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This has kept me busy since Easter. Edit: The two guys on the left just hacked those two server racks so now the four other dudes are distracted by their crashing computers.
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# ¿ Apr 28, 2012 11:52 |
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# ¿ Mar 29, 2024 08:56 |
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I've been working on the toolchain for my 2D game engine lately. The "Campaign Editor" is coming together slowly.
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# ¿ Jun 18, 2012 11:18 |
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Yes, its QB64.
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# ¿ Jun 18, 2012 14:59 |
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Here's a new (huge) screenshot of my "Campaign builder" and the level running in the actual game engine in the foreground.
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# ¿ Jul 2, 2012 12:13 |
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I just created the ugliest font ever. But it doesn't look too bad/unreadable when actually in-game (thumbnailed for huge).
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# ¿ Jul 9, 2012 12:27 |
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akadajet posted:The same could be said for your dev environment. Feels good, man.
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# ¿ Jul 9, 2012 14:04 |
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Here's a video of my game running. Youtube kinda made it look ugly, but you get the idea. https://www.youtube.com/watch?v=WM_SeJdUzC0
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# ¿ Jul 21, 2012 04:44 |
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Your Computer posted:Actually, it looks pretty fantastic Hey thanks, I just meant Youtube kinda drops the sharp pixel edges. Anyway, back to work.
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# ¿ Jul 21, 2012 05:15 |
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I totally re-wrote my "Bullets" system, now I can actually render projectiles for bullets as well as dealing damage for them in a much more accurate way. The two guys at the bottom left at about to get hit by two bullets from the guys at the top right.
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# ¿ Jul 29, 2012 11:12 |
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I made some new "Line of sight" cones that can look at any pixel now thanks to googling up some basic trigonometry lessons. Here they are looking at the mouse cursor in the top left of the window (unseen). They're stretched horizontally to match the isometric design of the game. Looking forward to actually dropping them into the game and making them work.
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# ¿ Jul 31, 2012 23:39 |
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I made a YouTube subscribe button that shows your current Views, Subscribers, and Video count. Here's the code: code:
There's some referrer stuff left over there from my PSN scraper that's not really needed.
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# ¿ Sep 2, 2012 02:13 |
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I uploaded a new video with some new little functional differences. The main new thing is the cameras, which took some thinking to make work. I've also made see-through glass, and ornaments/desks can be shot through. The AI will take into account glass and shoot-through ornaments when deciding to open-fire or run to your location. The "Popup Boxes" are way more functional now. Previously the buttons in them were hard-coded, now they pull from an ability loadout list and dynamically resize for up to 5 buttons per pop-up. https://www.youtube.com/watch?v=lAn455tLSLU
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# ¿ Sep 8, 2012 22:52 |
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Here's a crosspost from the making-games megathread. Got some new characters, mainly.
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# ¿ Sep 30, 2012 10:21 |
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Cross-posting from the Making Games Megathread just to say that holy poo poo it can be really hard making items on a 2D plane (the floating popup arrows) correctly align with an isometrically skewed plane. Took a couple of hours of tiny adjustments but it looks like they're lining up all good now.
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# ¿ Oct 12, 2012 02:45 |
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Pfhreak posted:Now that you've pointed it out, it seems like lots of things aren't lined up. The doors, the plants, the box in the bottom. The lines on the walls and the floor cells. Yep, lots of misaligned stuff. Fixing the floating arrows was basically a process of making a few functions that line-up sprites based on their width and height correctly. Now I can work this function into all the other rendering parts.
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# ¿ Oct 12, 2012 06:50 |
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Thermopyle posted:Typing code out of magazines was fun! I busted these out today to tweet them @ Sos Sosowski, they're where I learned to make games for my Amstrad. Still on my shelf. https://twitter.com/manfightdragon/status/259200205881217024/photo/1 Anyway, for a little content, instead of a screenshot here's a video cross posted from the making games megathread. Shows the tools I made for making content for my game in action, and then the level I make running briefly in the game engine. https://www.youtube.com/watch?v=azG3XDUFHmI
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# ¿ Oct 19, 2012 10:11 |
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After a HUGE fuckaround with photoshop, finally created my first animated #screenshotsaturday
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# ¿ Nov 10, 2012 10:17 |
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I spent the last two days (about 5 hours total) writing some "light bending" code into my 2D isometric engine for when light passes through glass. I honestly feel like it was a pretty important feature from a gameplay perspective. Here's a GIF showing the player trying to sneak past some windows while a security camera watches - without light bending: And WITH light bending: I wrote a blog post about it, too! http://www.manfightdragon.com/?p=245
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# ¿ Nov 15, 2012 10:44 |
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Ah, #screenshotsaturday, the greatest day of the week. No ornaments, triggers or doors yet, but slowly developing a new location.
