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Megadrive
Sep 6, 2011



I'm participating, albeit I highly doubt my games will be complicated by any means. I haven't properly programmed a game since I graduated my programming course though.

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Adrian Owlsley
Aug 6, 2010

This galaxy only has room for one karaoke champ.


I'll probably spend at least two months on my first game but I'm starting to put some art together. Here's my current draft of a sprite I want to use for my player character.

Mo_Steel
Mar 7, 2008

"We don't need a toilet. The pile of clothes in the hallway has worked fine for us for years, and it will continue to work."

field balm posted:

I'd love some criticism/feedback! Also, I have only tested this on chrome so if you try it in another browser please let me know how it goes.

I also thought the changing tier function was broken, but it works; there's some flaw in the check though. If you hold Z and tap up or down, you won't change tiers; if you hold Up or Down and tap Z, you jump tiers. My suggestion would be to make the tier jumping use one key for each direction, such as tap 'A' to go up and 'Z' to go down. Only other thing I noticed is that when the game clock is in the single digits it was showing as 1:3 instead of 1:03.

Otherwise I like it; the effects when you jump tiers or kill a mob are rewarding, and the effect that displays when you fill the three bars is a nice touch. Keep it up!

Megadrive posted:

I'm participating, albeit I highly doubt my games will be complicated by any means. I haven't properly programmed a game since I graduated my programming course though.

Welcome aboard. No need to get complicated if you don't want to, sometimes simple is best.

Adrian Owlsley posted:

I'll probably spend at least two months on my first game but I'm starting to put some art together. Here's my current draft of a sprite I want to use for my player character.



I really like the scarf.

---

Inspiration for today:
http://www.youtube.com/watch?v=1Lb3MTlIrC4

Do the equivalent of jogging in a sweatsuit and punching meat in a butchery freezer with your code today.

Mo_Steel fucked around with this message at Jan 9, 2013 around 18:46

grimdarkkrieg
May 12, 2009


Mo_Steel posted:

Welcome aboard. No need to get complicated if you don't want to, sometimes simple is best.

Yeah, it's a fun learning experience, most important thing is to challenge yourself. Just set a goal you're comfortable with - whether it's learning new tech or just getting something out each month - and get it on!

I'm really digging working in Unity. Writing these small components is just so "easy", no huge framework to worry about, just pop the scripts in and test. Really keeps my flow going, I just find myself finishing one thing, then moving on to the next. So much fun.

Kunzelman
Dec 26, 2007

Lord Shaper

I'm in as @ckunzelman (add me to the OP?).

I finished my game for January already. It is called Oh No.

Kanpachi
Mar 8, 2007
Elite Beat!

Phew. Was hoping to dive into writing the collision detection for my orbital pong-paddle core defense game this evening, but having done the brunt of development on my laptop so far, I found that performance on my PC was terrible. Definitely shouldn't have been, since my PC is a solid gaming rig. If anyone else is working with C++/SFML, be wary as SFML doesn't seem to play well with ATI graphics cards.

Downloading the latest SFML 2.0 snapshot and building it myself seems to have fixed things, so I'm back on track! And my area is expecting a humdinger of a blizzard tomorrow so I'm looking forward to staying in out of the cold and banging out some quality work.

NeekBerm
Jun 25, 2004

Who are you calling chicken?

Oh what the heck, I'm in. I'm still a super novice programmer, so this will give me some good practice. I like the idea of a year long theme, so hours upon hours of my time will be spend on this man:



I'm a bit excited on where this subject matter will take me, but I have realistic expectations.For me, this is really an educational project more than anything. The plan is to start slow and hopefully work my way up to something that is actually fun to play.

To start things off, I will go back to the very basics of game design and make a text adventure. It'll probably have something to do with Fieri's failing restaurant. Throw in some flame decals, donkey sauce, comically over-sized food; it writes itself.

Knight007au
May 8, 2007


In as @ChrisBu27663793.

Let see if I can get a game finished for once.

a medical mystery
Dec 15, 2007

FUN TIME
FUN TIME
FUN TIME
FUN TIME


Okay, so I've got the bare bones of what I intend to do complete.

http://www.mediafire.com/?gru6b9xeb1eb5eo

I've got a good amount of time left, so I should be able to tack on everything I need and clean it up.

The store and calendar rooms still need to be coded.

