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Topics - lirmont

Pages: [1] 2
1
Tethical / World Map
« on: March 15, 2013, 06:26:00 AM »
At a Map Location




Walking to a Map Location




Zoomed out at a Map Location




Eye-Level Adjusted at a Map Location




Transitioning to the Formation Screen State




Also, the model I used off the internet for the walking animation: http://www.blendswap.com/blends/view/43984

2
Tethical / Fun with weapons
« on: January 18, 2013, 02:24:34 AM »
Sword as Weapon.1 on Ramza






Axe as Weapon.1 on Berserker






Shield as Shield.1 on Paladin (female)






Legendary Sword as Weapon.1 on Paladin (female)






Explanation

I don't have a GUI interface for swapping out the images used as attachments yet, and I haven't written it into the Tethical plugin that handles my sprite formats yet. However, this opens games/formats to support a lot of possibilities for interesting things (that were suggested earlier here: http://ffhacktics.com/smf/index.php?topic=8640.0). For instance, while the image you supply for the sprite will not change (re: paladin_f.fft-type1.bmp), you could potentially attach an endless amount of things (which use images separate from the image the sprite is). Other things I'll be using it for include the "AT"/"ACT"/active turn designation. Namely, YOU could put it wherever you want without knowing how to program so long as the battle template you use depends on the sprite to show the active turn. In other words, it will attach the appropriate graphic (that it supplies) where you described in your Sprite Animator format (that you supplied). This process is the same for weapons, armor, or anything  else you're attaching.

3
Tethical / Progress Update (01-07-2013)
« on: January 08, 2013, 12:07:03 AM »
Damage Display



Note: Works with any Panda3d font; in, out, and final animation are all controllable by way of code.

Video: tethical-damage.zip


Bonus Money Spinner



Note: Works with any Panda3d font.

Video: tethical-bonus-money.zip


Client-Side Battle Viewer



The LED on the right-hand card is a black dot, , but it gets run through a color dodge Cg shader I wrote to make it pulse with the team's color. You can also look back through older threads to see how the boxes and the bars are composed of individual pieces.

Video: tethical-battle-hud.zip


Battle-Ready Sprites



Saturation at 300 degrees gets rewritten by a Cg shader I wrote to be replaced by the appropriate team color (specifically, the pink color gets turned into a grayscale color then multiplied by the team color in real-time on your graphics card). This applies to anywhere the sprite resource is used. For instance, if you look in the battle screenshot, you can see that the portrait proxy object is colored to match the on-map sprite resource. In other words, since both characters in the mock battle are human male squires, there is only one sprite loaded for the whole battle; the shader and various Python classes I've written take care of coloring and animation.


Code-Related

Exp award, Jp award, character level up, and job level up are also implemented using vanilla formulas; you can see EXP and level in one of the videos; those are database-driven values served by the server application displayed by the client-side battle viewer. The battle viewer in the video is spectating a battle, but can move the cursor and camera around; it updates when the battle loop advances and the server pushes actions out to clients. One of the characters (the one with all that damage) is also played by a wait-only AI module. You can see the defaults I wrote for those two characters here (which one has grown from and one has not): character data.

4
Tethical / Theme-Specific Custom Cursors
« on: November 03, 2012, 03:08:24 AM »
One of the things Panda3d doesn't offer automatically is the sort of link-hover I'm pretty sure everyone is used to for buttons. You know, if you can click on it, the cursor changes to suggest that. Comparatively speaking, Panda3d already offers rollover sounds for buttons, but nothing for cursors. Anyway, there's support for that now in this engine, so you can make something hideous like the first image or something normal like the second image. And, it can change between themes. For instance, the set of cursors in the first image could actually fit in if there was a theme made around them specifically.



(or)



--

Different theme/different cursor set



The 3d Model (post-processed with an outline of the geometry)

5
Tethical / Soldiers Office
« on: October 24, 2012, 10:46:15 PM »




For those of you following along with Tethical's progress, the next big step is providing a way to choose characters for your team. And so, that means implementing the soldiers office. Unfortunately, that means coming up with a background for that interface. The plan is for the soldiers office to take the cartesian product of all available races and genders, stick that into a list, and then let the user choose which combination they want. Unlike FFT's soldier office, perhaps this implementation will have the prospective character walk out onto the screen. Also, the big shiny light-spot is where your leader character will probably stand (re: it won't just be some stock image over and over).

