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Thanks, i'm already decode rest of structure yesterday. But i have some questions:

Some sprites/entities have name like "trig_vis\0ll\0\xcd..." (\xcd just trash from buffer, and text actually null-terminated string?) and i saw some trig_pushleft2\0someting that don't work. What is it? (example at two cobras bfg door) Or trigger's advanced logic hard coded?

How last level brain activates cobra's doos? It's have trig 900 and active trig_explowall, but cobra's doors have id 164, and i can't find trigger for it.

Skin id described in source? For my decoder i just using manual assotiation.

Yes they are all null terminated (and yes some maps are filled with trash and leftover out of their bounds)
I guess the pushwall not working is the occasional bug (it's just nobody reported them because if a pushwall doesn't work you have no idea .. but thats the beauty of it it's not a bug if nobody knows)
The brain is hard-coded to activate all triggers (regardless of id) upon defeat
Skin is only used by the editor (internal sprite id,  but only for editor sprites)
Speaking of i really should release the editor (if you are interested that is) it's just i need to pummel it into
shape first (like by adding undo or something) also  i somehow broke it with a patch and i'm not sure how (it loads maps with errors, with wrong sprites or with walls missing)

(1 edit)

I think i can write browser based editor with map(original formated) downloading. It's easy in compare to real game with live mobs. I even can do static game walker with full in-game editing online. (Just based on existing information + nee read wall flags)

May be in next weekend because too busy onto work-week.

At this weekend nights, i already make map viewer who can open maps online from published game folder. (Unpacked resources archive).

One version shows 2d top-down view, other real flight over map in 3d, but with one sized sprites (i'm don't set size manually). HTML+WebGL (Vue.js, ReGL)


IRL i want more difficult task. But every time when i write new game, i just demotivated before it's view cool.

With LAB, it's already loved game (finished 8+ times), with existing maps.

I want to recreate original game, with online platform. (Can share source, if you want online HTML5 version with originally tuned parameters)

Then i want convert box based levels into something like doom (keep gameplay), but portals instead of BSP and expand it. As final i want rooms with independent space-metric to achieve unlimited-sized levels without "loading" and ship flight mechanics. But it all needs more time, and motivation. Every time when i try write something, it's runes by ugly view and no game play earlier than i write it with too complex engine. Countless times i parse other games and make map viewer, or scrap info (like morrowind alchemy search with deep respawn analytics). But i just can't write something own too simple to be playable in first 3 motivated days.

Sorry for alot of text, i just slightly obsession about gamedev from childhood, and now in my twenty eight years, i stay have no games other than tetris like because more knowledge make me more wishes.


Send me your email, if you want some private links to online implementation. abnessor gmail

Yea i'm in the same boat, i got so many projects going on at once i lost track of them long ago (also LAB took 20 years if i count from when i first started coding)
But from what i hear this is a very common problem  for developers (it's just nobody ever talks about it)
Strangely enough figuring out how to finish a game is the holy grail of game development, it so simple yet its so hard

Anyway i sent you an email