Antidote Posted August 9, 2013 Author Share Posted August 9, 2013 Found it and got the raid, Here is the fix: https://code.google.com/p/tmx-parser/issues/attachmentText?id=28&aid=280003000&name=tilefix.patch&token=Mvi40j1cBAl-nxYeHuTeaU8tur8%3A1376084687432 The reason I went with Sakura was to avoid using a zelda related name actually. Didn't want to make it too much of a cliche lol. 1 Link to comment Share on other sites More sharing options...
Crownjo Posted August 9, 2013 Share Posted August 9, 2013 Hmm good point. It's also nice that you fixed it so fast. I am curious if you are going to play this with ALTTP to get the gameplay and movements to be accurate? Link to comment Share on other sites More sharing options...
Antidote Posted August 9, 2013 Author Share Posted August 9, 2013 That's actually what I've been doing. I have some notes written down somewhere, but I haven't actively been writing everything down, though i probably should. 1 Link to comment Share on other sites More sharing options...
Crownjo Posted August 9, 2013 Share Posted August 9, 2013 That's a good idea. I am so happy you are doing this. If there is one thing I wanna do in life before I die is to play ALTTP with 2 player co-op. So when this is done I assume it will be easy to use? I played alot of Zelda engines that are ALTTP based and they were too hard to use. Link to comment Share on other sites More sharing options...
Antidote Posted August 9, 2013 Author Share Posted August 9, 2013 I'm hoping to match ALTTP's difficult but fair (Moldorm accepted) difficulty. It will largely depend on the AI. The controls (the ones that exist) are pretty tight right now, but they'll definitely be configurable. And gamepad support is definitely planned. 1 Link to comment Share on other sites More sharing options...
Crownjo Posted August 9, 2013 Share Posted August 9, 2013 It's nice to have gamepad support. Sharing a keyboard would be meh. 1 Link to comment Share on other sites More sharing options...
Antidote Posted August 10, 2013 Author Share Posted August 10, 2013 Well, with the compiler finished I thought I'd show off it's Usage banner: Don't try accessing the repo at that link just yet. [antidote@localhost MapCompiler]$ ./mapcompiler ----------------------------------------------------------------- -TMX to ZMAP Compiler Copyright 2013 Phillip "Antidote" Stephens- - Powered by Tmx-parser - - http://tmx-parser.googlecode.com - - Designed for the Sakura engine - - https://github.com/Antidote/Sakura - ----------------------------------------------------------------- Usage: mapcompiler <mapfile.tmx> 1 Link to comment Share on other sites More sharing options...
Antidote Posted August 10, 2013 Author Share Posted August 10, 2013 Been tinkering with Physics FS, and I must say i'm impressed with what I see. Sakura will use Physics FS to support pak files similar to Quake3 :3 You guys know what that means ;P Link to comment Share on other sites More sharing options...
Crownjo Posted August 10, 2013 Share Posted August 10, 2013 Deathmatch confirmed? Link to comment Share on other sites More sharing options...
Antidote Posted August 10, 2013 Author Share Posted August 10, 2013 XD no The engine has support for custom pak files, it'll enumerate all the pak files at boot and precache certain files. YAY PAK FILES!!! 2 Link to comment Share on other sites More sharing options...
Crownjo Posted August 11, 2013 Share Posted August 11, 2013 Wow that's pretty cool! Link to comment Share on other sites More sharing options...