6
Tethical / Joystick Support
« on: October 04, 2012, 12:14:15 PM »
Reading a Human-Interface Device USB joystick:



If you've been following the game states thread, the lobby is now capable of showing Playstation(R) style keys on auto-generated buttons. Now, most of the time, it'll show keyboard keys (re: the letter 'v' in "v: Create Party"), but, after finishing that button feature and extending a font to include Playstation's symbols, I wanted to do a demo with joystick support. Say, an options screen that let's a user see keys/pick the control method/remap keys. You know, like a normal game. Anyway, Panda3d, the engine Tethical is built on, does not have support for joysticks/gamepads/etc. Instead, the forum posts there suggest using an entirely different game engine on top of Panda3d to get joystick support. That's ridiculous, but that's why this screenshot of my command prompt is even important to this project. What it shows is my code using a Python-based wrapper to interface with a USB backend to read the USB device and programmatically decode the HID-compliant message into x, y, z, rz, hat-switch, and button states.



--



So, long story short, Tethical wasn't set up to use event handling in a way that supported having keys bound to actions. That is, keys were treated as actions. I've got a work-in-progress rewrite of this feature done so that multiple keys/input can be bound to an action. Now, you won't be asking for some specific key, you'll be asking for an event name (ex: 'Accept' or 'Cancel'). Input tied to such an action is polled (because my HID USB device code required polling to implement) and, if it is active, it sends off the appropriate event. At any rate, no need to stuff PyGame into Panda3d now for gamepad support. However, gamepad support is quite limited, in that the device has to be installed as an Human Interface Device (versus any other USB class). This works for me and will likely work with cheap or otherwise low-button controllers (dpad + 2 thumb sticks + 12 buttons). Enthusiast controllers will not be supported with this, but the infrastructure is in there now so that other pads/classes can be added later. For instance, it would be easy to recognize edge-case devices by vendor and product ID's and then encapsulate those devices into appropriate non-HID class implementations.

7
Tethical / Game States
« on: September 21, 2012, 08:06:36 PM »
With the addition of game states to Tethical's engine, this is a working example of what you can look forward to with state-oriented game design. The example is for a title screen.

In-Game


The amount of work you have to do:

If you noticed "Lunar Core.ogg" and want to hear what that sounds like (since it plays during the title screen), check this thread out: Lunar Core FF4.

Maybe a little later I will demonstrate starting with an intro video state.

8
Tethical / Code Reorganization Progress Report
« on: September 18, 2012, 12:47:27 AM »
By way of a quick recap, Tethical's codebase is ~18k lines of code between python and other stuff as of Spring 2012. The problem with this is that a lot of important features (i.e. menus and GUI stuff) are buried in several really long files, missing the opportunity to call the functionality from a centralized location. Why should you care? That means that things like themes and events will be more work than they should be.

So, over that past 4 months I've reorganized and pulled a lot of this functionality out into just such a centralized location. There's still a lot to do, because, while I've gotten all the important functionality out into the centralized location, I now have to rewrite the GUI feature to use this modular information. After that's done, it's back to real feature development.

Other changes that have happened along the way are rewrites of existing features. For one, events now need very little code (~5 lines) in the actual event file to support backtracking their way up to the base directory and running themselves through the test interface. Why do you care? The feature this rewrites is the ability to just double-click your event file and have the application launch right into testing. That same functionality is there, but now you only need that minor amount of code in your event file and the __event_backtrack__ file in the same directory as your event. That's it! Double-click your event to test it, and be on your way.

Another benefit of the rewrite/reorganization is that events now land in the same general context that the client lands in when you launch the client (i.e. the game). Once again, why should you care? This gives you access to that centralized area that holds a lot of work you should never ever ever have to do in building your own game on this platform. On top of that, the design approach will not visually break if the user switches themes (assuming you've provided more than one GUI theme for your game).

Tethical's Project Layout, 09/17/2012:


Tethical's Project Layout, 10/19/2012:

9
Tethical / [EFFECT] Ice
« on: September 01, 2012, 10:38:22 AM »
This is a joint effort between Lijj and myself. Lijj made a sprite sheet of ice assets, and I combined them into an effect, editable in my sprite animation program and usable by Tethical's engine. Enjoy the eye candy.