I'm adding a simple RPG-lite battle system, and with it I'll have required "boss" fights that occur on the 30th of each month. After that I'll add exploration, which will encompass searching dungeons with RPG-style grid movement for treasure and battles, the downside being it takes a week and saps energy like a mofo. And your ghost can die in the field, too.

If I have time I'm planning to make each training drill into a minigame instead of the RNG formula it is now.

If you run into bugs with what little I have, please let me know.

Enos Shenk
Nov 3, 2011



So, because I'm crazy and dumb I shelved my rework of Orbs for now, and started work on a tower defense game.

It's funny because it's actually been a lot more code work, but I'm having quite a bit of fun putting it together. I've been using it as an excercise to improve my code, laying classes and groundwork out in a way to make adding the "finished" stuff much easier.

I think I've got the very very basic mechanics functional (mostly). The enemys spawn at one end of the maze and use standard UnrealEngine pathfinding to navigate to the goal. The towers look for targets and engage if the target criteria is met (In range, has line of sight).

http://www.youtube.com/watch?v=UWbXfigCSy0

The enemy mobs are super basic right now, just a little low-poly guy I built and animated in Blender. Did I mention I'm completely terrible at animation? It took me hours just to get that terrible walk cycle working properly. But I laid the code out in a way that it should be easy to create new enemies with different health and behaviors down the line.

Obviously there's still some glitches in the tower AI, there's times where they don't engage targets even though they should be. So I still need to stomp all over that.

It has basic camera functionality as well, WASD to pan the camera around and mouse wheel to zoom. Also uses a modified version of a mouse interface from Epic, the enemies have a silly bit of code to die and ragdoll when clicked on, just to test things out.

Thievery
Jul 15, 2008

What happens in 3rd Street stays in 3rd Street.





This badman is the main character of the new thing i'm working on. It's a prequel to WIZARD ADVENTURES and he's a warrior from the moon, sent to kill wizards. I want to make it a sort of constant-running game but I don't know how to make a level go forever so it probably won't be.

Thievery fucked around with this message at Jan 11, 2013 around 15:47

Tayacan
Dec 8, 2012


Thievery posted:

... but I don't know how to make a level go forever so it probably won't be.

It's actually easy enough (depending on what you're writing it in). I made a game once, with randomly generated obstacles that continued forever. Here's what I did:

I checked the players position every 5 seconds. If it was more than 100 *arbitrary unit of length* into the level, I would take every object in the scene, and move it so that the player appeared at the exact beginning of the level, and everything else kept its position relative to the player. With random obstacles like these, I just had to make sure to remove the ones behind the player, and not spawn them too far ahead, to keep the scene from getting too cluttered.

Mo_Steel
Mar 7, 2008

"We don't need a toilet. The pile of clothes in the hallway has worked fine for us for years, and it will continue to work."

Thievery posted:



This badman is the main character of the new thing i'm working on. It's a prequel to WIZARD ADVENTURES and he's a warrior from the moon, sent to kill wizards. I want to make it a sort of constant-running game but I don't know how to make a level go forever so it probably won't be.

Very nice. I'm spending some time trying to improve my ability to make art, which is to say building any ability to make sprites at all. Work in progress replacement for my wizards:



Need to add some shading and detail to his robes yet, but given that I can't draw hands to save my life, various circles holding a staff works for me.

Thievery
Jul 15, 2008

What happens in 3rd Street stays in 3rd Street.



Mo_Steel posted:

Very nice. I'm spending some time trying to improve my ability to make art, which is to say building any ability to make sprites at all. Work in progress replacement for my wizards:



Need to add some shading and detail to his robes yet, but given that I can't draw hands to save my life, various circles holding a staff works for me.

I found the robes really awkward cause if you don't do anything they sort of look okay, but the second you add shading it better be goddamn good or a cool pattern or it'll look really jarring. I'm pretty happy with my guy but your one is adorable, reminds me of the wizards from Adventure Time - http://www.flickr.com/photos/84568447@N00/4289513866/

(also circles holding the staff are what it's all about. My guy's arm is technically on the wrong side because of how he's holding it but like gently caress do I want to do more detail

Mo_Steel
Mar 7, 2008

"We don't need a toilet. The pile of clothes in the hallway has worked fine for us for years, and it will continue to work."

