Re: [Audyssey] Monte Level Editor was super liam versus danger city

2009-08-06 Thread James Dietz
Hey Thomas,

I'd actually be interested to know some of the technical details
behind that editor. I've been contemplating a side-scroller engine for
a while. I'm currently creating a maze game in Lua using a 2d array to
represent the tile/ground data, and a table of objects/tables with x
and y coordinates among its' fields for each non-tile object. (this
game is being written in Lua for the Klango environment; tables are
basically associative arrays or dictionaries... structs if you will).
It would be cool if my sidescroller could somehow support images, or
at least represent each enemy as a rectangle or square.  As I
understand it, most sidescrollers use "tile-based" maps, where each
tile is a set width and height (32x32 usuauly) and one just drops them
in a level.  Tiles would represent ground types (acid, lava, etc). Is
this how James handled the original Monty levels?  I think such an
editor could be easily doable using audio, as unless I'm mistaken, the
tiles just need to be placed rather than actually drawn. Objects (like
weird-shaped enemy creatures) are usually drawn once and re-used (much
like sounds are created once and re-used).  Sometimes one might draw a
weird looking "entity" and use it only once or twice in a level.  I
think they use colision "boxes" where the player picture is checked to
be hitting a box belonging to the picture of the level or the enemy.
In a perfect world I'd look at the monty source, but NDAs and legal
issues would probably get in the way even if you did want to release
it.  I know this is scattered, but I'm still a little confused on
this, and the Alchemy Monty (despite glitches related to passing
through walls) seemed pretty well coded to support a visual display as
well as more realistic handling of objects and movement.

Thanks,
James

On 8/6/09, Thomas Ward  wrote:
> Hi Bryan,
> yes, James North was sighted. His level editor was completely mouse
> driven. you used the mouse to draw the level maps, and then it would be
> saved to an array. Which could be serialized and saved to a binary map
> file. AS a result I couldn't use it.
>
>
>
> Bryan Peterson wrote:
>> I assume then that he was sighted if he was working on a graphical
>> level editor? I imagine one of those would be hard to design with
>> sound only. You'd probably have to make it screen reader friendly I'd
>> imagine.
>> You have acquired the skill of Weaponry Theremin.
>> Your current level of mastery is 10 Apprentice.
>
>
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[Audyssey] Monte Level Editor was super liam versus danger city

2009-08-06 Thread Thomas Ward

Hi Bryan,
yes, James North was sighted. His level editor was completely mouse 
driven. you used the mouse to draw the level maps, and then it would be 
saved to an array. Which could be serialized and saved to a binary map 
file. AS a result I couldn't use it.




Bryan Peterson wrote:
I assume then that he was sighted if he was working on a graphical 
level editor? I imagine one of those would be hard to design with 
sound only. You'd probably have to make it screen reader friendly I'd 
imagine.

You have acquired the skill of Weaponry Theremin.
Your current level of mastery is 10 Apprentice.



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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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please send E-mail to gamers-ow...@audyssey.org.