(base effect: ice-cubes only animation)

Sprite Animator


Tethical


Tethical (debug)



10
Tethical / [MON] Murder, Confusion, Hysterics, and Sightless
« on: August 20, 2012, 05:25:15 AM »
"Murder"



Images: 001, 002 (the darker part is the goal for the side).

--

"Confusion"



--

"Hysterics"



--

"Sightless"



--

These are still a work in progress, so all suggestions are welcome. These two effects are similar to what I'm aiming for: E400 and E406.

Anyway, you will get to fight these guys as monsters in some incarnation of Tethical. I needed a 3d character that I owned the rights to so that I could put it up on github once I finish writing the code that lets 3d characters be interchangeable with 2d sprites. I am only going to put a stripped down version, though. Like just the eye part. Maybe it will get beam effects.

Thanks!

11
Tethical / Client-Side Test Suite Development Discussion
« on: August 18, 2012, 05:04:22 AM »
Currently, I'm working on two rather invovled test environments to help support game development using Tethical's engine.

"Resource Actions (Test)"

The first test area lets you see all the characters (Tethical Format, XML format, or 3D Format) and effects (XML Format) you have available to your game, and it will let you cycle through and view actions. This is not a replacement for my Sprite Animator program (or 3D modeling programs), but it will alleviate the need to be on a specific OS or have specific software installed in order to, say, find the named animation you want to use during an event.








"Player Formulas (Test)"

The second test area will allow you to cycle through all registered player accounts, pick actors and targets from amongst their teams, and then run your formulas against them on a simulated battlefield in order to find out what the results would be. This is meant to be an alternative and closer to reality approach than Tethical's control panel application provides you with for formula evaluation. Whereas the control panel allows you to input any numbers and get a quick result, this will allow you to test many different situations both quickly and visually (when it's finished).






--

These two tests have come at the expense of significant rewrites and re-organization to the existing code-base, and there is still more to do. In the meantime, if you have an idea for a type of test you want to see (or ideas for enhancements), please use this thread to post them. As always, thanks for your continued interest in this endeavor.


--

Implemented Tests:

  • Default Scene Test - 90% done.
  • Map Event Test - 100% done; requires rewrite later to use system-level functions vs hard-coding.
  • Silent Map Event Test - Same as above; what the operatic demo event used; getting removed in favor of just letting the event silence music in a map event test.
  • Player Formula Test - 50% done; underlying menuing needs a little more functionality; requires creating server calls that aren't written yet and responding to a lot of different cases with regards to whether the server is even on, whether the database server is on, etc.
  • Sprite Actions Test - 80% done; needs some rewriting to use system-level functions.

Proposed Tests:

  • Status Effect Test - test applying status effects to a character; inflicted animation -> load event -> optional mock battle phases; submitted by Choto.
  • Map Weather Test - call the map's weather event (if it has one); query event for available weather -> generate list -> load event as a sub-process, keeping menu available; submitted by Choto.
  • Map Time of Day Test - call the map's time of day event (if it has one); query event for times of day -> generate list -> load event as a sub-process, keeping menu available; submitted by Choto.
  • Abilities Test -> for when abilities have game-oriented metadata attached to them (things like requiring a target point or points; weapon attachment; etc); submitted by Choto.
  • In-Place Effects Test/Backgrounds/GUI -> for testing important graphical pieces inside the context they exist in (i.e. job change, level-up, etc); submitted by Choto.

12
Tethical / The Limits of Events in Tethical
« on: July 30, 2012, 05:00:40 AM »










I'm sorry that there are only pictures. I tried video capturing it, but it was never good enough to show off. In other words, the music matches up with the words, and recording it makes that not be the case anymore.

Video: tethical-demo-event-xvid.zip.

There are just a few limitations for events (highlighted verbosely in the event script):
  • Your resources need to be beneath the application's path (C:\Tethical\master\client) and you reference things with forward slashes (lijj/events/map-name/resource-directory/resource).
  • Requires knowledge of a programming language (python).

Credits (for material used, other than the event script):
  • Kagebunji, the Guardian sprite used for Don José, captain of the Dragoons.
  • Fosil, the Phara sprite used for Carmen, the gypsy.
  • The recording of the song (public domain) offered here: La fleur que tu m'avais jetée (translation: here)
  • Map and Engine, Kivutar
  • Map Texturing, Lijj

Finally, here are all the resources for this event: custom006 (events).

