Finding sky's limit [Challenge 1 found]

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Finding sky's limit [Challenge 1 found]

Postby Hblade » Wed Jan 02, 2013 11:05 pm

Somehow no matter what you ask, skydereign always answers you with ease, as if the problem you had was nothing at all. This guy has broken the laws of physics lol. Let's find his limit to programming! :P Let's find something sky -cant- do as a method of respect. Now your probably thinking "respect?" Well, yes. programmers like sky when they come across something they can't solve, they get happy and love trying to solve it. Where as a guy like me and probably others on the forums, we get frustrated and come to the forums. So as a way to repay sky for always helping us, let's give him something insanely hard to do.

Also... I think we all need to say Thanks to sky for always helping us
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Re: Finding sky's limit

Postby NightOfHorror » Wed Jan 02, 2013 11:37 pm

Wow, uh, well, Thanks sky for what you do. This will be challenging. Here is another rule. He can not tell us what he can't do, we have to find it ourselves. :D
viewtopic.php?f=2&t=12136
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Re: Finding sky's limit

Postby Hblade » Thu Jan 03, 2013 1:46 am

Haha okay! :)

Sky's up for it too lol. as long as its g-e- related

AHA:
Challenge 1:
Make a 3D World (Grid of course :) ) With a 3D Square tower that you can walk around (Again gridded since thats easier) using canvas :)
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Re: Finding sky's limit [Challenge 1 found]

Postby RippeR7420 » Wed Jan 09, 2013 7:36 pm

I'm excited to see if he can do this!
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-Olo: The Sword Shaman http://game-editor.com/forum/viewtopic.php?f=4&t=12919

-The Wrath of Blob: (On the back burner)

-StickMcGee - Blast to the Future http://game-editor.com/forum/viewtopic.php?f=4&t=13660
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Re: Finding sky's limit [Challenge 1 found]

Postby Hblade » Thu Jan 10, 2013 4:44 pm

me too
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Re: Finding sky's limit [Challenge 1 found]

Postby skydereign » Wed Jan 30, 2013 5:27 am

Haven't really had much time to look at this, but I have a few questions about the challenge. What are the rules on code reuse? Namely, is it okay as long as it works? Or do I have to write all the code from scratch? Does it have to be real 3d? I have an isometric game that you can easily set it up to move around a tower, as well as a more free camera system, that uses draw_from to position and scale things for the 3d effect.
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Re: Finding sky's limit [Challenge 1 found]

Postby Hblade » Wed Jan 30, 2013 5:49 am

You can re-use code, yes its ok as long as it works :). and real 3D is impossibru I thought in game editor (excluding the wireframe thing that one guy did) and I'd like to see that free camera system
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Re: Finding sky's limit [Challenge 1 found]

Postby skydereign » Mon Feb 11, 2013 7:59 am

Hblade wrote: (excluding the wireframe thing that one guy did)

That is "real 3d". Everything is eventually drawn onto a 2d canvas, so that is about as 3d as it gets.

Hblade wrote: and I'd like to see that free camera system

I'll have to look around for it. But in the meantime here is the isometric test I was talking about. I stopped working on this prototype due to the inefficient rotating, though I'm sure I could have worked most of the oddities out if I stuck with it. I was just testing if I wanted to make a dungeon crawler using the isometric style. The graphics aren't mine, I'd have liked to swap them out with my own temporary graphics, but I hadn't made any animations like that before.

The game acts as a map editor and level tester. You can switch between the two by changing the value of the editor variable in the view's create actor event. When in the editor mode, use arrow keys to move around, enter to place a tile, backspace to remove a tile, and keypad 4/6 to change the tile type (if you don't have keypad, you'll have to change the trigger keys and the script a little, but it should be pretty trivial). Ctrl-s to save the file, Ctrl-l to load the map. Pressing r/f rotate the map, r doing it instantaneously while f tries to animate it.

When in testing mode, arrow keys to move, space to jump, and f/r to rotate. It's a bit buggy, but again it was just another dropped prototype. I do believe though it qualifies for this challenge.
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Re: Finding sky's limit [Challenge 1 found]

Postby Jagmaster » Sun Feb 17, 2013 9:14 pm

That isometric thing is purdy sweet.
Even with it's quirks, it's bloody amazing.
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Re: Finding sky's limit [Challenge 1 found]

Postby Hblade » Wed Feb 20, 2013 12:00 am

Thats pretty awesome sky!
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Re: Finding sky's limit [Challenge 1 found]

Postby skydereign » Wed Feb 20, 2013 2:04 am

Jagmaster wrote:That isometric thing is purdy sweet.
Even with it's quirks, it's bloody amazing.

Thanks. It was pretty fun to work on. One of my ideas to bypass the need for rotation (though still probably fixable) was to use raycasting to determine which tiles to make transparent. That way you could go inside caves, and move behind things, while still able to see yourself.
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Re: Finding sky's limit [Challenge 1 found]

Postby sonicforvergame » Mon Mar 18, 2013 8:01 pm

Finding sky's limit Challenge 2

well of course that 3D style of game is awesome and i am still stunned,and the map editor is really neat and easy to create
But i hope i am not too exaggerating in this new challenge
I would like to have a certain goal in the game like a end
So i tried to understand the scripts and all the others actors event but i couldn't get something even similar to SKY's 3D main actor
In the end:
What do you prefer making SKYDEREIGN: an enemy in the game that detect the main actor and go atack him
a goal
a water till,that once you step on it you drown or change the animation of the water till itself without changing the other tills
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Re: Finding sky's limit [Challenge 1 found]

Postby skydereign » Tue Mar 19, 2013 5:34 pm

Those aren't really challenges. The hardest one is the enemy, but really the only thing hard about it is shortest path, which is something I did within the first month or so of using gE. The tile thing is something I had already done for testing, as originally I would change the color of the tile you were on top of. It sounds like you just want me to expand the game, which I'm not doing any time soon. I've been pretty busy recently, and will most likely stay busy for quite some time.
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Re: Finding sky's limit [Challenge 1 found]

Postby Hblade » Tue Mar 19, 2013 5:55 pm

I have a challenge. Why not make an amazing cutscene? (If you have the graphics)
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Re: Finding sky's limit [Challenge 1 found]

Postby sonicforvergame » Tue Mar 19, 2013 6:14 pm

@ SKy

Well is there a way to make the map bigger like more than 50x50 tiles per map
And i would like to know if i have your permission to use this "Engine" or "Game" to try to make a real game out of it more (level and mazes)
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