Antidote Posted August 11, 2013 Author Share Posted August 11, 2013 Sakura now queries all relevant hardware (working on RAM) and prints it to the newly written log class: [Info] Built using SFML 2.1 ***********************************************************[Info] CPU AuthenticAMD, SSE, SSE2, SSE3, 64-bit support[Info] GL_VENDOR NVIDIA Corporation[Info] GL_RENDERER GeForce 9800 GTX+/PCIe/SSE2[Info] GL_VERSION 3.3.0 NVIDIA 325.15[Info] GL_EXTENSIONS:GL_ARB_arrays_of_arraysGL_ARB_base_instanceGL_ARB_blend_func_extendedGL_ARB_clear_buffer_objectGL_ARB_color_buffer_floatGL_ARB_compatibilityGL_ARB_compressed_texture_pixel_storageGL_ARB_conservative_depthGL_ARB_copy_bufferGL_ARB_copy_imageGL_ARB_debug_outputGL_ARB_depth_buffer_floatGL_ARB_depth_clampGL_ARB_depth_textureGL_ARB_draw_buffersGL_ARB_draw_elements_base_vertexGL_ARB_draw_instancedGL_ARB_ES2_compatibilityGL_ARB_ES3_compatibilityGL_ARB_explicit_attrib_locationGL_ARB_explicit_uniform_locationGL_ARB_fragment_coord_conventionsGL_ARB_fragment_layer_viewportGL_ARB_fragment_programGL_ARB_fragment_program_shadowGL_ARB_fragment_shaderGL_ARB_framebuffer_no_attachmentsGL_ARB_framebuffer_objectGL_ARB_framebuffer_sRGBGL_ARB_geometry_shader4GL_ARB_get_program_binaryGL_ARB_half_float_pixelGL_ARB_half_float_vertexGL_ARB_imagingGL_ARB_instanced_arraysGL_ARB_internalformat_queryGL_ARB_internalformat_query2GL_ARB_invalidate_subdataGL_ARB_map_buffer_alignmentGL_ARB_map_buffer_rangeGL_ARB_multisampleGL_ARB_multitextureGL_ARB_occlusion_queryGL_ARB_occlusion_query2GL_ARB_pixel_buffer_objectGL_ARB_point_parametersGL_ARB_point_spriteGL_ARB_program_interface_queryGL_ARB_provoking_vertexGL_ARB_robust_buffer_access_behaviorGL_ARB_robustnessGL_ARB_sampler_objectsGL_ARB_seamless_cube_mapGL_ARB_separate_shader_objectsGL_ARB_shader_bit_encodingGL_ARB_shader_objectsGL_ARB_shader_texture_lodGL_ARB_shading_language_100GL_ARB_shading_language_420packGL_ARB_shading_language_includeGL_ARB_shading_language_packingGL_ARB_shadowGL_ARB_stencil_texturingGL_ARB_syncGL_ARB_texture_border_clampGL_ARB_texture_buffer_objectGL_ARB_texture_buffer_rangeGL_ARB_texture_compressionGL_ARB_texture_compression_rgtcGL_ARB_texture_cube_mapGL_ARB_texture_env_addGL_ARB_texture_env_combineGL_ARB_texture_env_crossbarGL_ARB_texture_env_dot3GL_ARB_texture_floatGL_ARB_texture_mirrored_repeatGL_ARB_texture_multisampleGL_ARB_texture_non_power_of_twoGL_ARB_texture_query_levelsGL_ARB_texture_rectangleGL_ARB_texture_rgGL_ARB_texture_rgb10_a2uiGL_ARB_texture_storageGL_ARB_texture_storage_multisampleGL_ARB_texture_swizzleGL_ARB_texture_viewGL_ARB_timer_queryGL_ARB_transpose_matrixGL_ARB_uniform_buffer_objectGL_ARB_vertex_array_bgraGL_ARB_vertex_array_objectGL_ARB_vertex_attrib_bindingGL_ARB_vertex_buffer_objectGL_ARB_vertex_programGL_ARB_vertex_shaderGL_ARB_vertex_type_2_10_10_10_revGL_ARB_viewport_arrayGL_ARB_window_posGL_ATI_draw_buffersGL_ATI_texture_floatGL_ATI_texture_mirror_onceGL_S3_s3tcGL_EXT_texture_env_addGL_EXT_abgrGL_EXT_bgraGL_EXT_bindable_uniformGL_EXT_blend_colorGL_EXT_blend_equation_separateGL_EXT_blend_func_separateGL_EXT_blend_minmaxGL_EXT_blend_subtractGL_EXT_compiled_vertex_arrayGL_EXT_Cg_shaderGL_EXT_depth_bounds_testGL_EXT_direct_state_accessGL_EXT_draw_buffers2GL_EXT_draw_instancedGL_EXT_draw_range_elementsGL_EXT_fog_coordGL_EXT_framebuffer