13
Tethical / Tethical How-To Links
« on: April 27, 2012, 03:28:25 PM »
Tethical How-To

How to Install Tethical Server and Tethical Client by Kivutar

"Installation instructions for the testers and gamers (All OSes)

Get the panda3d runtime for your OS and install it.

Download the game client and launch it..."


Read More


How to Make Sprites by Lijj

"This is for anyone interested in seeing how I start the sprites for Tethical based on FFT's. I'd be honored if anyone decided to make sprites to match this style and work with me. But any sprite style can be used as long as an entire set is planned on or enough to use in a game. No colliding styles should be used in this engine, to put it as plainly as I can. There's still a lot to be developed in this particular style, like monsters, or the way portraits ought to be made..."

Read More


How to Make Custom Maps by Kivutar

"This guide demonstrate how to create a custom map for tethical from scratch. Step by step.

Step 1: Modeling a flat map using Blender

Download, install Blender and launch it..."


Read More


How to Create Image-Based Fonts by Kivutar

"This is a tutorial about font making for Tethical.

For this, we'll take as exemple the fonts used to display the cursor's height during the battle (called fftcoords):

1) Screenshots

The first step is to take a lot of screenshot from FFT. Use an emulator with no aliasing, with a 320x240 or 256x240 resolution..."


Read More


Getting started with Sprite Animator

"This will be a tutorial about learning the basics of how the Sprite Animator works. It can be quirky as it’s still a work in progress, but once you know what to do it’s off to the races. One thing to note as you work the the animator, if something appears with an extremely small window, just resize it to view everything.

Step 1: Create your Effect-Sheet

To begin, you must have all frames and graphics on one Effect-Sheet. It seems to take pretty large files, so I usually start with a 500x500 pixel sheet so that you can put whatever you want in the sheet..."


Read More

14
Tethical / Tethical To-Do List
« on: April 27, 2012, 03:15:32 PM »
To-Do List

Interface
  • Title Screen; 100% done.
  • Options Screen; 100% done.
  • Game List Screen; 75% done.
  • Party Formation Screen; 50% done.
  • In-Battle Menu; 10% done.
  • In-Battle Character Action Display; 100% done.


Battle-Related
  • Unarmed Attack; 100% done.
  • Attack, With Weapon.
  • Throw Weapon/Throw Item.
  • Skills.
  • Target-Only Skill Effects; 90% done.
  • Self & Target Skill Effects.
  • Status Effects.


Battle Movement
  • Flat Landscape; 100% done.
  • Uneven Landscape Moving Upward.
  • Uneven Landscape Moving Downward.
  • Jumping Gaps.
  • Flat Landscape, Flying.
  • Uneven Landscape Moving Upward, Flying.
  • Uneven Landscape Moving Downward, Flying.
  • Move to Square, Water Splash.
  • Move to Square, Footprints in Sand.


Map-Related
  • FFT Maps; 100% done.
  • Custom Maps; 100% done.
  • Lighting.
  • Snowy Weather; 100% done.
  • Rainy Weather; 100% done.
  • Chimney Smoke Effect; 100% done.
  • Animated Map Texture; prototype code available.
  • Animated Map Component (re: windmill animation); prototype code available.
  • Starting Locations; 100% done.
  • Move-Find Item Locations.
  • Traps.
  • Music; 100% done.


Item-Related
  • Usable Items.
  • Main-Hand.
  • Off-Hand.
  • Armor.
  • Feet.
  • Accessory.


Skill Category-Related
  • Primary.
  • Secondary.
  • Reaction.
  • Support.
  • Movement.
  • Purchased with JP.
  • Learn on Condition.


Artificial Intelligence Related Options
  • Manual; 100% done.
  • Fight for Life.
  • Run Like a Rabbit.
  • Save Fading Life.


Percentage Key:
  • 100%; a complete implementation exists in the main Tethical development branch; this does not mean the feature is 100% complete.
  • 90%; a complete implementation exists in the main Tethical development branch, but some minor functionality is missing.
  • 75%; a mostly complete implementation exists in the main Tethical development branch.
  • 50%; a work-in-progress implementation exists in the main Tethical development branch.
  • 10%; a placeholder implementation exists in the main Tethical development branch.
  • blank; does not exist in the main Tethical development branch yet.
  • prototype code available; proof of concept code exists outside of the main Tethical development branch.


