A new version of this scenario was uploaded on Thu Oct 03 03:49:41 UTC 2013
Added minimap, wandering sprite, and map editor. Some fixes/improvements.
Use 'm' key to toggle minimap.
Use 'escape' key to toggle map editor.
(Can only place/remove trees for now - by clicking mouse on tiles)
And it may be more realistic to stop rendering the sprite/tree altogether once it's too close, instead of showing it cut up in 2 pieces.
And btw, awsome update!
Thank you! I can add something to consider distance on whether to render altogether or not. For the tree, might be a little tricky since multiple trees can share the same "pane" or wall. Initially trees were meant to only be viewed from windows so you weren't suppose to be up close to them. Thanks for the feedback!
A new version of this scenario was uploaded on Fri Oct 04 23:53:55 UTC 2013
Attempting some threading and different approach for nonwall surfaces (trees and wandering sprite)
A new version of this scenario was uploaded on Sat Oct 05 06:07:39 UTC 2013
Working on an elevator. Can open and close the doors by clicking the panel buttons.
A new version of this scenario was uploaded on Sun Oct 06 05:43:37 UTC 2013
Now "functional" elevator! Note: it doesn't take you anywhere yet. Added some music.
A new version of this scenario was uploaded on Sun Oct 06 05:44:44 UTC 2013
Now "functional" elevator! Note it doesn't take you anywhere yet. Added some music.
Thank you.
@Zamoht I have noticed the "shaking" and have tried to fix it. I think it has to do with the location of the player being doubles and when rendering I cast them to ints. Haven't got a solution yet, but am working on it.
A new version of this scenario was uploaded on Sun Oct 06 21:51:35 UTC 2013
There are now 6 floors! Hop on the elevator to visit them! Use mouse to click buttons. Also elevator door makes sound now.
@JetLennit: By making a thread and knowing how much work the thread needs to do and its current progress
A new version of this scenario was uploaded on Mon Oct 07 00:38:21 UTC 2013
Made loading bar more clean
A new version of this scenario was uploaded on Mon Oct 07 23:10:16 UTC 2013
Fixed camera from "shaking". Made some improvements that should make it run pretty smoothly.
A new version of this scenario was uploaded on Wed Oct 09 23:58:41 UTC 2013
Changed threads again. Decreased size of screen a little. Let me know if have performance issues.
I don't know if I'm right, but I'm guessing some of the lag may be coming from the sound. I'm getting really glitchy sound, don't know if that's what you wanted, or if my headphones are finally completely broke, but it's clear sometimes, and really weird sounding at others.
-Happy Birthday to me!
Yeah I have the same sound problem. Doesn't do it when downloaded. Used GreenfootSound, with volume decrementing to 0 if not in elevator. But are you having serious lags? The FPS is high 30s to 40s for me. Not having a multi core system might be a difference concerning threading.
A new version of this scenario was uploaded on Sun Oct 13 05:51:09 UTC 2013
Multiple elevators spanning different floors. Elevators have own interior wallpaper. Updated map editor (further detail below). Outside buttons now calls Elevator to your floor (Be patient, the door must close before it may start its ascent/descent). Elevator floor indicator(exterior). Walls now have two parts, so can have different wallpapers per side (the north/west side and the south/east side for each North and West wall of a Tile).
Hotkeys for Map Editor:
Q key to switch between modes.
WASD keys to scroll view.
'-' key to move down a floor.
'=' key to move up a floor.
1 and 2 keys to switch between Wall types.
E key to toggle between editing North or West wall of a Tile.
R and F keys to toggle NW and SE options respectively. (see above concerning north/west and south/east sides of Walls)
Concerning Editing Elevators:
Top DropDownList for directions North, East, South, West indicates direction a new Elevator will open towards.
Click within a Tile to place new Elevator.
Note, cannot place Elevator if already one there, door opens into another Elevator, or if Elevator at adjacent Tiles with doors opening to location.
Toggle access to different floors (will have "hidden" presence at intermediate floors, but will not open at those)
To gain access to a floor, every floor between where the Elevator already has access to, and to the new floor - must not have existing Elevators 1. at location, 2. at Tile where new Elevator's door opens to, or 3. at adjacent Tiles with doors opening to location.
Removing access to all floors will delete the Elevator.
On floors that an Elevator no longer "runs" through, will have a left behind "skeleton" of generic Walls.
Can edit (but cannot remove) exterior Walls of Elevators. Cannot edit interior Walls of Elevators.
It is an elevator style of "The Imperial March" from Star Wars (http://www.youtube.com/watch?v=4wvpdBnfiZo), so I wouldn't be surprised if it was in that game.
A new version of this scenario was uploaded on Sun Oct 13 17:56:15 UTC 2013
Work around for sound bug
A new version of this scenario was uploaded on Sun Oct 13 17:58:47 UTC 2013
Work around for sound bug
A new version of this scenario was uploaded on Sun Oct 13 18:04:17 UTC 2013
Work around for sound bug.
One thing that I think might be a glitch: If you to the map edit screen and switch floors in the elevator, the elevator goes to the floor you are on and you are trapped in the elevator. Is that deliberate?
The map editor was not exactly meant to be full proof, for it would not be available when turned into a game. Just a tool for me to edit the map that I have made available to you to play around with.
I'm aware you can. It wasn't an easy thing to prevent. I will look into it when I get back to this project.
A new version of this scenario was uploaded on Fri Nov 22 22:52:50 UTC 2013
Preparation for a project coming soon. And took out the initial image processing. Let me know the performance
A new version of this scenario was uploaded on Sat Nov 23 06:23:34 UTC 2013
Added fading darkness to everything. Also incorporated Builderboy's FastImage. The wandering sprite is not displayed by default now, press 'n' to toggle (performance cost to show). Let me know the performance you experience
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