Reading about ligand field theory, Fenton chemistry etc. my mind wandered off. I started to think about a new map concept based loosely on the Dark Carnival map of the old third person shooter Blood as well as Rollercoaster Tycoon. The idea is to have a map with carnival/theme park elements that might even be interactive. I would like to create the illusion of a theme park with the limited resources of 2d topdown perspective the game offers.
So far I collected ideas for the following elements:
Marry-go-around
Swinging Ship
Raft ride
Hedge Maze
Top Spin (maybe)
Shoot-A-Duck
Whack-A-Mole (Keighn's idea)
House of mirrors
Circus tent
Love Tunnel (1/Djanno's idea)
German Bierzelt *new*
Freak show (hybrid mobs) *new*
Information desk / food and drink stand *new*
House of Giants *new*
Restrooms *new*
Fortune Teller *new*
Themed areas:
Pirate ships
Pyramids *new*
If you guys have any ideas that can be envisioned by the 2d engine let me know in the posts below. And if you feel confident with maped it would be really cool if you could create elements (feel free to pick from the list above) and post a screenshot of it.
I'll start posting pics in 2 weeks probably. Ofc I'll keep working on the other map.
Last edited by LordMortiferus on Thu Aug 21, 2014 5:57 am, edited 6 times in total.
Yeah Rusty's Raft Ride (R³) could be adopted for the map - wont make for a fast ride though due to the limits of heartbeat funcs which has a 1 sec delay in between actions.
Anyway, hope to read about some nice ideas and see some cool contributions! If the ride/attraction makes it into the map I'll name it after the original creator (might change the layout/tileset of the submitted work though to fit the overall style of the map).
LordMortiferus wrote:Yeah Rusty's Raft Ride (R³) could be adopted for the map - wont make for a fast ride though due to the limits of heartbeat funcs which has a 1 sec delay in between actions.
Love Tunnel is a good idea and would probably work well with rusty's code - added it to the list in my first post. If you guys want to make something with maped feel free to pick anything from that list aswell.
I managed to animate a larger boat (5x3 tiles) going into one direction while transporting a player.
shipride.png
I had a bit trouble with the script at first (still not sure why) but after taking a different, albeit less beautiful approach for the code, it worked. Anyway, having two people on the same ride should work.
Edit: what are you guys using to capture game footage? Could propably post videos but need some software that works on old XP laptops.
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LordMortiferus wrote:I managed to animate a larger boat (5x3 tiles) going into one direction while transporting a player.
shipride.png
I had a bit trouble with the script at first (still not sure why) but after taking a different, albeit less beautiful approach for the code, it worked. Anyway, having two people on the same ride should work.
Edit: what are you guys using to capture game footage? Could propably post videos but need some software that works on old XP laptops.
Wow that's really impressive Lord M. Are the players forced to remain stationary during boat movement (IE in their seat)?
I could only imagine if the code was expanded further to allow for epic pirate fights at sea for a different map or a separate map for ships.
I am also interested in a video capture software, if you find one that works well with EUO, let me know.
You can move around while the ship is moving. I am not sure what will happen when two people occupy the same spot though. Applying this to larger areas might not work smoothly.
Had a chat with Chad earlier about players sharing the same spot - and as I feared this seems to be a problem. I hope this can be circumvented by a while loop which will get a pointer of a specific location and move the players in succession to the left until the pointer turns out to be nil.
-- this code is executed within a heartbeat function of a mob
while get_sent_ptr_xyz(x,y,m.map_level) ~= nil do
p=get_sent_ptr_xyz(x,y,m.map_level)
send_player_to_xy(p.id, p.x-1, p.y)
end
Next question would be if sending players to the same spot works.
With ToLS out of the way (Yada!!) I will slowly channel my creativity into Carnival Carnage. All ready added some more ideas to the OP.
Also updated the hq2x version of Btiles24, which can be downloaded from the manual or from my dropbox (link to the 32x32 tiles forum thread). Had to remove some blurring from a sprite to make it tint the way the original 16x16 does - this was needed for ToLS.
Google barbarian II or axe of rage and find the dungeon shots or videos. There is a pit monster you only see its tongue and where it grabs you and chomps ya and spits out your skull.
Last edited by Keighn on Thu Aug 21, 2014 2:31 am, edited 1 time in total.
Ah I knew it was yours, couldn't find the original post though - well chance are I didn't even tried to find it. I removed the question marked and thanks for the links.
I was thinking about using sandtraps for the mole that randomly pop up over hole-in-the-ground maptiles.
Using a controller mob that spawns and removes the sandtraps on the playfield at random in a 1sec cycle should do the trick.
Thanks 1.
In the meantime I filled most of the white spaces in the pic above with content. The overworld map is nearly done actually. Gonna add a sub-terrain map for the House of Terror, Pharao's Tomb and maybe for the Pirate Ship.
Scriptwise I haven't start but I seriously want to script wack-a-mole and some stuff in the house of terror to create some sorts of jump scare moments. Also on my list is the love tunnel and waterslide.
Gonna be on the road again over the next week - if and when I have time I try to participate at the tourney.