Thievery posted:

I found the robes really awkward cause if you don't do anything they sort of look okay, but the second you add shading it better be goddamn good or a cool pattern or it'll look really jarring. I'm pretty happy with my guy but your one is adorable, reminds me of the wizards from Adventure Time - http://www.flickr.com/photos/84568447@N00/4289513866/

(also circles holding the staff are what it's all about. My guy's arm is technically on the wrong side because of how he's holding it but like gently caress do I want to do more detail

I decided to keep it single color and then shade based on a bright light source: conveniently, the tip of the staff:



Not super happy with the face, but there's only so much detail you can fit into that size without it being a blurry mess. He looks like a salt shaker still, but it's better than what I had. Maybe I'll add a design in the middle so it looks more like a hood and cloak. The staff bobs up and down every few frames and the light effect rotates each frame, so visually it looks a lot nicer than the still 64x64 placeholders.

e: vvv Welcome! What sort of game are you thinking of making?

Mo_Steel fucked around with this message at Jan 11, 2013 around 18:08

NadaTooma
Aug 24, 2004

This is very educational.


Okay, I'm in on this at @alandaniels. Caught this a bit late, but hey, it's a new year. Really looking forward to this.

Thievery
Jul 15, 2008

What happens in 3rd Street stays in 3rd Street.



Tayacan posted:

It's actually easy enough (depending on what you're writing it in). I made a game once, with randomly generated obstacles that continued forever. Here's what I did:

I checked the players position every 5 seconds. If it was more than 100 *arbitrary unit of length* into the level, I would take every object in the scene, and move it so that the player appeared at the exact beginning of the level, and everything else kept its position relative to the player. With random obstacles like these, I just had to make sure to remove the ones behind the player, and not spawn them too far ahead, to keep the scene from getting too cluttered.

Interesting. I'm not sure how to do this sort of thing in construct though - I know nothing about programming other than what I picked up making Wizard Adventures.

Mo - The updated wizard picture is looking nice, it might sound like a strange thing to point out but I really like how the staff looks, for whatever reason.

Tayacan
Dec 8, 2012


Thievery posted:

Interesting. I'm not sure how to do this sort of thing in construct though - I know nothing about programming other than what I picked up making Wizard Adventures.

I dug out my old code - I made that game in Unity, and I have no idea how Construct works, but hey, maybe it can give you some inspiration. It's here.

_jink
Jan 13, 2006


Cool ghost game.

Mo_Steel posted:

I decided to keep it single color and then shade based on a bright light source: conveniently, the tip of the staff:



Not super happy with the face, but there's only so much detail you can fit into that size without it being a blurry mess. He looks like a salt shaker still, but it's better than what I had. Maybe I'll add a design in the middle so it looks more like a hood and cloak. The staff bobs up and down every few frames and the light effect rotates each frame, so visually it looks a lot nicer than the still 64x64 placeholders.

here's a simple (BUT ANGRY) face you could use if you want!




edit: Oh I guess I have not posted any progress in a while. Mostly just been coding, so not much to show anyway. Rejiggered my movement, randomized events generated every tile, got a dialog system in (with portraits etc), and worked on generating cities today -- but it doesn't work very well yet uuugghhh

Started drawing a few quick event pictures ie


It'd look better colored but there's a lot of events. Way too much work

The last major thing will be putting in some basic stats and 'action' scrolls to temporarily modify them. You'll have a choice of buying action (high stats/low profit) or luxury (low stats/high profit) scrolls and limited slots to carry them. Which hopefully is fun cause my other ideas would involve way more effort

_jink fucked around with this message at Jan 12, 2013 around 00:49

HiriseSoftware
Dec 3, 2004

Two tips for the wise:
1. Buy an AK-97 assault rifle.
2. If there's someone hanging around your neighborhood you don't know, shoot him.

It's #screenshotsaturday in EST, so here's the beginning of my "Heavy Weapon"-ish touch-based shooter:



Using my homegrown C++/OpenGL framework, it's designed for iOS but I can develop in Visual Studio since the platform-specific stuff is separate.

ShinAli
May 2, 2003

The Kid better watch his step.




As completely non-artistic as I am, and this being my third attempt at pixel arting up some poo poo... these seem okayish.

I'm hoping to use this guy in my screenshot saturday, after I write an animated sprite component for Unity.

the chaos engine
Jul 14, 2006


ShinAli that looks great man, animations totally work.


GHOST PARTY still going strong despite other obligations eating most of my time this week. i'm basically just making levels and adding enemy types / obstacles as I go. Fun stuff.



Bonus mid-action game over transition:

Locus
Feb 28, 2004

But you were dead a thousand times. Hopeless encounters successfully won.