Development Branch Issue List

Tethical main branch: https://github.com/Kivutar/tethical/issues?labels=&milestone=&sort=comments&state=open

15
Tethical / [MAP] Zodiac Signs
« on: March 28, 2012, 05:09:47 PM »
This is a technical map that will be used to assert/demonstrate zodiac compatibility when it gets added into the game. The signs you can see on the game squares will remain that way, but all the other squares will have their own signs, which will fade in and out during battle. Basically, it will be set up so that each character will only be able to move through sign-squares they are either compatible with or neutral/harmonic with. In short, there are three types of signs that each different zodiac symbol will not be able to move through. I also want to make the clock in the middle function so that it displays your current system season (winter, spring, summer, autumn), zodiac sign (inner-wheel), and the hour (and minute approximation).

Anyway:



Views: 001 and 002.


--

Suggestions:

  • The FFT sign for the leap day (i.e. February 29) in a leap year (contributed by PGF; will do, but have to pull the sign out of the game).

16
Tethical / Art Directives Feature Discussion
« on: March 21, 2012, 08:05:42 PM »
This idea of organizing an art direction came up between me and Lijj on #ffh. Basically, I want to add something to Tethical's tools that will help organize or codify the art effort of a game. I've never seen anything like this written down in a formal report, so I'm asking for opinions before I put this into the control panel.

My current plan is to store lots of individual art directives per game to explain common ideas.

  • Art directives address a concept. Concepts may include things like the following: scale (in comparison to characters), desired colors, desired map dimensions, and themes or motifs.
  • Art directives apply to certain sections of the game. Those sections categorize the directive. Examples of categories are: towns, main characters, minor characters, and transportation.
  • Art directives include picture examples.
  • Art directives may define the right way to do something, or they may provide the wrong way (ex. common mistakes) to do things.

If you've kept up with the development on Tethical's control panel, these things would show up in a section called "Art Directives" and be listed with a title, a description, and an optional image. This would be displayed like everything else on the right-hand side of the application.

--

Now, what I really want to do is an example using FFT's "art directives", but I do not want to use FFT's material. So, I'd like to request people who have created wholly custom sprites (re: not frankesprites, considering that's someone else's material) to offer them up (only if they want to) as examples of key FFT art directives. For instance, I need several sprite frames to demonstrate poses (re: northeast, southeast, southwest, northwest). I also need some different height sprites to demonstrate scale (scale between character sprites) and monsters (scale between characters and monsters) and buildings (scale between characters and buildings). Names of contributers will be on the art directive image associating their name with their work.

Other examples of things I need:

  • Text. One-line summaries of FFT art directives (ex. "Avoid 'Pillow-Shading' in Portraits", "Avoid Drawing Noses in Portraits").
  • Text. One-line (or longer) FFT art directive descriptions (optional if there's a picture).
  • Images. Say, a custom example of pillow-shading.
  • Colors. Several lists of definitive colors, and maybe these include names with them if they can be named properly or categorized (re: "purples", "face colors").

I want to have a solid foundation for a place to put an art style in for a Tethical demo game (of the same name as the engine, victorian/steampunk style), and this will help accomplish that. It may also help the FFT community by providing solid rules for the FFT style (obviously, generated by people who know what they're doing, which does not include me); I will put an export feature into the control panel so people will be able to dowload a copy of the finished work when this completed (maybe in .PDF form).

Thank you for your time.

--

Current Contributions:

  • Flan, monster. Contributed by Chotokukyan.
  • Palettes. Contributed by Lijj.


--

Directives:

1. Art is Set to One One-Hundreth Scale (Category: "World")

Art is drawn at 1/100th of the size of actual objects, further adjusted to be only ~86% of the height to account for perspective.




2. Type-1 (TYPE1) Sprite Sheets Are 256 Pixels by 488 Pixels (Category: "Characters"; need a custom type-1 sprite for this)

Type-1 sprite sheets can have a maximum of 16 colors per palette. They are used for character states, including: walk cycles, attacking, jumping, low-health, death, and singing. This type is designed to allow for a character to have a ponytail, driven by the main character's design.




3. Monster (MON) Sprite Sheets Are 256 Pixels by 744 Pixels (Category: "Monsters")

Monster sprite sheets can have a maximum of 16 colors per palette. They are used for monster states, including: walk cycles, normal attack, special attack, low-health, and death.




4. Portaits Are Contained in Sprite Sheets (Category: "Portraits", "Technical Requirements")

Portraits are stored in sprite sheets. They require their own palettes. They're stored rotated 90 degrees (clockwise).




