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[GAME][IN DEVELOPMENT] - Kore
#1
Im the lead developer on a new game called Kore.
The game itself is going to be (yes another MMO) with a twist the twist being that the players can expand the world however they wish (within the 4 rules of the system ofc)

We are currently at a loss, everyone on the project that is myself, and my lead writer can not design or do graphics. This is why I come here now looking for help as I have heard that this site is the best indie graphics site around.

Why you would want to help.
The fun of working in a professional project with some awesome friends.
The chance of having your work displayed in a game that could become the next big thing.
If the project gets off the ground then there is a good chance of a fair return of money.
For fun

What we are looking for exactly.
Person/People that are happy to liase with our writer to design and create the artwork/graphics and resource files for the game. These people will also need to talk to our future front end designer to get these resources loaded into the shell.

If you have any questions or want to contact me more email me on: jkbbwr@gmail.com

Thanks for your time reading this thread and I hope to hear back from some people soon.

On advice from a mod here is what we have so far using this very hacky code version. This will be completely re-written if we get more people on-board.

Note - The graphics were not done by me but were found through hours of google image searches.
Code:
#!/usr/bin/python
# -*- coding: utf-8 -*-
import ConfigParser
import os
import pygame
import pygame.locals as pg
from twisted.python import log

# Motion offsets for particular directions
#     N  E  S   W
DX = [0, 1, 0, -1]
DY = [-1, 0, 1, 0]

# Dimensions of the map tiles
MAP_TILE_WIDTH, MAP_TILE_HEIGHT = 24, 16

class TileCache:
    """Load the tilesets lazily into global cache"""

    def __init__(self,  width=32, height=None):
        self.width = width
        self.height = height or width
        self.cache = {}

    def __getitem__(self, filename):
        """Return a table of tiles, load it from disk if needed."""

        key = (filename, self.width, self.height)
        try:
            return self.cache[key]
        except KeyError:
            tile_table = self._load_tile_table(filename, self.width,
                                               self.height)
            self.cache[key] = tile_table
            return tile_table

    def _load_tile_table(self, filename, width, height):
        """Load an image and split it into tiles."""

        image = pygame.image.load(filename).convert()
        image_width, image_height = image.get_size()
        tile_table = []
        for tile_x in range(0, image_width/width):
            line = []
            tile_table.append(line)
            for tile_y in range(0, image_height/height):
                rect = (tile_x*width, tile_y*height, width, height)
                line.append(image.subsurface(rect))
        return tile_table


class SortedUpdates(pygame.sprite.RenderUpdates):
    """A sprite group that sorts them by depth."""

    def sprites(self):
        """The list of sprites in the group, sorted by depth."""

        return sorted(self.spritedict.keys(), key=lambda sprite: sprite.depth)


class Shadow(pygame.sprite.Sprite):
    """Sprite for shadows."""

    def __init__(self, owner):
        pygame.sprite.Sprite.__init__(self)
        self.image = SPRITE_CACHE["shadow.png"][0][0]
        self.image.set_alpha(64)
        self.rect = self.image.get_rect()
        self.owner = owner

    def update(self, *args):
        """Make the shadow follow its owner."""

        self.rect.midbottom = self.owner.rect.midbottom


class Sprite(pygame.sprite.Sprite):
    """Sprite for animated items and base class for Player."""

    is_player = False

    def __init__(self, pos=(0, 0), frames=None):
        super(Sprite, self).__init__()
        if frames:
            self.frames = frames
        self.image = self.frames[0][0]
        self.rect = self.image.get_rect()
        self.animation = self.stand_animation()
        self.pos = pos

    def _get_pos(self):
        """Check the current position of the sprite on the map."""

        return (self.rect.midbottom[0]-12)/24, (self.rect.midbottom[1]-16)/16

    def _set_pos(self, pos):
        """Set the position and depth of the sprite on the map."""

        self.rect.midbottom = pos[0]*24+12, pos[1]*16+16
        self.depth = self.rect.midbottom[1]

    pos = property(_get_pos, _set_pos)

    def move(self, dx, dy):
        """Change the position of the sprite on screen."""

        self.rect.move_ip(dx, dy)
        self.depth = self.rect.midbottom[1]

    def stand_animation(self):
        """The default animation."""

        while True:
            # Change to next frame every two ticks
            for frame in self.frames[0]:
                self.image = frame
                yield None
                yield None

    def update(self, *args):
        """Run the current animation."""

        self.animation.next()


class Player(Sprite):
    """ Display and animate the player character."""

    is_player = True

    def __init__(self, pos=(1, 1)):
        self.frames = SPRITE_CACHE["player.png"]
        Sprite.__init__(self, pos)
        self.direction = 2
        self.animation = None
        self.image = self.frames[self.direction][0]

    def walk_animation(self):
        """Animation for the player walking."""

