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*Game content. Levels, mostly. And character interaction. The way combos and throws are handled in Oni (range, damage etc) must be carefully analyzed and made to fit 2D gameplay (relatively easy). | *Game content. Levels, mostly. And character interaction. The way combos and throws are handled in Oni (range, damage etc) must be carefully analyzed and made to fit 2D gameplay (relatively easy). | ||
*The engine/code, of course. Well, I'm looking into that right now. I'm looking into a lot of things right now. | *The engine/code, of course. Well, I'm looking into that right now. I'm looking into a lot of things right now. | ||
=Strident= | |||
==STRIDENT at a glance [[Oni2:Influences/Strident/Pictures | (More pictures here)]]== | |||
http://geyser.oni2.net/oni2/influences/strident/DemoFlip.jpg | |||
http://geyser.oni2.net/oni2/influences/strident/CombatMachine01.jpg | |||
===Facts=== | |||
*Developed by Phantagram (Korea) | |||
*Scheduled for 2002 then 2003 on Xbox | |||
*Multiplayer and PC port considered | |||
*Postponed/aborted |
Revision as of 08:47, 8 April 2008
Sick markup
"And now for a lesson in [ttttttttttttemplate] mmmmmmmmmanagement... [wikiwikiwiki] llllllllllllet's begin..."
- Linkin Park, Cure for the Itch
- geyser, deprived of laptop and ICQ for a while ^^ ... which explains the "born to nag" attitude.
- Foreach
- A multi-recursive transclusion hack that allowed one to auto-generate lists with "any" number of items, tables with "any" number of columns, etc. It used to be authoritative, but because of the server load it generates, it's been banned from Wikipedia and is not supported by Mediawiki by default. So we're not bringing it back. Here are alternatives I proposed to Alloc in response to his use of "foreach" (the object represented has to do with another project hosted on another wiki).
- How about this?
29-Bit CAN-ID | |||
- Note how 1-bit, 2-bit and 3-plus-bit chunks are all handled by the same (small) template ^^
- TightTable takes "optional" arguments called align and color. They're not really specified as optional, but when not provided, the relevant syntax gets screwed up "the smart way".
- The "skipped bits" span of every chunk is specified in pixels, which can be handy in case one wants a more compact layout. The non-breaking space can then be replaced with a "..." to avoid confusion.
- I think the skipped widths are best let custom, as well as the "header". Apart from arbitrarily shrinking the skip fields, one may want to rephrase the header, or omit it, or make it a caption :
- (again, maybe a "..." in the skip fields would look nicer)
- (and a non-breaking space in front of the description, in the template)
- Arithmetics (will only show fine when and if #expr parsing works OK...)
- One can calculate the width of the "skipped bits" internally, only feeding two bit IDs to the template.
- The template would then evaluate the difference, and decide upon a 1-bit, or on a 2-plus-bit layout with an adequate skip.
- However, the markup is a bit heavier, and makes a few assumptions about e.g. the order in which the bits are listed (unless one wants to emulate abs, which is a little bit heavier still).
- CAN-ID table
- It could be possible to embed the chunk tables into a big template table specific to the "29-Bit CAN-ID" usage, but most components might have to be in HTML. Bad idea.
OBD file types
0x000 : | 26 | 00 | 33 | 00 | 40 | 00 | 4D | 00 | 5A | 00 | 67 | 00 | 74 | 00 | 81 | 00 | 8E | 00 | 9B | 00 | A8 | 00 | B5 | 00 | C2 | 00 | CF | 00 | DC | 00 | E9 | 00 |
0x020 : | F6 | 00 | 03 | 01 | 10 | 01 | 5F | 45 | F9 | 3D | B6 | FA | 09 | 5F | 45 | F9 | 3D | B6 | FA | 18 | 39 | 1B | 34 | 88 | 77 | 09 | 18 | 39 | 1B | 34 | 88 | 77 |
Heh.
Type | Description | Notes | Type | Description | Notes | Type | Description | Notes | ||
---|---|---|---|---|---|---|---|---|---|---|
RGB Color Array | KeyI | Key Icons | L0 | StNA | String Array | L0 |
|
|
|
Templates
|
ONI BINARY DATA |
---|
AKVA << Other file types >> CBPI |
BINA : Binary data |
[[OBD:File types/{{{family}}}|{{{family}}} file]] |
HexRow
0x00: | 01 | 51 | 02 | 00 | 01 | 00 | 00 | 06 | AD | DE | AD | DE | AD | DE | AD | DE | Who needs this?° |
0x10: | AD | DE | AD | DE | AD | DE | AD | DE | AD | DE | AD | DE | AD | DE | AD | DE | °°°°°°°°°°°°°°°° |
Oni 2D
Motivation
It all started with Prince of Persia. I mean the really old one, with monochrome graphics.
Then there have been great 2D shooters like Flashback and Abuse and Super Metroid, as well as melee-oriented beat-them-up platformers, more or less inspired by Street Fighter gameplay.
Right now, be it on PC, big consoles or even little portable ones, we just don't see any platformers. 3D action is all the rage.
Oni 2D is about reviving the 2D platformer genre. Flashback was great (and had much in common with Oni, actually). Super Metroid and Abuse were great. There was a great action/quest mix for Flashback and Super Metroid. Abuse was pure action, very much like the DOOM of 2D platformers, and it had a really nice mouse-aiming system.
Take Flashback, add Abuse's mouse-aiming gunplay and an Oni-like melee component, throw in hi-res graphics and the power of today's hardware, and you'll have a little retro-revolution. Fast, playable and beautiful.
Feasibility
- Platformers are relatively easy to code, they run fast, and can readily use Oni's resources
- Recording Oni's animations live against a transparent background can be done pretty fast.
- Same for the background: it won't take much to create a 2D world with textures extracted from Oni.
For a start, we can just reproduce some of Oni's levels in side view. But 2D level design is, again, much easier than 3D level modeling, so we can get totally new content (close to an actual game) really fast.
KonokoPayne may be great, Oni++ and Oni 2 may be great, but Oni 2D, properly managed, may give us the first actual opportunity ever to fight an Iron Demon.
Wanted
- Resource extractors. Level textures are piece of cake. The major work is on character animations : rendering them in side view from within KonokoPayne is an option, but the easiest way is to do it from within Oni, with standardized perspective and resolution, and no background.
- Game content. Levels, mostly. And character interaction. The way combos and throws are handled in Oni (range, damage etc) must be carefully analyzed and made to fit 2D gameplay (relatively easy).
- The engine/code, of course. Well, I'm looking into that right now. I'm looking into a lot of things right now.
Strident
STRIDENT at a glance (More pictures here)
Facts
- Developed by Phantagram (Korea)
- Scheduled for 2002 then 2003 on Xbox
- Multiplayer and PC port considered
- Postponed/aborted