GP2X Any Developers Interested In A Game Project?


I have done the first steps of the proof of concept. The following demo merely has a white square to represent the hero and the square is wrapped as it reaches the edges of the screen. (Obviously when this happens we load the next map segment)
I have put verious bits of code which are currently unused, for health etc.

I also intend to use virtual methods, so that we can pass in a list of enemies/objects to both the physics and display engines and let them take care of it. I haven't done this yet!


The download below contains my current source. If you are working on this project feel free to add to it!

http://www.projectinfinity.org.uk/media/apps/AdventureRPG.7z

Now if you'll excuse me.. I need to sleep! -_-.zZ

EDIT:
Controls are the stick to move.
L + R to quit!
 
As it is, it might be worth getting a SVN server up and running to make the project fully open source or at least have some form of source control otherwise intergation is going to be a problem.

I am not sure that the physics engine should directly controlling the Hero, I would have a seperate input class and seperate controller that would check for input/events from the input class. The Physics to me would be just handling collisions and posting events/notifiying the cotrollers or entities.
 
~Of course you are correct. I just quickly put the buttons in so I could go to sleep! ^_^

Yeah we do need some of code sharing ... urm... thingy. <-- soryy I just woke up! O_O

I could probably set up a SVN system in my hosting, if that is ok? Actually having a quick look I don't get how to do so... hmm.
 
yaustar posted on Mar 21 2006 at 09:05 AM said:
As it is, it might be worth getting a SVN server up and running to make the project fully open source or at least have some form of source control otherwise intergation is going to be a problem.
I'll try and get subversion up and running on my gentoo server. It may take me a few days, tho. The problem is mostly with port forwarding on my router as comcast seems to enjoy blocking common ports. :angry:
 
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I have subversion installed, but I just have to configure it. I have it compiled to work with apache, but I still need to create a project and users and figure out how this thing works. I'm used to using star team for version control so this is a little new for me.
 
bigtrouble77 posted on Mar 21 2006 at 10:13 AM said:
The problem is mostly with port forwarding on my router as comcast seems to enjoy blocking common ports. :angry:
Most ISPs block ports under 1024 because they're used for various web services. It's their way of "suggesting" you upgrade to one of their business packages for more money.
FluffyPanda posted on Mar 22 2006 at 06:50 AM said:
Isn't there a svn server at GP2Xforge?
This is probably not a bad idea. Rix0r set up gp2xforge for a reason, it would be a crime to not make good use of it.
 
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FluffyPanda posted on Mar 22 2006 at 01:50 PM said:
Isn't there a svn server at GP2Xforge?

Are we thinking something like pokemon / Final Fantasy or more like diablo?
I didn't know that existed. I'll setup an account for the project.
 
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OK, here's a rough draft of the first part of the game's story. It's a pretty standard affair. Part II should be a little more interesting.

PART I

It's morning and you've just woken up. Your head and back are aching from the hard, rocky ground of the ancient Mayan ruins. It was just a few hours ago at dusk when you and Professor Petitgout made an amazing discovery. You finally unearthed the artifact you need to open the unfinished tomb of Ixandor, the lost Mayan King. You and Professor Petitgout theorize that the Mysterious disappearance of the thriving Mayan empire began with the vanishing of Ixandor.

You look around your tent and are startled to notice that Dr. Petitgout is no where to be found. Where could he possibly be? You see a note on the professor's sleeping bag out of the corner of your eye. The note reads as follows:

<Letter>
Quinn, I couldn't wait for you to wake up any longer. I have to return to the tomb to see if I can open it. I had a dream that the moonlight passing through the sun stone artifact will reveal the placement of the tomb entrance. Fortunately, it is still dark as I write this so I can test this theory now. I fear that if we forcefully open the door, as originally planned, the tomb will collapse and bury it's secrets for eternity.

And Quinn, be on the alert. I do not trust those locals that were eying us strangely in town. I'm certain that they are looking to loot any major discovery we make. They will likely try to take any treasures we find and sell them on the black market. It's critical that we find the treasure and report it to the archaeological institute as quickly as possible so these treasures are protected!

Please come to the tomb site as soon as you wake. We have a great deal of work to do!

Signed,
Dr. Petitgout
</Letter>

As you finish reading the letter you feel the adrenaline pumping through your veins. The reality of last nights discovery is finally grasping you. You and Dr. Petitgout are sure to gain international recognition for this amazing discovery. All of these years that the Professor been ostracized by the archaeological Institution for outlandish theories are finally at an end. Proof that the king Ixandor existed will surely be enough to convince them that Prof. Petitgout's has been right all along!