        # This animation is hardcoded for 4 frames and 16x24 map tiles
        for frame in range(4):
            self.image = self.frames[self.direction][frame]
            yield None
            self.move(3*DX[self.direction], 2*DY[self.direction])
            yield None
            self.move(3*DX[self.direction], 2*DY[self.direction])

    def update(self, *args):
        """Run the current animation or just stand there if no animation set."""

        if self.animation is None:
            self.image = self.frames[self.direction][0]
        else:
            try:
                self.animation.next()
            except StopIteration:
                self.animation = None

class Level(object):
    """Load and store the map of the level, together with all the items."""

    def __init__(self, filename="level.map"):
        self.tileset = ''
        self.map = []
        self.items = {}
        self.key = {}
        self.width = 0
        self.height = 0
        self.load_file(filename)

    def load_file(self, filename="level.map"):
        """Load the level from specified file."""

        parser = ConfigParser.ConfigParser()
        parser.read(filename)
        self.tileset = parser.get("level", "tileset")
        self.map = parser.get("level", "map").split("\n")
        for section in parser.sections():
            if len(section) == 1:
                desc = dict(parser.items(section))
                self.key[section] = desc
        self.width = len(self.map[0])
        self.height = len(self.map)
        for y, line in enumerate(self.map):
            for x, c in enumerate(line):
                if not self.is_wall(x, y) and 'sprite' in self.key[c]:
                    self.items[(x, y)] = self.key[c]

    def render(self):
        """Draw the level on the surface."""

        wall = self.is_wall
        tiles = MAP_CACHE[self.tileset]
        image = pygame.Surface((self.width*MAP_TILE_WIDTH, self.height*MAP_TILE_HEIGHT))
        overlays = {}
        for map_y, line in enumerate(self.map):
            for map_x, c in enumerate(line):
                if wall(map_x, map_y):
                    # Draw different tiles depending on neighbourhood
                    if not wall(map_x, map_y+1):
                        if wall(map_x+1, map_y) and wall(map_x-1, map_y):
                            tile = 1, 2
                        elif wall(map_x+1, map_y):
                            tile = 0, 2
                        elif wall(map_x-1, map_y):
                            tile = 2, 2
                        else:
                            tile = 3, 2
                    else:
                        if wall(map_x+1, map_y+1) and wall(map_x-1, map_y+1):
                            tile = 1, 1
                        elif wall(map_x+1, map_y+1):
                            tile = 0, 1
                        elif wall(map_x-1, map_y+1):
                            tile = 2, 1
                        else:
                            tile = 3, 1
                    # Add overlays if the wall may be obscuring something
                    if not wall(map_x, map_y-1):
                        if wall(map_x+1, map_y) and wall(map_x-1, map_y):
                            over = 1, 0
                        elif wall(map_x+1, map_y):
                            over = 0, 0
                        elif wall(map_x-1, map_y):
                            over = 2, 0
                        else:
                            over = 3, 0
                        overlays[(map_x, map_y)] = tiles[over[0]][over[1]]
                else:
                    try:
                        tile = self.key[c]['tile'].split(',')
                        tile = int(tile[0]), int(tile[1])
                    except (ValueError, KeyError):
                        # Default to ground tile
                        tile = 0, 3
                tile_image = tiles[tile[0]][tile[1]]
                image.blit(tile_image,
                           (map_x*MAP_TILE_WIDTH, map_y*MAP_TILE_HEIGHT))
        return image, overlays

    def get_tile(self, x, y):
        """Tell what's at the specified position of the map."""

        try:
            char = self.map[y][x]
        except IndexError:
            return {}
        try:
            return self.key[char]
        except KeyError:
            return {}

    def get_bool(self, x, y, name):
        """Tell if the specified flag is set for position on the map."""

        value = self.get_tile(x, y).get(name)
        return value in (True, 1, 'true', 'yes', 'True', 'Yes', '1', 'on', 'On')

    def is_wall(self, x, y):
        """Is there a wall?"""

        return self.get_bool(x, y, 'wall')

    def is_blocking(self, x, y):
        """Is this place blocking movement?"""

