Bit Blot Forum
Aquaria => Modding => Topic started by: Hiro on December 17, 2008, 11:17:33 am
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Alrighty, here it is. This as far as I know is a fully functional version of the native Aquaria main game, in a mod. The only thing I know you can't do is view the world map, which you just can't do in any mod untill further notice (this little detail could make playing the whole game this way rather annoying as you wont know where you have or have not been, unless you cheat and look using the editor menu xD ).
But anyway, here is a real template mod you can use to make anything you want that uses tiles, entities, scripts, music, sounds and maps from native Aquaria.
You could even make the game easier/harder simply by adding or removing enemies from the maps. Anyone with a wife of girlfriend who likes the game but not all the fighting, this is your chance. ;D I do recomend an organised attempt at changing the game like this though; getting one person to do this area's maps, and another to do another area, etc. It'd be a pretty big job for just one person. And of course you'd then upload it with a nice topic about it so that other people could just use your one rather than make their own. :) (and add it to the mods list topic too ;) ).
Mad props to Alec for making this possible. You're a legend man. 8)
Native mod:
Download: http://www.box.net/shared/bssmqa04eh
Rapidshare mirror: http://rapidshare.com/files/272033417/Native.rar
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Hiro, you're my hero! lol Thanks man, definitely appreciate the time you took to put this together. I'll grab it as soon as I get off work.
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Is there any danger of someone constructing a full game out of the mod? I hope not.
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Is there any danger of someone constructing a full game out of the mod? I hope not.
Huh. Good point. But you need the full version for it, so I guess it shouldn't be a problem.
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I was wondering if someone could create a bare-bones version of Aquaria (no map, introduction, or main menu) from the mod.
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A boss battle mod would be fun.
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Should create a start page that allows you to select a map that you want to go to instead of having to type a maps name in the editor. Would be a nice touch. :)
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I was wondering if someone could create a bare-bones version of Aquaria (no map, introduction, or main menu) from the mod.
No part of the engine is in this mod, all it is is the map xmls, the tilesets and entity list. You wouldn't be able to make it all run without actually having the engine running it all. For example all the entity script files aren't there, so you'd have to make all the AI and behaviour stuff yourself, which is pretty much just making your own game if you think about the other parts you'd have to make aswell. I doubt theres any danger in someone using this to make a game.
@Chimera: Hmm.. Before I would have said that a boss battle mod would be quite hard, but now that we have the scripts that control all the bosses available theres no stopping someone with a bit of determination and skill from making one. ;)
And since we have the original maps its actually really easy, just add nodes that give Naija the right food and forms, and then change where the maps link to so that it goes to the next boss rather than the next room. :)
@DM: Heh, thanks man, it means a lot.
I guess I could make a page like that... There was a tutorial around somewhere for making a title page wasn't there? That'd probably be the best place to start I guess.
I'll see if I can find it some time. At the moment I'm a bit tired since I've been out running around all afternoon. ;)
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I was wondering if someone could create a bare-bones version of Aquaria (no map, introduction, or main menu) from the mod.
No part of the engine is in this mod, all it is is the map xmls, the tilesets and entity list. You wouldn't be able to make it all run without actually having the engine running it all. For example all the entity script files aren't there, so you'd have to make all the AI and behaviour stuff yourself, which is pretty much just making your own game if you think about the other parts you'd have to make aswell. I doubt theres any danger in someone using this to make a game.
Thanks for the information - it's great to hear. Without the engine, a mod would just be a collection of pictures and scripts connected to nothing.
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yeah I have the resources for making a title page. I made mine that way and it was extremely simple to follow. and my title screen looks amazing!
[EDIT] Oh and I cropped your native font, moved Aquaria down and right and placed the native back at the top left of it, and got rid of the copy text. I won't redistribute though with this change. :) -kudos
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Haha, its ok. Its not really like I own this mod anyway, anyone could have taken those files out of the main folder and put them into a mod.
The only thing I really did was make that icon, and put the right words in the definer xml and the mod-info xml; which isn't that hard.
So feel free to redistribute, give it away, spread the word. :D The only thing you can't do is claim either Derek's or Alec's work as your own. ;)
[EDIT]
Ok, wow, I just had a look at the idea of making a title page that has a list of all the maps so you can choose one to load, and oh boy am I ever over my head. :o
I now have a deeper respect for Dolphin, who made that jukebox mod, I took a look at those scripts and sheesh, I just don't get most of it. Maybe I could work it out if I spent a long time looking at it and going round and round but no thanks. >.<;
I suppose I could make a new button for each map using the title-map tutorial as a basis but.. It'd be a hashed together job.