You quickly throw on your boots and cloths. As you rush out of the camp to Ixandor's tomb you decide to take the Prof's advice. It's best to take your lucky machete with you in the event you come across any of the local misfits. Surely just your presence with such a weapon will drive any riff raff away...
 
Project Update: AdventureRPG2X (working title)

Current project members:

Bigtrouble77- Project leader, game design, graphical assets, and possibly sound.
Pokeparadox- Graphic engine coder (and possibly more)

So far Pokeparadox has gotten a simple proof of concept working that I believe he posted to this thread. Right now we're working on mapping 8bit, 20x20 tiles. If anyone can assist in this area it would be a big help.

This is what we've decided on as far as the graphic engine goes...
The graphical assets will be 20x20 tiles. Each map will be made up of 160 tiles wide and 120 high. In other words, the map is 3200x2400. The game world will be made up of many maps. When the player crosses the edge of the map another map will load to memory. Additionally, when a player enters a cavern or temple another map will load.

I have built a template in photoshop for creating the game maps. I'm currently building the assets for our first map.

Project goals:
1. map 20x20 8bit bmp asset to background tile.
2. map 20x20 8bit bmp asset to hero character.
3. create 20x20 collision object
4. map 20x20 8bit bmp asset to collision object.
5. Implement collision detection.
6. Assign different proporties to collision objects (health, harm)
7. Assign collision proporties to hero character.
8. Depending on the type of collision, collision proporties of the hero will change (ie the hero collides with a red square and health drops from X to 0. Hero collides with a green square and health improves from X-100. Health maxes out at 100 and the player dies when he reaches 0.)
9. Implement health meters

We have the Subversion up and running:
http://gp2xforge.rix0r.nl/svn/adrpg/Source/AdventureRPG/
Neither Pokeparadox and I know how to use this so some help organizing things would be greatly appreciated.

Here's the wiki (it's pretty barren at the moment)
http://gp2xforge.rix0r.nl/projects/adrpg/

So we really need some more people to sign up accounts and help us get some of these issues resolved. Once the assets can be imported into the game engine and collisions are working I imagine things will really take off. I will try and get a screenshot as soon as I can.

So if you're interested please get a hold of myself or pokeparadox. And if you can't contribute code, but you can just be available for questions that would also be a huge help.

This is really meant to be a group project so if people want to help with the game design, puzzles and map design I'm definately open to that. We will need to get a bit further before we start seriously developing those things.

That all,
-BT
 
Better yet, e-mail me ;). No wait, scratch that.

If you need an SVN account, register an account on GP2XForge. Then tell PokeParadox the name, so he can tell me to give you access to the SVN repository.

I'll only do it when PokeParadox tells me (he's the project owner) obviously, otherwise anyone could just ask for access to any repository.
 
And frack that as well.

I've just implemented manageable SVN permissions on the site, so PokeParadox should be able to handle everything and give other people permissions as he sees fit (he's still the one to do it, though).
 
I hope it's not too late to hop along on this project!
Anyway, I have some codeing experience using c/c++ (w. SDL for grapics and sound).

And I would also like to know (like FluffyPanda) if this is going to be like Diabloish or pre FinalFantasy VII style (like Y's I&II).
 
Count me in. I won't promise that I'll be able to spend much time on it, but I'm pretty handy with C / C++ and not too bad at writing stories or gamesmastering pen and paper RPGs, so I might be able to offer story ideas too.
 
So what libaries are we going to use? (personally i vote on SDL, since i know that libary and it got good support for ogg music along with SDL_Mixer).


Also, i think some kind of master main file (i cant remember what it's called, structuring?) would be good ex:
Code:
#include <whatever.h>

int main()
{
bool game=true;
atexit(call_clean_exit) // so we exit to menu
call_load();  //load files
call_start(); //creating the player,world?
call_intro(); //intro, maybe a menu?
while(game)  //main game loop
{
get_key();  
sys_check_coll();
sys_render();
}
call_end();
exit(0);
return 0;
}
(now this code isn't correct, it's just some kind of crappy example)

so that many can participate by just making the functions (or classes) and then we stick it into the program.
Also, i think it would be a good idea to have a compressed file that contain the current release of the source on the gp2xforge page (if there already is one, please correct me, and point me to it.)
 
Checking out of the SVN would be a better approach for getting the source.

I agree that it should be well structured if we want to have multiple developers working on it.
 
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