5. Avoid 'Pillow-Shading' in Portraits (Category: "Portraits")

Avoid shading objects as though the only light source available is one directly between the viewer and the object you're shading. Consider using a light source located to the left and up from the object or scene.




6. Portraits Require a Certain Color to be First in it's Palette (Category: "Portraits", "Technical Requirements")

Put beige (#A8A088) as the first color of portrait palettes in sprite sheets.




7. Portraits Are Done in a Three-Fourth's View (Category: "Portraits")

Draw portraits in 3/4 view with the character's view point never directly facing the viewer.




8. Character Sprites and Portraits Should Use a Spectrum of Desaturated Colors (Category: "Characters", "Portraits")

(text)

(images/s)


9. Maps Should Use as Few Colors as Possible per Square (Category: "World")

Use 2 to 4 colors to accomplish a map square's detail. Do not include lighting; lighting is added in an automated post-process.




10. Avoid Drawing Noses on Sprites and Portraits (Category: "Characters", "Portraits")

Do not include noses in portraits. They do not receive enough space to be a consistently viable target for shading.




11. Sprite Sheets Have Five Palettes for Characters and Five Palettes for Portraits (Category: "Characters", "Portraits")

Sprite sheets have 2 sets of 5 palettes (of 16 colors). They correspond to the following (in order): a player's party members and/or guests; NPCs in "Hokuten Knights" (PSP: "Order of the Northern Sky"); NPC's in "Nanten Knights" (PSP: "Order of the Southern Sky"); NPC's in "Death Corps", "Bart Company" (PSP: "Corpse Brigade", "Baert Company") and rogue NPC's; and, "Temple Knight" NPC's (PSP: "Knights Templar").


17
Tethical / [MAP] Lunar Core FF4
« on: March 17, 2012, 01:34:54 AM »
I did this map at Lijj's request, but, like my other recent maps, I put it to all of you to suggest changes/improvements. If you're not familar with this process, I make a list of changes that have been suggested, and then I make the changes, posting updates later in the thread.


Reference, courtesy of Spriter's Resource: http://www.spriters-resource.com/snes/ff4/sheet/30406


Texture resources: floor, walls, ladders (left-to-right), ladders (right-to-left), and columns.


Progress pictures: 001, 002, 003, 004, 005, 006, and 007.


Views: 008, 009, 010, and 011.




What's already been suggested:

  • Crystal underhang for ladders/ramps (contributed by lijj; will do, but need to come up with something that doesn't hinder visibility but does cover up the sides of the steps).
  • Even out contrast between flooring and underhang (contributed by lijj).
  • More obstacles/variation/too sparse (contibuted by Choto; possibly addressed by the hexagonal columns)
  • Hexagonal columns like basalt mineral formations (contributed by PGF; exist in place of the two rectangular columns; one is walkable).
  • Glow effect (contributed by PGF; possible to do, but I'll have to look up what Kivutar did in his glow test).


Track: Lunar Core

Thanks.

18
Tethical / Control Panel Development Discussion
« on: December 10, 2011, 09:03:58 PM »
As some of you may know, Tethical is already at a playable stage in development. That is, you can log into a Tethical server process, create or join a game, and be assigned a party of characters at random. You can then move your party members and attack other party members via a menu system. The game informs you whether you've won (all the other player's characters are at zero HP remaining) or you've lost (all your party members are at zero HP remaining). This is a tactical RPG's basic form, and this is what Tethical is right now.

As a reminder, Tethical aims to clone what FFT did before it. As such, the infrastructure for rules that govern gameplay is being developed. However, there are too many rules to incorporate into the next iteration of Tethical. That is to say, the format is written in a manner that is easily confusing considering it relies heavily on indices (which are numbers as opposed to human-readable information like "STR" or "SPD"). Furthermore, we have to consider that this will be a platform for further game development (rather than engine development), meaning that there should be a serious focus on a person's ability to add, remove, and change the information that Tethical uses to run.

I propose we start working on a Tethical control panel application. You may or may not be familiar with my other project related to Tethical's development, but I submit that to you as evidence of my effort and desire to accomplish such a thing. What I need from everyone are ideas for the design of such a program's interface while work on the game continues. From here on, I'll just refer to Tethical as "the game".