Is there anyone who has skills in this area (Dolphin?) who would like to make a title screen for this mod? One that can load all the maps? Please do. Its a bit over my head at the moment. :-X
I can upload it for you if you want once its done, you'd just need to send it to me via email or something.
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Those scripts will look a little more complicated because they do some other stuff. For our purposes we just need it to load a map. The script below is a clickable node that loads the map NaijaCave.
dofile("scripts/entities/entityinclude.lua")
function init(me)
node_setCursorActivation(me, true)
end
function update(me, dt)
end
function activate(me)
loadMap("NaijaCave")
end
I'll keep working on this unless you want to do it...going out for a bit later but I should be able to post it sometime late tonight or tomorrow.
Title Screen
- tile with names of all maps
- node for each map name
- above script for each map
- return to Aquaria Title
- pretty background + Aquaria: Native/Vanilla/Chocolate/Whatever title name
Could also add a NaijaStart node to every map in center or at a warp area so you don't have to move Naija from 0,0 whenever you want to swim around the map.
Update
added sfx, sound, particle on click
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Hmm, ok. Thanks for your helping. :D
Um if you can get those node things set up that'd be great. I guess I can go through all the maps and add a naijastart node, shouldn't be too hard (just long xD 73 maps). So yeah, I can cover that bit, I'll let you know when thats done and then we can see what else I can help with. :)
[EDIT]
Ok, I'm gonna write a list of all the levels I don't think we need to make a title button for. For starters of course we dont need that "00_starter" map. But I've found an interesting one: "breakworld". Lol. Guess what that one does? ;D
It laaags, lol. And it doesn't lead anywhere. So I'm gonna leave it without the naijastart node and stuff.
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lol, looks likes my idea really took off.... perhaps I can help with it? maybe make some graphics for each map that's implimented?
Oh, and thanks for helping out so much, TheBear!
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Actually I had an idea for the title screen buttons. Instead of only having the names of all the maps (some of which aren't that intuitive) we could have icons of what that map looks like on the main world map or some other icon of the map shape. So you could know at a glance, for example, which half of the veil you were about to go to.
Sound like a good idea? Or maybe too much work...
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This is how it currently looks...I left out the test maps.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_index.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/index.jpg?t=1229704553)
I've looked at the maps enough that I have all the names/numbers memorized so I'm not sure what would be best for you guys. With around 60 maps you obviously can't put those all on one locked screen. You would have to create pages similar to the recipe menu or make it a map where you swim around and have essentially Naija's Home (VehaCave) going on. Put a background tile for that zone and put the screenshots/names on top and have it be an interactive index.
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Actually I had an idea for the title screen buttons. Instead of only having the names of all the maps (some of which aren't that intuitive) we could have icons of what that map looks like on the main world map or some other icon of the map shape. So you could know at a glance, for example, which half of the veil you were about to go to.
Sound like a good idea? Or maybe too much work...
I actually REALLY LIKE that idea. You could use the gem marker graphics as the link to the specific maps too. Awesome! I hope you will be able to go with that plan as it looks like theBear has already a different menu. : /
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Could also do a world map like this (http://mods.whahay.net/Jester/aquaria/aquariamap1.jpg) that you swim around as Naija. Prototype for icons below. Keeping it as a locked page we would need extra pages that could be navigated to. Simplest way I can think to do this is to have 4 separate pages on the actual map and just move the camera to a different node. This would require more programming obviously.
(http://i61.photobucket.com/albums/h77/vxthebear/aquaria/th_index2.jpg) (http://i61.photobucket.com/albums/h77/vxthebear/aquaria/index2.jpg?t=1229715223)
At the moment the text list is a locked screen like the title but Naija still swims around. To make it a completely static screen (based on looking through Alec's code) there needs to be local directional navigation set up with some if statements. Otherwise the buttons in only one direction from the center work. Currently (text version), you have to swim to the general area of the locked screen to click the buttons there.
Might need someone with a little more programming experience to get this working exactly how you want.
Update
Hopefully there aren't any typos after writing the 60 maps a couple times. Escape is functional. Load "index" to return to the map.
Download Map Index: Simple Text (http://studentpages.scad.edu/~doconn21/aquaria/release.rar)
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not bad, not bad. ;D
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I don't seem to have the 'index2' tileset file that the map tries to load, so the game crashes. I tried renaming the 'index' tileset to 'index2', but that just loads a map that looks like nothing.
