ekerik wrote:
I've been playing around with the 0.6 version of ProjectX and it looks really good.
Thanks for having taken time to test it, it's really appreciated!
Here's just a little list of what I've discovered and my ideas:
When you have an object selected for placement (ie through mouse up/down) and then press any of the buttons the editor places the object behind that button. I know you can clear the selection first, but it's still a bit annoying.
Definitely, I thought I got rid of this issue but I must have reintroduced it somehow. Will fix it asap!
Not having a player object in a map seems to crash the game.
Erm, probably bad player handling in ProjectX, I'll look into that today!
Having to cycle through all the objects gets quite tedious. Some sort of object browser would be great. But I guess it's not on the priority list for the compo?
Yeah, as cycling is annoying I tend to use a lot of copy/paste in the editor. I'm not sure how to organize the object browser yet, but it's definitely something I'll do later, not for the compo.
Are melee attacks implemented? The dragonprincess characters attacks doesn't seem to have any effect now.
Nah you're right, I didn't finish the Dragon Princess, I need to finish this part. My focus was to have a common interface for PCs and NPCs and I was having more fun playing with the mushrooms. I'll get back to the Dragon Princess when I'm done with all the other core features. For now I'll probably just remove her from the editor set list. I wanted her for coop play, but I don't think I'll have time to do this before the end of the compo.
I haven't looked at the source code that much, but it looks pretty straight forward. It seems like Scroll does a lot for you, which is nice. Also, you write very spacious code
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Ahah, yes, same coding style than with orx, with slightly less permissive test writing convention.
How locked are Scroll into creating side scrollers? Would it be possible to create someting isometric? Like for an rpg or a rts?
Beside the parallax (differential) scrolling option, there's nothing aimed toward side scrollers in Scroll. And this option is actually part of orx, not of Scroll itself.
Scroll's purposes are three-fold:
- Allowing to edit maps and load them + having the editor embedded in your game, allowing to test the map you're working on on-the-fly;
- Simplifying object managements: C++ classes are bound at init to config IDs which means you don't need to explicitely create your C++ classes, they'll be created/deleted for you;
- Using virtuality for the most useful callbacks/events. This way your game will be notified when it starts, stops, map is loaded and your objects will be notified directly when changing animations, when a custom anim event is sent (in ProjectX I use this for shoot & footsteps sync), when colliding, etc...
Actually, the small test I wrote for Scroll is a top down action game, not a side scroller at all. However, for 3D iso, you might want to add a new way of snapping on grid, having an iso grid instead of the standard ortho one. And that's not very hard to do.
Anyway, that's a few thoughts from me. I hope I don't sound too critical
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Not at all! Thanks a lot for this feedback, it's very helpful!
Also I put the 0.7 online containing a title screen (ok I admit I liked playing with it shader but it probably won't stay like this ^^) and music/sound integration (first pass). Any new comments/thoughs are more than welcomed!