Miralon Farm Game completed

About Monkey 2 Forums Monkey 2 Projects Miralon Farm Game completed

This topic contains 6 replies, has 3 voices, and was last updated by  cocon 1 year, 9 months ago.

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  • #8881

    AdamStrange
    Participant

    https://adamstrange.itch.io/miralonfarm

    ok. This little number was created in 10 days for the Mirror Jam. And I’m all plum-tuckered out now.

    The audio didn’t go to plan and I needed to revert back to very simple wav playback ;(

    AI was nasty – and I know I’m not good at it either. so I need to improve a lot there.

    Been a good learning process with my 3d stuff though. Needed to learn how to deal with things very quickly. Now I have time I can slow down and get the 3d stuff optimised and better thought out.

    Hex based games look nice, but are a complete pig to program…

    #8882

    Xaron
    Participant

    Adam, you’re a machine! Incredible how fast you create those nice looking games!

    #8885

    cocon
    Participant

    Is there any secret to produce games fast? Refactoring and fixing bad code design sucks too much time.

    #8886

    AdamStrange
    Participant

    the simple answer is TOOLS!  Let me expand on that using Maralon farm

    This is the first dev image:

    It’s a custom openGL system for monkey2 based on shaders. and based on Cocons base code. I took the framework nd rewrote it to support stuff I needed and then added a 3do model importer (3do is the model format I created for a 3d modeller I wrote called Rameses).

    To use the monkey2 version you will need these 3 files:

    Ramese3d.monkey2

    matrix.monkey2

    textural.monkey2

    and finally the demo file:

    I’ve included all the files in a zip for you. but I thought the main file was better to be seen. the assets folder has lots of .3do files to play with

    Attachments:
    1. demo.zip
    #8980

    cocon
    Participant

    This means that you can create any tool needed to generate content in the most fast and productive way right?

    #8982

    AdamStrange
    Participant

    yep. the tools I used are these:

    fontsprite to create 2d graphics (you can see version 2 of the font being used, with darker graphics for the cards):

    and then fontmap to create the cards (showing version 1 of the font). You can see how the grey font is being used to create both the green and blue edges for the cards. it also shows that most of the layers are off.

    and the maps (with the final version of the font). you can also see that the map display is offset allowing me to quickly work on hex based maps)

    I also used a bit of photoshop to do the other graphics.

    All the tools are monkey2. But NOT MojoX. I wrote a custom GUI system that allows much better and simpler UI design.

    coming on to the GUI of Miralon, I rewrote the above custom gui for game use. it’s a very small system that allows for fast prototyping:

    You can see it here with the grid showing and 6 controls. they can use standard text, bitmaps, or graphics. and can be simply subclassed to write other handlers for any purpose. In this case I added the ability to use 3 images for a button: Off, over and top (the top text)

    Here’s a snippet of code direct from miralon showing how I create a button:

    You can see there is still code to do with Text that I should remove as its not being used, but it show how the code was quickly taken from another project and reused

    The MouseEnter and MouseClicked signal back to the main program that it needs a sound. so when you hover a sound plays and when you click another sound plays

    #9042

    cocon
    Participant

    Amazing stuff!

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