_blitGL_EXT_framebuffer_multisampleGL_EXTX_framebuffer_mixed_formatsGL_EXT_framebuffer_multisample_blit_scaledGL_EXT_framebuffer_objectGL_EXT_framebuffer_sRGBGL_EXT_geometry_shader4GL_EXT_gpu_program_parametersGL_EXT_gpu_shader4GL_EXT_multi_draw_arraysGL_EXT_packed_depth_stencilGL_EXT_packed_floatGL_EXT_packed_pixelsGL_EXT_pixel_buffer_objectGL_EXT_point_parametersGL_EXT_provoking_vertexGL_EXT_rescale_normalGL_EXT_secondary_colorGL_EXT_separate_shader_objectsGL_EXT_separate_specular_colorGL_EXT_shadow_funcsGL_EXT_stencil_two_sideGL_EXT_stencil_wrapGL_EXT_texture3DGL_EXT_texture_arrayGL_EXT_texture_buffer_objectGL_EXT_texture_compression_dxt1GL_EXT_texture_compression_latcGL_EXT_texture_compression_rgtcGL_EXT_texture_compression_s3tcGL_EXT_texture_cube_mapGL_EXT_texture_edge_clampGL_EXT_texture_env_combineGL_EXT_texture_env_dot3GL_EXT_texture_filter_anisotropicGL_EXT_texture_integerGL_EXT_texture_lodGL_EXT_texture_lod_biasGL_EXT_texture_mirror_clampGL_EXT_texture_objectGL_EXT_texture_shared_exponentGL_EXT_texture_sRGBGL_EXT_texture_sRGB_decodeGL_EXT_texture_storageGL_EXT_texture_swizzleGL_EXT_timer_queryGL_EXT_vertex_arrayGL_EXT_vertex_array_bgraGL_EXT_x11_sync_objectGL_EXT_import_sync_objectGL_IBM_rasterpos_clipGL_IBM_texture_mirrored_repeatGL_KHR_debugGL_KTX_buffer_regionGL_NV_blend_squareGL_NV_conditional_renderGL_NV_copy_depth_to_colorGL_NV_copy_imageGL_NV_depth_buffer_floatGL_NV_depth_clampGL_NV_ES1_1_compatibilityGL_NV_explicit_multisampleGL_NV_fenceGL_NV_float_bufferGL_NV_fog_distanceGL_NV_fragment_programGL_NV_fragment_program_optionGL_NV_fragment_program2GL_NV_framebuffer_multisample_coverageGL_NV_geometry_shader4GL_NV_gpu_program4GL_NV_half_floatGL_NV_light_max_exponentGL_NV_multisample_coverageGL_NV_multisample_filter_hintGL_NV_occlusion_queryGL_NV_packed_depth_stencilGL_NV_parameter_buffer_objectGL_NV_parameter_buffer_object2GL_NV_path_renderingGL_NV_pixel_data_rangeGL_NV_point_spriteGL_NV_primitive_restartGL_NV_register_combinersGL_NV_register_combiners2GL_NV_shader_buffer_loadGL_NV_texgen_reflectionGL_NV_texture_barrierGL_NV_texture_compression_vtcGL_NV_texture_env_combine4GL_NV_texture_expand_normalGL_NV_texture_multisampleGL_NV_texture_rectangleGL_NV_texture_shaderGL_NV_texture_shader2GL_NV_texture_shader3GL_NV_transform_feedbackGL_NV_vdpau_interopGL_NV_vertex_array_rangeGL_NV_vertex_array_range2GL_NV_vertex_buffer_unified_memoryGL_NV_vertex_programGL_NV_vertex_program1_1GL_NV_vertex_program2GL_NV_vertex_program2_optionGL_NV_vertex_program3GL_NVX_conditional_renderGL_NVX_gpu_memory_infoGL_SGIS_generate_mipmapGL_SGIS_texture_lodGL_SGIX_depth_textureGL_SGIX_shadowGL_SUN_slice_accum[Info] GL_DEPTH_BUFFER_BIT 0[Info] ALC_DEVICE_SPECIFIER OpenAL Soft[Info] ALC_EXTENSIONS:ALC_ENUMERATE_ALL_EXTALC_ENUMERATION_EXTALC_EXT_CAPTUREALC_EXT_thread_local_contextALC_SOFT_loopback ***********************************************************[Info] Mounting archive: data/pak0.pak[Info] Precaching font fonts/arial.ttf... done.[Info] Precaching sound sounds/LTTP_Link_Hurt.wav... done.[Info] Loading texture sprites/link.png... done.[Info] Loading texture sprites/octorok.png... done.[Info] Loading texture sprites/heartpickup.png... done.[Info] Precaching sound sounds/LTTP_Item.wav... done. 3 Link to comment Share on other sites More sharing options...
