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Re: [Help-liquidwar6] Getting ready for 0.0.8beta


From: Kasper Hviid
Subject: Re: [Help-liquidwar6] Getting ready for 0.0.8beta
Date: Fri, 30 Oct 2009 15:28:47 +0100



2009/10/28 Christian Mauduit <address@hidden>
On Wed, October 28, 2009 7:42 pm, Kasper Hviid wrote:
> I agree that those meta-layer png's are a must have for 0.0.8beta --
> whatever it is. I am quite curious!
OK, I'll tell you what it is. It's tonight that I'm going to hack on it ;)
Not fully done yet but well, I'm pretty sure to get it working:
- glue.png -> when fighters are on "glue", they move slower
- boost.png -> the contrary. I choose to have two pngs for that otherwise
one would have needed to use "perfect grey 0x7f" (half-way between white
and black) to have the default settings "no glue no boost no nothing". I
prefer black & white stuff.
- danger.png -> when on it, fighters die, they become "black", see the point?
- medicine.png -> the contrary, spots you want to go to feel better.

This sounds unbelieveable cool, especially combined with various fighter settings. The game has a lot of variation now. We will need some standard way to represent the different zones graphically -- a skull could represent danger, rough surface could slow down, while ice makes you faster. Things like that. It would be smartest to design it directly in texture.jpeg.
 
> I'll leave 0.0.8 and look a bit further into the future ...  There are of
> course a lot of things which *could* be done - a cooler menu, that wave
> effect and color shifting. But the important thing is to get the games
> basic
> components up and running. Make the game as playable as possible with the
> smallest effort.
>
> Potential ticket: replace moves per sec with something like "the whole
> level
> should be walkable in X seconds regardless of fighter size" in hints.xml,
> and to let it be possible for the player to adjust the games requirements
> so
> it fits his hardware. (we already have the ticket "Offer a way to disable
> memory-greedy features")
Hey, that's no future, I commited that 20 minutes ago or so ;) I've
implemented pretty much all you say. Automatic bench of the computer at
startup, then there's a "no brainer" global "speed" parameter which will
resize the map, change moves-per-this-is-really-developper-stuff
automatically, and make black magic so that is speed is 2 it really looks
twice as fast as if speed is 1. The default speed ("1.0") is pretty fast
IMHO, but it's cool that way. I even tried "X10". Wow. 1400 moves/sec. OK
it's pixelized, but that's a final word for those who think LW5 is faster
;)

wow!
 
> More important: music! I don't think I can be of much help here, but if
> someone want to create a specific LW6 soundtrack, I have a vision of some
> really fast-paced, rhythmic music, to fit with the fast-paced gameplay. I
> think it is important that the music and the gameplay work together. Maybe
> some 'world music', like in the game Endorfun. Balkan maybe? Personly, I'm
> a
> bit hooked on Deep Forest. Here is some berimbau:
> http://www.youtube.com/watch?v=Jd7TWgYmgak
>
> Or the music could be inspired by ancient arcade games:
> http://www.youtube.com/watch?v=kEs1joE5eOE
OK, a word about the music.

We have Tim Chadburn's tunes, which I really like. What I plan is to have
them played in the menus. They don't get in the way, it's refreshing, nice
to hear, no bother. I might "downscale" them to midi, to save space. But
there's probably a little work to be done to render them with organ
instead of piano.

True, they are great - I especially like vaguely-jazzy-thing.ogg. I hope they can survive the transfer to midi.
I had to download the LW5 source to get the LW5 music - I could only find thmoov.ogg on his site.

Then, for *the* game, I guess indeed, something more
rythmic fits. As of today I have found tunes on http://www.dogmazic.net/
which 1) are cool and 2) GPL'ed. Dogmazic has lots of Creative Commons but
*some* files are released under the GNU GPL. I picked 3 of them. That's
Ogg Vorbis so it's quite heavy (10 megs...) but well, that's cool music.

So well, you might be wondering -> OK, this guy ufoot has it all ready, so
why bother? Why? Because as a map designer you might be interested by the
fact that... the current version (so 0.0.8beta will do it of course) can
load *your* music with *your* level. Basically put an ogg/midi/mod/s3m/xm
file in the map directory, a string entry key="music-file"
value="my-music.ext" in style.xml, and go!

Sounds really good! Things seems to be moving very fast now ... !

 - Kasper


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