        if not 0 <= x < self.width or not 0 <= y < self.height:
            return True
        return self.get_bool(x, y, 'block')


class Game:
    """The main game object."""

    def __init__(self):
        self.screen = pygame.display.get_surface()
        self.pressed_key = None
        self.game_over = False
        self.shadows = pygame.sprite.RenderUpdates()
        self.sprites = SortedUpdates()
        self.overlays = pygame.sprite.RenderUpdates()
        self.use_level(Level())

    def use_level(self, level):
        """Set the level as the current one."""

        self.shadows = pygame.sprite.RenderUpdates()
        self.sprites = SortedUpdates()
        self.overlays = pygame.sprite.RenderUpdates()
        self.level = level
        # Populate the game with the level's objects
        for pos, tile in level.items.iteritems():
            if tile.get("player") in ('true', '1', 'yes', 'on'):
                sprite = Player(pos)
                self.player = sprite
            else:
                sprite = Sprite(pos, TileCache()[tile["sprite"]])
            self.sprites.add(sprite)
            self.shadows.add(Shadow(sprite))
        # Render the level map
        self.background, overlays = self.level.render()
        # Add the overlays for the level map
        for (x, y), image in overlays.iteritems():
            overlay = pygame.sprite.Sprite(self.overlays)
            overlay.image = image
            overlay.rect = image.get_rect().move(x*24, y*16-16)

    def control(self):
        """Handle the controls of the game."""

        keys = pygame.key.get_pressed()

        def pressed(key):
            """Check if the specified key is pressed."""

            return self.pressed_key == key or keys[key]

        def walk(d):
            """Start walking in specified direction."""

            x, y = self.player.pos
            self.player.direction = d
            if not self.level.is_blocking(x+DX[d], y+DY[d]):
                self.player.animation = self.player.walk_animation()

        if pressed(pg.K_UP):
            walk(0)
        elif pressed(pg.K_DOWN):
            walk(2)
        elif pressed(pg.K_LEFT):
            walk(3)
        elif pressed(pg.K_RIGHT):
            walk(1)
        self.pressed_key = None

    def main(self):
        """Run the main loop."""

        clock = pygame.time.Clock()
        # Draw the whole screen initially
        self.screen.blit(self.background, (0, 0))
        self.overlays.draw(self.screen)
        pygame.display.flip()
        # The main game loop
        while not self.game_over:
            # Don't clear shadows and overlays, only sprites.
            self.sprites.clear(self.screen, self.background)
            self.sprites.update()
            # If the player's animation is finished, check for keypresses
            if self.player.animation is None:
                self.control()
                self.player.update()
            self.shadows.update()
            # Don't add shadows to dirty rectangles, as they already fit inside
            # sprite rectangles.
            self.shadows.draw(self.screen)
            dirty = self.sprites.draw(self.screen)
            # Don't add ovelays to dirty rectangles, only the places where
            # sprites are need to be updated, and those are already dirty.
            self.overlays.draw(self.screen)
            # Update the dirty areas of the screen
            pygame.display.update(dirty)
            # Wait for one tick of the game clock
            clock.tick(15)
            # Process pygame events
            for event in pygame.event.get():
                if event.type == pg.QUIT:
                    self.game_over = True
                elif event.type == pg.KEYDOWN:
                    self.pressed_key = event.key


if __name__ == "__main__":
    logfile = open('crash.log','w')
    log.startLogging(logfile)
    SPRITE_CACHE = TileCache()
    MAP_CACHE = TileCache(MAP_TILE_WIDTH, MAP_TILE_HEIGHT)
    pygame.init()
    pygame.display.set_mode((424, 320))
    Game().main()
    logfile.flush()
    logfile.close()
    os.remove('crash.log')
See http://www.youtube.com/watch?v=GirEaS8zeZA for an example of a non server version of the game with the walking up and running.
Thanked by:
#2
this still sounds like a request becuase of how simple the showcasing looks imo

but I'll contact other mods to debate about it.
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Thanked by:
#3
He's at least showcased his work, so the thread's legit.

I feel like I should point out that a rudimentary movement engine like that can be made in Game Maker with less effort; or RPG Maker for less still.

I'm also not sure about the support strength for coding in Python; especially for would-be MMOs.
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Thanked by:
#4
The engine will be the only bit written in python.... Everything else will be written in javascript or flash when we find someone to work on it. The engine itself is reliable, under load testing it was able to support 300 connections and then serve resources files to over 400 users.
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