced to the game. Just a few objects (fractured board, glass, broken glass), I drew by pikselyam.V general, we clone the schedule, until the end of the memory page, desperately rvirovannaya under the sprites:) One of must, in other page, but it is threatened rejection of anything even drugogo.My kusili half of the phase key. Editing levels went slack. To speed up their check, Shiru organized its editor, writing in the format hobety (It can be shipped Unreal Speccy, however, forgetting the name of the current trd-Schnick). Shiru: Adding files to trd-Schnick, with all the checks, it would be greatly words zhnee (ie, longer that it was fundamentally dipole moment), so from this option I refused. Later to solve similar lems, I wrote a utility trdtool, it is in Virtual TR-DOS. Already preparing to leave, I kerf that time level must lie at the level but not in programme.Etu function Shiru added in the last minute, at the same time transferring Goto curves levels in the new format. So, I was leaving on June 20 in Ryazan, having, By and large, a set of converted backgrounds, Level 3, the editor and almost ready Source games, which online ATM for some reason, refused to load the second level of passage of the first. And with all this, I really wanted to sleep! It was evident that the whole week we were working better than last time (January, Time Gal), but the game did not finish managed. After a long riprap (during which On Shiru naremiksil 2 more tracks), I draw tree one level at the idea of Shiru (4) and pos shaft John'a help. One level we have done together (5), two more, he scribbled on a piece of paper (6,7). John set up a level 4 so that he could pass it only with the 10 th - 20 th attempts (he played in a mode SLOW GAME). I barely convinced him not to mock the player:) When John came the next time it will mazhnye levels have already been prepared. I showed result and at the same time he drew the last level (8), but John had already lost interest and look around: ( Next, I mostly debugged game tested and combs (added running line, cache, unstick the ball from the background - before he was always in the exact center of the screen). Tees be interpreted helped Maksagor. August 2, I suc shno (I think) has completed this process and for beat the rest of the memory demos passage. Demos - a sequence of keystrokes keys. It was possible to shake them by RLE, but fits, and so ... Butt, though ... Aug. 5 John came and fixed the track to 4-th level. Then I just decorated the source. About the source code In the engine compared to Pang'ovskim you may find the following important improvement of: - Added support for cache. There are major cycles of withdrawal and erase sprites. In the ATM version of the cache is also supported! - Sprites, lying at the bottom of memory, not copied before using (this Breve but the concrete slab). - Sprite, which before was only Copied that to the lower memory, not copy is again in the 2 nd, 3rd, etc. times. - Copying is LDIR'om lying schim not in RAM, and ROM / cache. In turbo mode ROM and cache work much faster RAM. - The ATM is organized from the bottom clipping (Macro D31). The height of the game window should divide by 32. - When you build a list of valid output Comrade take into account their height (ID objects pa zbity into several groups depending on size - the next time it will be necessary to try to read the height of the most valid ma). - There are disabling all modes and restoring the state at the time vTRDOS name disk operations (procedures VTRON, INIATM). - Font is now 16-tsvetnyy.Plyus added print large messages spetsshriftom. - You can remove (label re) saving is equivalent to wound under the sprites and all relevant buffer. This preservation is not necessary for many kinds of games, for example, strategic. Conflicts are organized as follows way. There is a map (BMAP) 64x64, for a byte on familiarity. Outside the boundaries of the level of this map does not work - it is considered that the outside empty something. In the chart permeable familiarity notation chayutsya 0. Prizes are designated 2. Obstacles conditions are indicated by numbers from 3 to 255. Each DOE is a number - the number of units in the list unit level (these numbers do not vary on During the game, because to BQ unit in removing financial not physically removed and transformed into IDerased). Ball constantly checks Nesco lko familiarity within. His behavior (Procedure BOUNCE) depends to some hand, he feels an obstacle. Type of sound ka collision is determined by the type of obstruction action (number of units in the BMAP is only needed this, it was possible to put himself in return type). The destruction of obstacles - the same place. Volume sound depends on the speed of the ball. Pay attention to control the ball (CPlrf). It works only during the satellites Sania wall / floor / ceiling (signs generated ruyutsya in BOUNCE). More precisely, not only in time me, but then once again after 2 frame (In SLOW GAME - through 4). This is done to an experienced player to manage more cleverly movements. Debriefing What has been done correctly: 1. At the beginning of joint work already had the engine, converters, half the volume projects, and physics. 