But from the screen shots it looks like it could be really good.
I did have another idea though, that should be fairly easy to implement once this is done, to use that treasure hunter's map as a tile, and put all the nodes to warp places onto where they are on that map, so you know exactly where you're about to go. It'd use all the same nodes as this one already uses so it should be fairly easy even for someone like me to make (xD).
Thanks so much TB, that really does look like it'd fit the bill just perfectly. I havn't even finnished adding naijastart nodes to all the maps. o.o
Got a few done, but today I've been out all day helping my brother move house (LOTS of big heavy furniture and beds >.<;).
Cheers. -Hiro
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Woops sorry about that. I was messing around with two different tilesets and forgot which one I used in the end. I updated the download link above with the correct files.
I did have another idea though, that should be fairly easy to implement once this is done, to use that treasure hunter's map as a tile, and put all the nodes to warp places onto where they are on that map, so you know exactly where you're about to go.
Yeah that's what I was suggesting. I'm gonna work on that now...shouldn't take to long.
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Haha, its ok. Everyone makes mistakes some time. ;) Redownloading.
Ooo, cheers man. I was expecting to have to do all that myself. xD
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So, is this still a work in progress or is it completed? Guess I was confused as if you guys were done with it.
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So i bothered to copy this over into my native aquaria mod folder (yes I renamed it) and it's all working great... just wondering, you think there's a way that we can link the menu so that you can go back to it any time in the mod without restarting the mod? Maybe make it be a new item? (a Map?)
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Had to drive up to Viriginia for a funeral just before Christmas so I haven't been around much of late. I'll try to finish the "swim around the map" map over the weekend.
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Awesome!! GL TheBear, and Happy New Year!
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So i bothered to copy this over into my native aquaria mod folder (yes I renamed it) and it's all working great... just wondering, you think there's a way that we can link the menu so that you can go back to it any time in the mod without restarting the mod? Maybe make it be a new item? (a Map?)
Do you mean the 'index' map?
Load "index" to return to the map.
If you load 'index' it takes you back to the 'menu'. ;)
BTW, I'm back. Did y'all miss me? :D
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BTW, I'm back. Did y'all miss me? :D
Sure. ;)
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heh.. yeah I suppose I could just tab and load index whenever I want to change maps. *shrug* Was just thinking there could be a more enjoyable way of going about it so that you wouldn't have to pull up the editors tools. Since it IS a MOD. :)
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Like what? Sing a song? You could do that actually...
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Hmm, actually you probably could... But really I'm thinking of this as more of a developer's tool rather than a mod someone would actually want to play (I mean, they can just go play the main game xD).
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Yeah - you get to play the main game exactly how it is in the real game! Without a map! ::)
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Hahah! Yeah. xD
Although actually, Edwards said he knows how to add his own songs to mods. Maybe he'd know how to make one that teleports you to a different map (ie. the index).
Hmm.. I can't find the files that tell the main game what each of the songs does so I wouldn't know how to do it. >.< All I can find are things relating to the 'slots' each song is in and stuff.
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We should get Edwards to create a new thread topic for just that Hiro. :) It would definitely come in handy for my mod when I get to that point.
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[EDIT] Adding this is a lot uglier than I expected, thanks to (a) songslots needing to be sequential, (b) a certain someone leaving the completely inappropriate line resetContinuity() in the script for the index node, and (c) the song I chose being too similar to the Energy Form song. I've updated the instructions in this post, and you can download an archive of the files I've modified/added here (http://www.box.net/shared/urvmj9xcxb).
Although actually, Edwards said he knows how to add his own songs to mods. Maybe he'd know how to make one that teleports you to a different map (ie. the index).
Hmm.. I can't find the files that tell the main game what each of the songs does so I wouldn't know how to do it. >.< All I can find are things relating to the 'slots' each song is in and stuff.
Wait- that information isn't well-known? I could've sworn I found out how based on something here on the forums, although it might have been an off-hand comment by Alec. Anywho, here's a quick bit of code for a song to send you to the index map- I've been using something similar in my own mod-in-progress, as it's a lot easier to just sing a few notes than to remember the names of all your maps.:
Place in a file "songs.xml" in the scripts folder:
<Song idx="100" name="Go to Map" slot="12" notes="7 4 6 5 3 " script="1" vox=""/>
Place in a file "songs.lua" in the scripts folder:
function castSong(songIdx)
if songIdx == 100 then
loadMap("index")
end
end
Open up the script "node_index.lua" and comment out the line resetContinuity() near the beginning of the file (or possibly just add learnSong(100) after it).