Crownjo Posted August 11, 2013 Share Posted August 11, 2013 O hay guys I designed the co-op. At any time during the game a 2nd player can hit start on the joypad to help the 1st player on his adventure at any time. It's drop-in/drop-out co-op! The 2nd player can quit at anytime by hitting select and you get these two options.Continue GameDrop-OutFor added challenge and true co-op gameplay you share your hearts, magic, money and ammo However you can use your own items. You must survive together! (You can pick the same item too.)Here are some concept screenshots I made with ms paint to show what the gameplay would look like. Ok so it's not real in game but the engine can pull it off. I felt bad for HoL so he is Link's sidekick. (at least he is doing something... right?) This is based off local play. Network will be in too so you won't be lonely and stuff. Antidote is awesome for planning to add it! 3 Link to comment Share on other sites More sharing options...
Antidote Posted August 11, 2013 Author Share Posted August 11, 2013 After quite a few runtime issues which resulted in me compiling my own SFML library and reinstalling Mingw, I got Sakura running on windows with complete feature parity. There is only one thing missing and it's really not important: Blinking text on fatal error. 1 Link to comment Share on other sites More sharing options...
DarthDub Posted August 12, 2013 Share Posted August 12, 2013 This is amazing. Link to comment Share on other sites More sharing options...
Antidote Posted August 12, 2013 Author Share Posted August 12, 2013 Started working on Game States and their related screens: I'm going to start map support tomorrow definitely. 3 Link to comment Share on other sites More sharing options...
Bromereb Posted August 12, 2013 Share Posted August 12, 2013 This is amazing.Wrong.It's orgasmic. 1 Link to comment Share on other sites More sharing options...
DarthDub Posted August 13, 2013 Share Posted August 13, 2013 If you ever release this, I'll check and see if it works in W.I.N.E. under Linux. Link to comment Share on other sites More sharing options...
Antidote Posted August 13, 2013 Author Share Posted August 13, 2013 No need, It's primarily being developed on Arch Linux ;P Link to comment Share on other sites More sharing options...
Antidote Posted August 13, 2013 Author Share Posted August 13, 2013 [antidote@localhost MapCompiler]$ time ./mapcompiler EasternPalace.tmx Writing header...Writing tilesets...Writing layer 0...Counting tilesGot 12474 tilesWriting tilesWriting layer 1...Counting tilesGot 101 tilesWriting tilesWriting layer 2...Counting tilesGot 679 tilesWriting tilesWriting collision data...DoneWrote 205344 bytes to EasternPalace.zmap real 0m2.221suser 0m1.900ssys 0m0.307s 2 Seconds to convert over 12k tiles? not bad not bad at all 1 Link to comment Share on other sites More sharing options...
DarthDub Posted August 14, 2013 Share Posted August 14, 2013 No need, It's primarily being developed on Arch Linux ;P I have Linux Mint Cinnamon, it's not the same. Do you know if it works on other distributions of Linux? Like Ubuntu, etc? Link to comment Share on other sites More sharing options...
Antidote Posted August 14, 2013 Author Share Posted August 14, 2013 I haven't tested it on anything but Arch and windows so that's a good point. Link to comment Share on other sites More sharing options...
Crownjo Posted August 14, 2013 Share Posted August 14, 2013 I got Windows Vista so I think im good. Link to comment Share on other sites More sharing options...
Arcaith Posted August 14, 2013 Share Posted August 14, 2013 As long as you don't have any overly specific dependencies it should be fine. I'm sure you can produce builds for most common Unix bases. Link to comment Share on other sites More sharing options...
DarthDub Posted August 14, 2013 Share Posted August 14, 2013 As long as you don't have any overly specific dependencies it should be fine. I'm sure you can produce builds for most common Unix bases. If I knew how to do that. Link to comment Share on other sites More sharing options...
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