NEWEST STUFF AT BOTTOM!!!!!!!!!!!!!!!
so, it has come to my attention that I should make a thread on my game and different updates on it...
so here it is!
ill put early on info too (like things ive already done)
LONG TIME AGO UPDATE
then I need to add time span by day and night cycle, auto regen, mobs, tools, upgrades, more sprites and boom, we got a beta Island wars 2 game.
but yes, I finally decided to stop procrastinating and make the game finally.
SOONER LATER UPDATE
Island Wars 2, top secret beta version info.
^night time.^
^bottom screen (which I am changing soon)^
^paused game^
^trading ports, with trader^
(all pictures and sprites made by me, like trees, boat, dock, axe, heart stuff like that)
it has random tree generation you can cut down trees and get wood and make a sawmill (with help from trader) to make wood planks which are very useful for making different building and weapons.
water/thirst level, hunger bar, heart which show remaining life.
chests will give you a amount of stuff to help you start the game like, wooden sword, wooden axe, random amount or money, from 50-95 silver.
around 30 trees per day, trees will slowly grow back after cut down, basically respawning.
so that's what I have so far!
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NEWEST ONES
(UP)DATE 5/8/2017
beta Version 0.9.9.3
(cutting trees)
so some updates on my game!
-added a rain event! randomly will have days where it will rain, it might be used later to speed up growing trees.
-added random crabs on the shore! still need to give them life so I can kill them (lol)
-added a fishing pole! you can now grab your fishing pole and go fishing! still need to add the line that moves and more fishable items
-fixed tons of bugs! -like being able to chop down trees instantly by holding down Y and Z pos glitches.
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-needs to be added sometime next-
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-the boat, just for better fishing only btw
-finished chest with all starter items (wooden axe, wooden sword, fishing pole, random amount of copper coins, wooden hammer)
-fix the rain gcls function
-finish inventory stuff-ish
BANNED FROM MIVVERSE FOR ABOUT 2 WEEKS SO NO IMAGES UNTILL THEN BTW- SORRY
weird house thing I made
easter egg lol
(UP)DATE 5/10/2017 through 5/13/2017
beta Version 0.9.9.4
-added MOVING crabs
-adding better tree chopping (tree health, so we can kill trees too! yay!)
-fixed numerous bugs
-added more code for the fishing.. or at least tried
-finally fixed all the rain (and let me say it is super cool)
-I can now kill crabs but it wont give you anything yet (maybe a bad conscious)
-fixed all the random event codes for future, just need to add events
-more item stuff added.
(UP)DATE 5/16/2017 through 5/?/2017
-more rain stuff like a cool thunder effect and rain stopping when morning
-title screen added-not finished
-more glitches made (lol)/fixed
more awesome stuff coming soon!
plez comment here
Island wars 2 thread
Root / Talk About Programs / [.]
SwanBotCreated:
Looks like you are making good progress. I look forward to trying it out.
Awesome looking game! I can't wait to try it out haha :D
Thanks guys! been working super hard to make it really fun and playable.
so for things to add so far we have nets, fire pit and NPC's in the lead!
and for NPC's the leading ones are blacksmith, woodsman and lost soldier (and as thought darth maul is getting very little votes & darth vader getting way better~lol)
anyways more updates coming soon!
if you wanted to help, there is one thing I haven't at all started making which is the mining system, I would like to have it either made of sprites or bg tiles, randomly placed around in the area, different minerals depending on location (island), so to generate it, it would go through what island its on and the set native materials in the ground then use the set ones and randomly place the ones that are in the list basically, until the map is full, then somehow save the spawn on an array to keep it from changing when going back and forth.
-this is just my idea and if you wanted to you could help maybe make this
things I would like to see in it:
1st version:
-breakable blocks (cubes)
-different pickaxes for mining different stuff (I already made (some) of the sprites btw)
-blocks that only break with certain pickaxes
-caves! (maybe, just an idea)
-map (would be really easy)
-basic collision that when block is broken will let you pass
-maybe if I wanted to, to have pickaxes break after a certain amount of use
*for later cooler updates*
-enemy's in caves
-weapons
-hidden treasure
-bones
-stuff
idk.. I kind of got carried away with this lol.. anyways but that's the main thing right now that needs to be made too.
what was I saying..?