In my opinion, this should be the only program you need to edit the game. Yet, you are tasked with providing ideas to make editing the game manageable for the average person. It will need to encompass a variety of game mechanics, like character statistics and classes, along with network-related settings, like what port the server process might run on, and user management, like the player logins, their characters, and statistics related to gameplay. I expect this design process to take at least several months after which point implementing the features of the program will begin. Though, it is very likely that I will begin on an early prototype before then for my own personal development use.

So, what form should your ideas take? I would greatly appreciate it if you would download and use Glade (for Windows users, the zip file you want is here: click to download; download, unzip, navigate to "bin", and finally run "glade-3.exe"). Glade is an interface designer. It not only allows you to make an interface quickly on your own, but it allows me to use what you've done in the actual program, so long as you provide the XML of your finished design. With that in mind, please do not upload such files until much later. I would prefer you take a screenshot and upload that until the designs become more complicated. Credit for significant contributions will be given within the program, and credit for feedback and quality assurance will be given as well.

Thanks for supporting Tethical with your time.

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Installation:
  • Install MySQL (this is a database server):
  • Install MySQL Workbench (this is a database planning tool).
  • Install Tethical: go to downloads.
  • Install the control panel application (embedded Mono runtime packages):
  • Open tethical.mwb (a database planning file): download.
  • Run "Database" -> "Forward Engineer":
    • Check "DROP Objects Before Each CREATE Object".
    • Check "Generate DROP SCHEMA"
    • Check "Generate INSERT Statements for Tables"
    • Anytime after the first time doing this process, check "Do Not Create Users. Only Create Privileges"
    • Click "Next".
    • Check "Export MySQL Table Objects"
    • Check "Export MySQL Routine Objects"
    • Check "Export User Objects"
    • Click "Next".
    • Click "Next" again.
    • You will be prompted to enter in connection information created during your MySQL installation.
    • Click "Next" to load the database.
    • Close MySQL Workbench (unless you intend on making changes and forward engineering again).
  • Edit the configuration files for the control panel application:
    • base-locations.xml: Change the data to point to where you installed Tethical.
    • connections.xml: Change the data to connect to the MySQL database server you installed.
  • Finally, run the control panel and wait for it to flip "Select Game" from disabled to enabled; you can now use the control panel to make changes (though, the actual Tethical game will only respond to the changes you make add/deleting/changing maps for now).

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Features by Program Category

General

  • Multi-game support.
  • Visual support for graphical elements outside of games (where applicable).


Art Directives

  • Ability to provide art direction in a textual and visual form (per game).
  • Ability to add an example image; name them as follows: example.png.
  • Ability to export all of the directives into a combined .PDF file; example: art-directives.pdf.


Game Mechanics

  • Ability to include many different types of game mechanics: permanent statistics, exhaustible statistics, raw statistics, programming-supplied values, class-specific programming-supplied values, temporary penalties, temporary bonuses, permanent penalties, permanent bonuses, class-specific, and scalar values.
  • Ability to assign formulas to game mechanics.
  • Ability to evaluate those formulas with arbitrary data (for testing).


Race & Gender

  • Ability to make a virtually unlimited amount of races (ex: humans, animals, monsters, etc).
  • Ability to make as many genders as necessary.
  • Ability to assign raw statistics specifically to race and gender combinations.
  • Ability to assign equipment slots specifically to race and gender combinations.
  • Ability to assign name pools specifically to race and gender combinations.


Class-Related

  • Ability to make a virtually unlimited amount of classes (jobs).


Targeting & Selection

  • Ability to make a virtually unlimited amount of area functions.
  • Ability to make a virtually unlimited amount of target functions.


Items

  • Ability to make a virtually unlimited amount of item categories.
  • Ability to make a virtually unlimited amount of items.


Resources

  • Ability to view a list of available music (per game).
  • Ability to add/remove music.
  • Ability to add/remove music tags (unlimited amount).
  • Ability to view a list of available bitmap fonts (per game).
  • Ability to view arbitrary text in the font of your choice (roughly as it would appear in-game).


Maps

  • Ability to view a list of available maps (per game).
  • Ability to update many features related to map customization.


19
Tethical / Throwing
« on: November 18, 2011, 09:12:27 AM »
This is the start of another issue on Tethical's issue list. That is, throwing stuff.



Video: Tethical Throwing Test (video)

Download: Tethical Throwing Test

20
Tethical / Bars
« on: October 15, 2011, 06:22:10 PM »
Bars: Tethical Bars (another issue on the issue list)

Default:


Themed:




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