gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Oct 6, 2012 13:37:20 GMT -5
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on May 19, 2012 9:08:12 GMT -5
Do you have a desire to be a part of the ST3 team? I could really use someone who is talented enough to create sprites. In order to keep things fresh in ST3, it would be nice to have some new enemies and bosses. Unfortunately, I fail at art so this is the only thing holding the game back at the moment.
Because the enemies have to seamlessly blend in with the original characters and the 8-bit style we have, there are some limitations. 1) All sprites created must be made out of a max of 3 unique colors + alpha. 2) Most enemies are 16x16 pixels but could also be 16x32, 32x16, or 32x32. Bosses will be much larger. 3) Most enemies require sprites for looking up, down, left, and right.
I have a list of some enemies I'd like to see in the game but I will not be limiting you to that list. You will have the freedom to design and create enemies that can be included the game as well.
If this sounds like something you'd be interested in, let me know and I'll give you an enemy to work on. Keep in mind that this is not a paid position. This is done only for the love of StarTropics, as this game is freely available for download. However, you will find your name in the credits should your sprites make it into the game.
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on May 15, 2012 20:16:36 GMT -5
Sorry Zeed, completely forgot about this. I can reproduce that error exactly the way your picture looks. I still believe it is something path related. Does this happen if you run the executable directly from the install directory? (The default is C:\Program Files\StarTropics III).
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on May 10, 2012 19:04:55 GMT -5
I work very closely with many members of the team across all of the disciplines, including gameplay.
I believe information about the leveling experience can be found in the Game Informer issue.
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on May 6, 2012 10:14:34 GMT -5
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 29, 2012 0:45:27 GMT -5
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 24, 2012 17:18:48 GMT -5
deko - Cool weapon bug. That must have broke when I added Mica in. I'll fix it for the next release.
ZeedDragon - Did you move any of the files or folders from the directory that you installed it to?
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 17, 2012 16:59:25 GMT -5
I'd like to give a Happy Birthday shout out to Coralcola and parrothead. Have a great day guys!
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 16, 2012 22:16:41 GMT -5
No, there are no game overs yet. That's on my to do list. One intention of the cutscene editor was to make the game over screen so you've done as much as you can for now until I do some additional programming that will allow you to hook it up.
Regarding the cutscenes - in the level editor, if you have a cutscene open in a tab, you can go to the Project -> Player Current Cutscene in the menu in order to preview your cutscene.
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 16, 2012 19:16:09 GMT -5
I got your docking config. As long as you keep the Project panel docked, you shouldn't have any problems. If you undock it, it will crash in various ways. I'll fix it for the next build. Good find
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 15, 2012 13:04:39 GMT -5
That one looks much more useful to me. I'd like for you to try something out. Go to your Documents/StarTropics III folder and rename the docking.cfg to something like docking-backup.cfg. Now try and load into the editor again. If that works, will you email me the backup config that you made? I'd like to load it up myself and debug it to prevent this from happening. Let me know if that solves your problem.
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 15, 2012 8:35:50 GMT -5
Hmmm, that particular stack trace is pretty useless to me unfortunately. When you say you are trying to open a room of the dungeon, are you referring to opening it in a tab for editing or playing the current room? Once I know that, I can look for anything out of the ordinary. Also, does this happen with the example.st3 that comes bundled with it or just your custom dungeon? I don't mind you coming and posting these issues. If you're having them, chances are that others are as well and they just haven't said anything. I'm glad you're enjoying the program though. Hearing things like that makes it all worth it
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gellin
Administrator
startropics.com
Posts: 560
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Hello
Apr 12, 2012 20:38:17 GMT -5
Post by gellin on Apr 12, 2012 20:38:17 GMT -5
Welcome to C-Island! It's always great to see a fresh face around here . Enjoy your stay!
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 12, 2012 20:37:18 GMT -5
I've noticed that Startropics III can be a bit of a CPU Hog. Any way around this? Unfortunately, no. This requires me to do a little bit of programming in order to fix this. There's really no reason it should be hogging an entire core. Edit: Just took a look at this. It turns out I had one really dumb line of code that was causing this. Without any additional optimizations, it now takes about 33% of your core on average. I'll be sure to include this change with the next update (which should hopefully be sooner than later).
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gellin
Administrator
startropics.com
Posts: 560
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Post by gellin on Apr 12, 2012 20:35:20 GMT -5
Could you elaborate on how you set up a trigger to leave a dungeon? Whenever I try to leave a dungeon, the screen just loops. :S Let's say you have a dungeon called 'dungeonX'. In the a village or overworld area, you create a trigger wherever you want to enter your dungeon at. Now on the triggers tab, select the area trigger type and then select 'dungeonX' from the area dropdown. Now place another trigger down in an overworld or village area and do the exact same thing, selecting 'dungeonX'. You should now have two triggers both pointing to your dungeon. These triggers become automagically linked when your game is loaded. Hopefully that explains things. I probably should create a ST3 Editor help page on the website to provide examples and pictures to make things a bit more clear.
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