Screw it, I'll throw my hat into the ring and make SOMETHING every month. Game making is one of the thousands of hobbies I never have time for, but this year will be different!

January is going to be bad though, since I haven't really made a game in 14 years, and I only have 10 days until I leave for the rest of the month on a trip... But there will be a player you can move around, and sound and music. Probably made in Stencyl.

*edit*
@ChurchOfCordite


I've used the Random Game Name Generator to come up with my starting point which of course is Claustrophobic Mummy Destruction.

Locus fucked around with this message at Jan 12, 2013 around 23:59

Mo_Steel
Mar 7, 2008

"We don't need a toilet. The pile of clothes in the hallway has worked fine for us for years, and it will continue to work."

the chaos engine posted:

ShinAli that looks great man, animations totally work.


GHOST PARTY still going strong despite other obligations eating most of my time this week. i'm basically just making levels and adding enemy types / obstacles as I go. Fun stuff.



Bonus mid-action game over transition:



Looking awesome so far, do those lava ghosts rotate as they move?

ShinAli posted:



As completely non-artistic as I am, and this being my third attempt at pixel arting up some poo poo... these seem okayish.

I'm hoping to use this guy in my screenshot saturday, after I write an animated sprite component for Unity.

Those look pretty great, I assume it's idle and walking animations?

Enos Shenk
Nov 3, 2011



http://www.youtube.com/watch?v=Ns_2mmn5slY

I actually thought this wouldn't be too enormously complicated. It's gotten to one of those code critical masses where you go to fix one thing, then end up dicking around with 10 things, then you compile and forget what you were doing.

And I still can't work out a decent system of determining where you're allowed to "build" at. I had an idea to make a small 32x32 grayscale image that the code could do some ratio math and look at the pixel values, but I can't figure out how to do that with UDK.

Shalinor
Jun 10, 2002

Can I buy you a root beer?


Enos Shenk posted:

but I can't figure out how to do that with UDK.
Keep in mind that this will be your experience with UDK moving forward. It can do a lot, but most of what you'll end up doing will involve hacking systems designed to do one thing into doing something entirely different. That isn't to say it's bad or anything, just, get used to thinking laterally.

ShinAli
May 2, 2003

The Kid better watch his step.


@Enos

It's cool seeing you get better at stuff. Can't wait to see what you get out of it.

@Mo_Steel and the chaos engine

Thanks! Means a lot especially coming from chaos engine. Also yep, idle and running animations.


Barely made it for screenshot saturday but it's more of a video so...

http://www.youtube.com/watch?v=DQ5jr-qa2O4

I've just been mostly lazy for the past week so barely any game but I've got my own animated sprite thing going at least. I've also finally got to use Bezier curves to animate the eyes on the player like that. I've been meaning to use them after I finally "got" it at a GDC talk last year.

NorthByNorthwest
Oct 9, 2012


Screenshot Saturday!


I worked a bit more on the art this week. I also made a quick mockup of the HUD in Paint
The "Lives" tiles will be 3d and flip over as you miss puzzles.
Any suggestions so far?

chiefnewo
May 21, 2007
the chief of newo

ShinAli posted:

Barely made it for screenshot saturday but it's more of a video so...

http://www.youtube.com/watch?v=DQ5jr-qa2O4

I've just been mostly lazy for the past week so barely any game but I've got my own animated sprite thing going at least. I've also finally got to use Bezier curves to animate the eyes on the player like that. I've been meaning to use them after I finally "got" it at a GDC talk last year.

That is awesomely smooth! Looks great!


As for me, Unity is kicking my rear end. I thought I'd be up to actually game making now but I'm still attempting to get basic systems up like movement and collisions. I can get my character (a cube) to move around and have the camera follow it, but I can't get collisions to work properly. Unity's reference seems to suggest that it requires adding the Rigidbody component to my character which allows it to collide with things, but then when it does it bounces off! Setting the "isKinematic" property so I can control the character's movements better also disables collisions, leaving me back at square one.

Does anyone know of any good tutorials on coding this sort of thing in Unity? I'm trying to avoid using the CharacterController that comes with Unity as it is a very dense block of code and I want to understand all the principles myself. A lot of the tutorials I find on collisions assume I'm trying to find out what something that has been flung by the physics engine has touched, whereas I'm trying to just get my character to be stopped by walls when it runs into them. Should I give up and go back to trying to understand the CharacterController?