And just to be thorough, add the following image ("songslot-12.png") to the graphics/song folder of the mod:
(http://i9.photobucket.com/albums/a68/vernagovi/songslot-12.png)
[EDIT] Forgot to mention that you'll also need to add the line learnSong(100) to mod-init.lua, and the notes you need to sing are:
(http://i9.photobucket.com/albums/a68/vernagovi/MapSong.png)
Also, you'll lose the song if you ever visit the title screen map, due to its use of resetContinuity().
- Edwards
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Yeah, it's here (http://www.bit-blot.com/forum/index.php?topic=148.msg1995#msg1995). "castSong()" isn't used anywhere in Aquaria so you can't learn that way ::)
(grep is great for searching the data - you can find all sorts of interesting things like "WILBUR: Hi, I'm Wilbur the song stone. In lieu of actual planning, *I'll* just have to teach you the pull song myself!")
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Place in a file "songs.lua" in the scripts folder:
function castSong(songIdx)
if songIdx == 100 then
loadMap("index")
end
end
Ahh. This is the bit I couldn't find out about. It not being used in Aquaria at all would be the reason. xD Hard coded stuff is hard to learn about. >.<;
Gah, all the new guys are so much better than me. ::)
You, sirs, are epic win.
I guess I'll look at adding this to the download. :)
[EDIT]
By the way, adding the learn song bit after the reset continuity bit means you can go to the index without losing the song.
I'm also finishing what I started with adding all the 'naijastart' nodes to the maps. It is sooo much easier with the index map song. :D
[EDIT2]
I just found a typo for the bubblecave02 node (aka the bubllecave02 node xD). Fixed now for the new version. ;)
[EDIT3]
Ok, all the nodes done. I also added that graphic of the index map song to the index map so people know what it is without looking here.
Note: Mithalas03 isn't used in the game (it also links to Cathedral01 which isn't used in the game, and isn't even in the index xD)
Uploading now, new link should be up soon.
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(grep is great for searching the data - you can find all sorts of interesting things like "WILBUR: Hi, I'm Wilbur the song stone. In lieu of actual planning, *I'll* just have to teach you the pull song myself!")
Haha, I had totally forgotten about that one.
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Haha. I wonder what other testing gems are still in the data files. :D
Oh, and I forgot to mention before: the new mod is just called Native. None of that 'Copy of' business. ;)
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Could change it to Native Aquaria, and I'll give you the image I have already edited from your old one. :)
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(http://img383.imageshack.us/img383/5259/modiconhu8.th.png) (http://img383.imageshack.us/my.php?image=modiconhu8.png)
Click the image for the full sized version.
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The resembalance to what the current icon is is striking. ;) Although the word native is a bit closer to the centre on mine.
Thanks for the though anyway though.
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Sure, No problem. :)
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Oh, man......our great firewall of China block the box.net as well...Isn't there a download link from RapidShare?
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Hmm, I don't have a rapidshare account but anyone who does who would like to host it for me would be great. I'll add it to the front post if someone supplies a link. ;)
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Hmm, I don't have a rapidshare account but anyone who does who would like to host it for me would be great. I'll add it to the front post if someone supplies a link. ;)
All right, here's the link: http://rapidshare.com/files/272033417/Native.rar (http://rapidshare.com/files/272033417/Native.rar)
- Edwards
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Thanks Edwards. :D
Um D.Orelp I'm not sure what you mean.. but any mod is a good mod. :)
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Attempting to load certain areas crashes the game. The error message is "Flag 0 not allowed." I haven't tested every single area in the game, but I know it happens with Home Waters and Open Waters 1.
Btw, any clue why Naija's home is called Vedha Cave?
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Attempting to load certain areas crashes the game. The error message is "Flag 0 not allowed." I haven't tested every single area in the game, but I know it happens with Home Waters and Open Waters 1.
Right, the native mod isn't on the list of mods i fix for future upwards compatibility. Thanks for the reminder. Will have a look at this the next time i prepare an update (might take a while tho).
Btw, any clue why Naija's home is called Vedha Cave?
From what i remember Alec saying at some point... "Vedha" was the name of Naija's grandmother, which was removed at some point in an earlier prototype. (Back at this point the game was apparently more of an RPG with a populated world and people to talk to, iirc. Interesting how it changed.)