2. It was a lot of spare music (polunedo written and nedopolurelizennoy). In the case of time trouble had to insert garbage (for Fortunately, it was not necessary). 3. Editor effects Shiru wrote a very By the way, and the effects of MSX were skonvercheny is also very handy. 4. I had earlier remake Mr Gluk Reset Service and ALASM by ATM, and this whole ma helped. However, it was possible (as in the case case Pang) write in a configuration with Pentagon false value in port # eff7, but that would still have to fiddle with adaptive tatsiey by ATM, convenience, and so need it. 5. The entire set of programs were on a computer cluster, it was not necessary, as the last time to rock Delphi;))) 6. Nothing had to learn in the process (Last time accounted for every sneeze led finger on the Talmud Maksagora on ap ATM architecture serve turbo 2 + and pdf-kam to ATA / ATAPI / CD-ROM / CDFS standards). 7. Had experience of working together. What went wrong: 1. He had to sit down together one more day, or rather night - until the last morning can to leave (although I would then be a risk sleep train again like last time) and Still urovni.Tak draw would have been banker spared the whole week. 2. Player effects that was attached to the AY Sound FX Editor'u was not quite ready - he had to finish on the fly (the latter Fix I made at home). Henceforth, this is not again, the player is now fixed. 3. There was no need to fix clipping on the spot - I have made because of this glitch, which then long sought - already on the printout! Must was seized of the clipping at home, relaxed atmosphere, before or since. 4. One computer for two - still not enough:) The last time we obtain one temporary jobs - one kodit / envelopes another at this time of testing at an ATM. Although Of course, the reflections lying on the couch - it's also work ... 5. Due Pang'ovskoy system 1 file = 1 sprite "on the disk already accumulated 125 files. Always had to do MOVE (Well, that is ALASM'e MOVE), and graphics transferred to disk by parts (as after conversion. bmp file, there is one. C, and one more - after packing it. C, and I wash it. bmp and this. C only village le). We had to arrange containers sprites and make 2 working disk ( Waters A: - source code, drive C: - resources). 6. Copying files via the ESN was not convenient - after its launch (and not to go from it can not - he was terribly warm process litter) ... Shiru: Perhaps this is the problem of my superfluous hot P4. ... had a long pass to the right directories, and we do not even bring those ka Taloga to each other. In the SN was a function would strictly transition (with Alt + number), but in the ESN it somehow thrown out. 7. Converting pre-rendered animations through Photoshop - long and tedious. If was not narendereno 7 facilities, and 70, and even and 4-8 phases, and at 16-32, it would be kapets. Need a utility that would envelope animation and at the same time threw received Conte ynery sprites to the scratch disk and graphics, not to run this stupid ESN. Bo cone would be if the tables of characters (where are their marks, names, number of phases and all is in this spirit) were in the same utility and saves in ALASM. 8. Load level had to write zaranee.A not search on the site for hours, why ATM is not Georgia, and find out once again, which screen should turn to user does not levotu seen. 9. In the level editor have been unsuccessful in Dobran hot buttons (NumPad). They and not useful. Back in the editor is not enough features: switching facilities have ETS lat current one type of objects, objects to torogo we click. 10. Once it took STS. A transition do under the ATM I do not uspel.Nado before lat (to make a ROM resident for this). 11. Not found someone who could qualitatively clean konverchennye paintings ki, as long as we do other things. 12. There were all sorts here - like to see As we write the game:) What there writings, when the guests descended!
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В этот день... 21 November