Tayacan
Dec 8, 2012


chiefnewo posted:

That is awesomely smooth! Looks great!


As for me, Unity is kicking my rear end. I thought I'd be up to actually game making now but I'm still attempting to get basic systems up like movement and collisions. I can get my character (a cube) to move around and have the camera follow it, but I can't get collisions to work properly. Unity's reference seems to suggest that it requires adding the Rigidbody component to my character which allows it to collide with things, but then when it does it bounces off! Setting the "isKinematic" property so I can control the character's movements better also disables collisions, leaving me back at square one.

Does anyone know of any good tutorials on coding this sort of thing in Unity? I'm trying to avoid using the CharacterController that comes with Unity as it is a very dense block of code and I want to understand all the principles myself. A lot of the tutorials I find on collisions assume I'm trying to find out what something that has been flung by the physics engine has touched, whereas I'm trying to just get my character to be stopped by walls when it runs into them. Should I give up and go back to trying to understand the CharacterController?

The CharacterController actually isn't that hard to use, and it handles collisions in a sane way. The only method you'll need is Move, with a little math. Here's a really nice example of a basic movement script, in case you haven't already found it.

Enos Shenk
Nov 3, 2011



The smoothness of the motions on that are very impressive ShinAli. Really loving the style there.

ShinAli
May 2, 2003

The Kid better watch his step.


chiefnewo posted:

I'm trying to avoid using the CharacterController that comes with Unity as it is a very dense block of code and I want to understand all the principles myself.

You must be looking at scripts that use CharacterController. It's basically a capsule collider component that does a sweep collision test for you when you call Move and sets the object's position accordingly. SimpleMove takes gravity into account as well as the framerate, but I really only use Move.

For another example on CharacterController, here's how I used it:

code:
using UnityEngine;
using System.Collections;

public class Pawn : MonoBehaviour {
	
	public float Speed = 1.0f;
	public float AccelerationRate = 0.01f;
	
	protected CharacterController characterController = null;
	protected Vector3 moveVector = Vector3.zero;
	protected Vector3 shootVector = Vector3.zero;
	protected Vector3 _velocity = Vector3.zero;
	
	// some public interfaces
	public Vector3 MoveVector {
		set {
			//if (!PauseMenu.Inst.Paused)
				moveVector = value;
		}
		get {
			return moveVector;
		}
	}
	
	public Vector3 ShootVector {
		set {
			//if (!PauseMenu.Inst.Paused)
				shootVector = value;
		}
		get {
			return shootVector;
		}
	}

	// Use this for initialization
	void Start () {
		
		characterController = gameObject.GetComponent<CharacterController> ();
		Initialization ();
	}
	
	protected virtual void Initialization () {}
	
	protected virtual void PreUpdate () {}
	
	// Update is called once per frame
	void Update () {
		
		PreUpdate ();
		
		Movement ();
		
		PostUpdate ();
	}
	
	protected virtual void PostUpdate () {}
	
	protected virtual void Movement () {
		
		Vector3 targetVelocity = moveVector * Speed * Time.deltaTime;
		Vector3 deltaVelocity = targetVelocity - _velocity;
		
		_velocity += deltaVelocity * AccelerationRate;
		characterController.Move (_velocity);
	}
}
(moveVector is passed on to Pawn via another script that looks for controller input)

This is what I've used for the player movement in my game. It's basically simple physics, based on velocity and acceleration. Gravity would be another variable that you'd add to the final velocity variable, but it's something I haven't needed yet.

chiefnewo
May 21, 2007
the chief of newo

Sweet, thanks guys! I'll take another look at the CharacterController, I'm sure this time it will click.

edit: Fantastic! All I had to do was add the CharacterController to my Player object and change my Translates to Moves, now my guy floats around and bumps into things instead of getting stopped.

chiefnewo fucked around with this message at Jan 13, 2013 around 20:27

Tayacan
Dec 8, 2012


chiefnewo posted:

Sweet, thanks guys! I'll take another look at the CharacterController, I'm sure this time it will click.

edit: Fantastic! All I had to do was add the CharacterController to my Player object and change my Translates to Moves, now my guy floats around and bumps into things instead of getting stopped.

Yay! Glad it was helpful.

As for my game... I got my level editor working very nicely, so now I can actually start making some content for my platformer. However, I've got a 5-day java exam next week, so I'll have to wait. Next weekend is Nordic Game Jam, though, so I'll finally get started on (and hopefully finished with) my January entry!