oh yeah.. but first tell me how this sounds! what ideas you like/dislike, would be very helpful.
idk if anyone remembers this but i have trying to clean my code having not much luck, its just those darn trees.. they are very annoying.. i mean i want to make a for loop that old everything but i cant because the locations change and i tried the saving the location in a file then using those but it only saved one location of them so idk what to do not other than making a huge thing holding where they go but it would have to be all pre placed trees which wouldnt be much, but it would save a lot of cluttered code.
idk if anyone remembers this but i have trying to clean my code having not much luck, its just those darn trees.. they are very annoying.. i mean i want to make a for loop that old everything but i cant because the locations change and i tried the saving the location in a file then using those but it only saved one location of them so idk what to do not other than making a huge thing holding where they go but it would have to be all pre placed trees which wouldnt be much, but it would save a lot of cluttered code.Below I'm writing some functions to help demonstrate to you how you could go about saving your trees in your world. (this will also let you update the tiles because you'll know the X and Y of every tree on your level/map.
'FOR YOUR TREES DURING GENERATION DO THIS DIM TREE_LOCATIONS[MAX_TREES, 3] 'YOU ARE GOING TO SAVE THEIR MAP X, THEIR MAP Y AND ONE VALUE CALLED 'STATE' 'TO ADD A NEW TREE DEF ADD_TREE TREES_ARRAY, X, Y, MAX_TREES 'FIND FREE TREE SLOT FOR IT=0 TO MAX_TREES TREESTATE = TREES_ARRAY[IT, 2]' THE THIRD SLOT WHICH IS THE TREE'S STATE, CHECK IF IT'S ZERO IF TREESTATE == 0 THEN TREEINDEX = IT: BREAK ' THIS LINE CHECKS IF 0, YOUR 0 STATE MEANS UN-INITIALIZED OR FREE-SLOT 'THE BREAK AFTER IT TELLS IT TO GET OUT OF THE FOR LOOP SO THAT IT DOESN'T KEEP GOING ONCE IT FINDS A CLEAR SLOT NEXT 'NOW EITHER CALL A FUNCTION YOU MAKE FROM HERE CALLED INITIALIZE TREE WHICH YOU GIVE IT TREE X, Y, TREEINDEX, AND A NEW TREESTATE OF 0 AND THE TREES_ARRAY OR DO THIS IN THIS FUNCTION NOW TREES_ARRAY[INDEX, 0] = X TREES_ARRAY[INDEX, 1] = Y TREES_ARRAY[INDEX, 2] = 1 'AN INITIALIZED TREE. NOW IN YOUR ENGINE MAKE SURE WHEN YOU DRAW TREES ON THE MAP 'MAKE SURE IF YOUR TREES HAVE MORE THAN ONE STATE /PARTIALLY GROWN / FULLY GROWN 'YOU BASE THOSE ON YOUR TREE'S CURRENT STATE FROM THIS ARRAY END 'HERE'S A HELPER FUNCTION TO GET THE TREE STATE BASED ON IT'S X AND Y IN THE MAP DEF GET_TREE_STATE X, Y, TREES_ARRAY, MAX_TREES OUT STATE FOR IT = 0 TO MAX_TREES TREE_X = TREES_ARRAY[IT, 0] TREE_Y = TREES_ARRAY[IT, 1] TREE_STATE = TREES_ARRAY[IT, 2] 'NOW YOU HAVE WHAT YOU NEED SO YOU DO THIS IF TREE_X == X AND TREE_Y == Y AND TREE_STATE !=0 THEN STATE = TREE_STATE BREAK 'EXIT THE FOR LOOP SO YOU DON'T GET STUCK IN THIS THAT WOULD BE BAD ENDIF NEXT 'LASTLY LET'S CHECK IF STATE IS 0 IF STATE==0 THEN STATE=-1 'NOW YOU CAN USE -1 TO EVALUATE IF FALSE IN OTHER CODE 'TO ENSURE THAT YOU DON'T GET A FALSE 0 FOR UN-INITIALIZED TREE_STATE VAR END DEF SAVE_TREES TREES_ARRAY, FILENAME$ SAVE"DAT:"+FILENAME$+".DAT", TREES_ARRAY END DEF LOAD_TREES TREES_ARRAY, FILENAME$ LOAD"DAT:"+FILENAME$+".DAT", TREES_ARRAY END