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PostPosted: Sun May 20, 2012 1:36 pm 
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I did this as a proof of concept to see if I could create Castle Wolfenstein 3D effects. It is based on the HTML5 tutorial found here: http://dev.opera.com/articles/view/crea ... l-5-can-1/

YouTube Video of it in action: http://youtu.be/RZZlHbyJcdA

Attached is the code I created. I provide it without guarantee and without much explanation.

Susan


Forgot to add that the source is released under GPLv3 http://www.gnu.org/licenses/gpl-3.0.txt
EDIT: updated code! See new video
http://youtu.be/jw7ThWERj2U


Attachments:
Renpystein.zip [442.98 KiB]
Downloaded 49 times

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Last edited by SusanTheCat on Sun Aug 19, 2012 3:10 pm, edited 2 times in total.
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PostPosted: Sun May 20, 2012 2:01 pm 
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Things for visual's & concepts and games sure use many scripts and codes. The video version reminds me of a maze game. The concept reminds me of Duke Numen, only without the guns and shooting. I could think of many things that the concept could do, if it works with Ren'py. Isn't Pseudo another word for fake? or mabey it's just the name of the concept.

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PostPosted: Sun May 20, 2012 2:17 pm 
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Wow, this is fantastic! I guess one would have to learn a bit about python to be able to use this to it's fullest. Time to hit the books :P

Is it alright to ask how one could make a way to trigger an event when they stepped on a particular part of the map? And how to change the solid colors into images and adding sprites like what's in the second part of the html5 tutorial?


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PostPosted: Sun May 20, 2012 6:10 pm 
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this is rather interesting, if somewhat limited in usefulness. You can now use renpy as a shell for an older than old school fps, which is at least progress over the idea of an fps in renpy being merely an amusing joke. That said, while I congratulate you on your success I have to wonder how much of renpy's functions could be used with this other than just the menu screen.


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PostPosted: Sun May 20, 2012 6:39 pm 
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KimiYoriBaka wrote:
this is rather interesting, if somewhat limited in usefulness. You can now use renpy as a shell for an older than old school fps, which is at least progress over the idea of an fps in renpy being merely an amusing joke. That said, while I congratulate you on your success I have to wonder how much of renpy's functions could be used with this other than just the menu screen.

Perhaps there would be a way to make the two parts jump between each other? I have no idea if it's possible but if so it could mean the creation of 1st person adventure game with visual novel aspects. Though that would probably need most of the work to be done with pygame instead of renpy.


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PostPosted: Sun May 20, 2012 8:46 pm 
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This was very much me seeing the code for HTML 5 and wondering if I could do it in Ren'py. I also have a version that does the wall textures but it makes my netbook cry.

It is Pseudo 3D because it does not use a 3D rendering engine. It is faking the whole thing. You can't look up or down.

The screen is split into strips and a coloured bar the appropriate size is filled in.

My thought was to use it as a maze. (You wouldn't have to use gaudy colours!) You could set something up in the player's move function to check to see what square you are on and set a flag. The event function would then return with a value.

I will come up with more of a tutorial. I wanted to get the code out into the wild since I don't think I have optimized it too well for Ren'py.

Susan

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PostPosted: Mon May 21, 2012 6:09 pm 
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It's a very interesting idea. I have a section in my game where this would be useful, so I'll be watching this topic closely.

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PostPosted: Sun Aug 19, 2012 7:54 am 
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New code! (See first post)



Now with Textures! And punching things!

You are welcome to use the code. It is based on the pythons code Gh0stenstein:
http://code.google.com/p/gh0stenstein/downloads/list
http://www.pygame.org/project-Gh0stenstein+-1882-.html

Susan

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PostPosted: Sun Aug 19, 2012 9:22 am 
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How exciting, I'll have to try it out right away!
I loved the punching sound effects. Did you make those yourself? :lol:

EDIT: How would you go about making it possible for the exit points to jump to different scenes in a story/different labels? Like if instead of just saying 'Test Exit 3', having it so if the player went to exit three a character in the vn part of the game congratulated them.


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PostPosted: Sun Aug 19, 2012 9:42 am 
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Nuxill wrote:
How would you go about making it possible for the exit points to jump to different scenes in a story/different labels? Like if instead of just saying 'Test Exit 3', having it so if the player went to exit three a character in the vn part of the game congratulated them.


SusanTheCat wrote:
I provide it without guarantee and without much explanation


That said, all you would need is to have an if statement based on the _return variable.

I currently have it set up to return the text from whatever exit you left by,

Code:
        exits = [
            (1.5,1.5,"eileen"),
            (1.5,22.5,"lucy")
        ]


Like
Code:
$ result = _return
if result == "eileen":
    e "You picked me!"

elif result == "lucy":
    e "It looks like you picked Lucy."


Susan

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PostPosted: Sun Aug 19, 2012 10:12 am 
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Ah, I feel so dumb! The answer was so obvious! Thank you. :)


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PostPosted: Sun Aug 19, 2012 3:15 pm 
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The code the new code is derived from is under the GPLv3 Licence.
http://www.gnu.org/licenses/gpl-3.0.txt

And that makes my new code under that licence too.

Susan

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PostPosted: Sun Aug 19, 2012 5:21 pm 
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what an interesting mix of wolfenstein and doom resources


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