Tiny Places

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Varkas
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Tiny Places

Post by Varkas » Wed Mar 11, 2020 12:59 pm

Tiny Places is meant to become a collaborative map editor and RPG system. The client side will be implemented in Love2D and the server side will be Java. So far, there is a very primitive map editor and a minimal server to broadcast changes made to the map to other connected clients.
tiny_places-001.jpg
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The plan is to have this open source, if possible CC-By-SA 4.0, must check if that is possible for code as well as the assets. I have created quite some isometric game assets over the past years, and it would be a pity to have them sit unused.
In soviet russia, code debugs you.

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lazershark3k
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Re: Tiny Places

Post by lazershark3k » Wed Mar 11, 2020 2:34 pm

Looks sick!
*pew pew*

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Varkas
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Re: Tiny Places

Post by Varkas » Fri Mar 13, 2020 12:23 am

Thanks! Coding is going well, the client-server connection works nicely, but it still takes time. Since the last screenshot the map has gotten several layers and the server can now save map data and send them to the clients again after a client restart. A good amount of work is also to import all the graphics, adjust and adapt them ...
tiny_places-002.jpg
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In soviet russia, code debugs you.

ingsoc451
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Re: Tiny Places

Post by ingsoc451 » Fri Mar 13, 2020 1:11 am

I think someone should make a diablo like game

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Varkas
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Re: Tiny Places

Post by Varkas » Sun Mar 15, 2020 12:23 am

I totally would if I could. I'll be happy though once there is some pathfinding and mobs can actually move over the map. I think I have an idea that doesn't need to transfer many KB path data. Must see if it work.

But meanwhile I did something easier, completed the basic work for the "cloud" layer. That is intended to be used for fogs, magic stuff and light effects. Thanks to Love2D using OpenGL, blending images is fairly efficient. But well, the maps segments displayed are tiny for a reason ...
tiny_places-002_fog.jpg
tiny_places-002_fog.jpg (653.39 KiB) Viewed 3430 times
I need to find out how to make cyclic fog or smoke animations.
In soviet russia, code debugs you.

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Varkas
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Re: Tiny Places

Post by Varkas » Tue Mar 17, 2020 12:23 am

One can now set color/tint and transparency for all map objetcs. The color selector might get border like the buttons too, but it was hard enough to make it work.
tiny_places-002_colors.jpg
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I think the next step will be to add moving objects. Still a bit uncertain how to split the client and server parts of this. I don't want too much CPU load and network traffic on the server.
In soviet russia, code debugs you.

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Varkas
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Re: Tiny Places

Post by Varkas » Wed Mar 18, 2020 11:12 am

The "moving objects" code had to wait. I felt a need to make better trees and at least add some very generic shadows.
tiny_places-002-trees_n_shadows.jpg
tiny_places-002-trees_n_shadows.jpg (461.82 KiB) Viewed 3112 times
Adding images is not really taking that much time but entering the data for the game engine to actualy use the images properly is a tedious task. Still got 20 more trees to import ...
In soviet russia, code debugs you.

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Varkas
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Re: Tiny Places

Post by Varkas » Sun Mar 22, 2020 7:10 pm

Besides a number of bugfixes, there is now a "game mode" which allows a map to be played. At the moment there isn't much functionality there yet, but the server can broadcast move commands for player avatars and the clients can move them.

So, let's bounce!

https://youtu.be/yNOE9D9gxwk

In soviet russia, code debugs you.

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lazershark3k
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Re: Tiny Places

Post by lazershark3k » Mon Mar 23, 2020 4:44 am

Nifty!
*pew pew*

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Varkas
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Re: Tiny Places

Post by Varkas » Mon Mar 23, 2020 3:43 pm

Thanks. I'm bad at making animated creatures, so I have to find workarounds. Doin' doin' doin' ...
In soviet russia, code debugs you.

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