The GUI is super ugly, but it works! The label in the top left corner shows the current mode (Select, Move or Scale). The "buttons" on the right select objects, and create new ones.

DeathBySpoon
Dec 17, 2007

I got myself a paper clip!




Working on my Ludum Dare / January game and I've got my basic tile engine done. Using Flixel and some sprite wizardry to get the 3D effect. Gonna make a Turn Based Strategy / SRPG style game. Something inbetween FF Tactics and Advance Wars- I like that you can just pick up and play a game of Advance Wars without worrying about character stats, but I like that units in FFT have different skills and abilities, so it'll use a little bit of both. Click the image to play the SWF.

Also, I guess I should actually sign up- my Twitter is @DeathBySpoon, although I've never used it since I got it. Are most people just posting progress and the like on their games?

DeathBySpoon fucked around with this message at Jan 14, 2013 around 00:51

Rupert Buttermilk
Apr 15, 2007

RowboatMan: Freezing time is an old P.I. trick...


What the hell, I'm in. I'm not a developer whatsoever, but I need something to even remotely kick me in the rear end to make SOMETHING. Might not have anything for January, but I'm going to honestly try for the other months.

Twitter is @robot_cousin

Locus
Feb 28, 2004

But you were dead a thousand times. Hopeless encounters successfully won.

It's hard to lock down the scope of games. I most likely only have a week left for January, during which I won't be able to devote all my time to game-making of course... but I am having trouble just making a throwaway practice game instead of trying to make it amazing and great. I guess I can always polish it up later, or make it into a sequel for another month.

Anyway, game-making is going well for having started two days ago (I played around with Stencyl a year ago but never made a full game). Right now I'm using some of the default "Jumper" movement, which I may or may not replace. But I've got it so the player can pick up sticks of TNT, optionally light their fuses, then drop or throw them. Then the TNT explodes, damaging blocks, which can be outright destroyed, or crumble and collapse, sending out dust clouds which collapse adjacent blocks if their health is at the minimum. The TNT also chain-reacts. So I've got the basis of a simple game once I put hostile mummies in.

I'm hoping to get them in today, although right now I'm doing player graphics, which might take up that time.

Mo_Steel
Mar 7, 2008

"We don't need a toilet. The pile of clothes in the hallway has worked fine for us for years, and it will continue to work."

DeathBySpoon posted:

Also, I guess I should actually sign up- my Twitter is @DeathBySpoon, although I've never used it since I got it. Are most people just posting progress and the like on their games?

More or less. I'm following everyone so little bits of discussions happen here and there, plus it's cool to see everyone's updates over time.

----

Not much to show for the past couple days, some sort of cold is just kicking my rear end. My ToDo list is programming the AI, replacing my placeholders with something that doesn't look quite so terrible, adding music and sound, implementing menus, fine-tuning gameplay balance, then maybe implementing crude multiplayer networking.

With the addition of Rupert we've now got 90 Goons involved in 1GAM in this thread, which is pretty phenomenal. We're also now two weeks into this first month, which makes today a good day to take a look back at your initial goals, evaluate how far you've gotten so far, and decide which goals you might need to set aside to focus on other aspects if needed. Two more weeks ahead to finish up those games, keep up the great work!

kdrudy
Sep 19, 2009



It's been a rough start for me. I put some solid work in the first few days, but then I got sick and haven't put much of anything in until today. Hopefully I can get back into the swing of things and complete my first month here.

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RoboCicero
Oct 22, 2009

Soda, soda, everywhere, but not a drop to drink.

DeathBySpoon posted:



Working on my Ludum Dare / January game and I've got my basic tile engine done. Using Flixel and some sprite wizardry to get the 3D effect. Gonna make a Turn Based Strategy / SRPG style game. Something inbetween FF Tactics and Advance Wars- I like that you can just pick up and play a game of Advance Wars without worrying about character stats, but I like that units in FFT have different skills and abilities, so it'll use a little bit of both. Click the image to play the SWF.

Also, I guess I should actually sign up- my Twitter is @DeathBySpoon, although I've never used it since I got it. Are most people just posting progress and the like on their games?

This looks awesome! I'm using Flixel for an isometric project too, but I couldn't figure out how to do smooth rotations. If you don't mind, do you want to say how you did the rotation effects? Are you doing manual calculation of points in 3D space or is there much simpler functionality buried somewhere in AS3 documentation.

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