File: NOTES.txt

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seahorse-adventures 1.1+dfsg-3
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PHIL'S LEVEL RATINGS:

starred levels are going in the final game .. haven't rated all levels yet

N J T P
+ + +   phil_1                easy       jungle
  + +   phil_7                easy       jungle
  + + + tim_2.tga             easy/med   jungle
  + + + phil_2.tga            easy/med   jungle
  ? + + phil_13.tga           med/hard   jungle
  
? + +   pekuja_3              medium     volcano
  + + + tim_4                 medium     volcano
  ? ? + phil_14.tga           med/hard   volcano
  + + + phil_8.tga            easy       volcano-bonus
  
  + + + phil_12.tga           easy/med   moon
+ + +   pekuja_1              easy/med   moon
  + + + phil_5.tga            medium     moon
+ ? + + phil_10.tga           hard       moon
  + + + boss_1.tga            hard       boss
  
? + ? ? fydo_1.tga            easy/med   volcano
  ? ? ? tim_1.tga             medium     volcano
  + ? ? phil_9                easy/med   moon
  ? ?   tee_1                 hard       jungle
- + -   pekuja_2              medium     volcano
  ? - - phil_3                med/hard   jungle
  ? -   phil_11               
    - ? phil_15
  + - - phil_4                medium     volcano
  + - - phil_6                hard       volcano (replace 1st fallies w/ blocks)
- -     drpetter_1            hard       volcano
- -     eugman_1              medium     jungle

MILLIONS OF GAME MAPS:
http://www.vgmaps.com/Atlas/NES/index.htm

GOD MODE:
press f10 for god mode!

IMPORTANT NOTES TO CODERS:
- don't edit level.py !!!! ask phil to 
- in general, just add new tiles, and new enemies with CODES, see the HOWTO
section a bit down the file

PLOT OF THE GAME:
The basic plot of the game is "Oh no, the evil overlord stole the galaxy crystal, we must fly up to the moon to get it!" In more concrete terms - first few levels are in a jungle. The next 3 levels are flying up an exploding volcano. The last 3 levels are going to be on the moon.


HOW TO EDIT LEVELS AND TILES:
- run leveledit.py - to edit levels
    you can use File->Preview to preview your level as you go
- All levels should have a two tile thick wall around them, to bound
    stuff from escaping the level
- run tileedit.py - to edit tiles
    check out the top of tileedit.py in a text editor for a list of keyboard shortcuts
    (same goes for leveledit, lots of nifty key shortcuts)
- if you need to resize a level, backup your level, then resize it in an image editor

HOW TO ORGANIZE TILES:
- all tiles are to be put into tiles.tga 
- tile size = 16x16 
- it can hold 256 tiles
- the first 64 tiles should be "general purpose" tiles
- the next 64 tiles should be "jungle tiles"
- next 64 "volcano / lava"
- next 64 "moon tiles"
- we will be able to have animated tiles, but I haven't implemented that yet.
to have an animated tile, just put the frames in a row for now.

HOW TO NAME SPRITES:
- Each sprite should be in a separate file in data/sprites
    named something like "player-left-0" etc..
- All sprites for a given character should be the same size
    so that the bounding box of the characters shape can always be the same
    
HOWTO ADD A NEW TILE TYPE:
- open up tiles.py
- add a line like: 0x01    :[t_init,['solid'],tiles_basic.hit_block,1,1,1,1,],
the key is the tile number .. then

    t_init - the easy initializer, use that unless you need something crazy
    groups - a list of groups that the tile can "hit"
    function - a function to call when the tile hits something
    *params - extra parameters to pass to that function

some basic tile types are defined in tiles_basic.  you can probably copy those
and muck around some.  the hit_block can do all kinds of blocks, but mainly
1,1,1,1 for solid blocks and 1,0,0,0 for platforms are the most useful parameters

TILE CODING TIPS:
- animation isn't implemented yet, but i'll add that soon enough, don't 
worry about it for now.  just check out tiles_basic.py for hit methods
and do the stuff in the previous section. if we need to do anything super
crazy, ask phil

HOWTO ADD A NEW SPRITE TYPE:
- copy spikey.py or platform.py to a new enemy.py
- in sprites.py add "import enemy"
- modify enemy.py with your new code, etc.
- edit codes.tga to have a symbol for the code for the enemy
- open codes.py, and add a line to the CODES section for enemies
    key: [fnc,*params]
    key - the number of that tile in codes.tga
    fnc - the init function (sprites.enemy.init usually)
    *params - some extra params to be passed to your init function

MISC SPRITE CODING NOTES:
- If an object can stand on other objects, it must
    - have s.standing attribute = None in init
    - call sprite.check_standing(g,s) at the end of each loop
- If an object can carry other objects, it must
    - set b.standing = a .. and .. 
    - set a.carrying.append(b) when it starts to carry something
- To get a sprite removed, 
    - s.active = False
    and it will be garbage collected sometime soon :)
    deinit() will be auto-called if needed...
- The sprites use names like
    'sprite-01' not actual images.  The images are looked up during
    rendering.  Should make things easier to follow.
- to change the image a sprite is using, 
    s.image = 'player-right-%d'%(s.frames%5) , etc ..
    
    
SOFTWARE OTHER PEOPLE MIGHT NEED:
http://tortoisesvn.net/downloads
http://www.python.org/ftp/python/2.5/python-2.5.msi
http://www.pygame.org/ftp/pygame-1.7.1release.win32-py2.5.exe

OLD JUNK THAT CAN BE IGNORED, BUT I'M LEAVING HERE FOR NOW:
philhassey: code
trick: still haven't heard back...
pekuja: gfx?
DrPetter: sfx, gfx, music?
timinge: music
fydo: maybe some gfx somewhere
lerc: gfx, code
Tee : levels?
eugman: levels?

PoV: levels?

jolle: levels/gfx
illume: gfx/levels?