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# ¿ Nov 17, 2012 08:00 |
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Toady posted:I adore the 2D isometric visual style and have been enjoying your progress. Hey, thanks! I hope you enjoy watching something slowly come together Anyway, came here because it's #screenshotsaturday again
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# ¿ Nov 24, 2012 06:16 |
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As usual, cross-posting from the Making Games thread because I dunno who reads what around here. I built a particle system! You can see me built it in this extremely boring (probably) video: https://www.youtube.com/watch?v=y2nBge7wq6c And a mostly-working implementation in the real game engine in this video: https://www.youtube.com/watch?v=O88ZUuyMZ00
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# ¿ Nov 29, 2012 07:49 |
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Jewel posted:drat if this isn't looking absolute beautiful. I love it a lot, keep up the super good work! Hey thanks heaps, it really helps hearing some positive feedback. This game takes up soooo much of my time.
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# ¿ Nov 29, 2012 08:26 |
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If you find the "making stuff" side of it interesting, I have a dev blog at manfightdragon.com where I sometimes go into way more detail than is necessary.
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# ¿ Nov 29, 2012 10:33 |
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Thermopyle posted:
Full disclosure, while I have a super early version of the engine that runs in DOS, I had to move to QB64 pretty quick to blast through DOS's memory limit. It's still 100% BASIC but if you compile it for DOS and run it now you just get "OUT OF MEMORY".
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# ¿ Nov 29, 2012 23:55 |
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This is so loving true. You should see the QB64 forums, it's loving AMAZING. Look at this thread: http://www.qb64.net/forum/index.php?topic=9964.0 edit: oh yeah, screenshotsaturday Mug fucked around with this message at 11:37 on Dec 1, 2012 |
# ¿ Dec 1, 2012 09:50 |
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Gonna crosspost my Screenshot Saturday post over in here, too. Changed the way "Abilities" are used dramatically, with a fail-condition when your ability runs out of "Juice".
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# ¿ Dec 16, 2012 07:25 |
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Jewel posted:So how are you supposed to make that machine go haywire if the ability runs out halfway? Or aren't you supposed to be able to if your ability's not high enough? If that's the case why not disable the haywire option for that machine? Or make it just slower to hack, rather than unhackable? You can't do it. You're expected to try, see that it's not going to work, and go try doing something else to get through the situation. It's hard to tell if a HAYWIRE! will work before you try because the difference between one that's linked to 1 Computer, and one that's linked to 2 Locked Doors is really small, so you basically try and see what happens. You can cancel it half-way, too. It makes a bit more sense when you're trying to actually do things to people while they're distracted, you have a challenge which is "Your Skill Level" vs "Creature's Health", if you try to kill them from behind and fail, they notice you and turn around.
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# ¿ Dec 16, 2012 09:19 |
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Oh yeah Screenshot Saturday happened the other day. Here's a thing I made.
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# ¿ Dec 24, 2012 05:52 |
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@fart has been retweeting these for like 24 hours straight and it's loving beautiful.
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# ¿ Dec 25, 2012 22:44 |
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Screenshot Saturday, yeah? Made it so windows can smoothly resize when they need to, as you can see the window at the top-right do when it overflows.
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# ¿ Dec 30, 2012 04:10 |
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Murodese posted:Always really interesting to see your progress. I pointed a bunch of my students at your blog as well, who found it a good read. Really? Wow, that's amazing. Maybe I should write slightly more sensible stuff if people are actually reading it.
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# ¿ Dec 30, 2012 05:21 |
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They're gonna be way angrier when it turns out the whole thing was just faked using Flash. Also, I posted this in the Making Games Megathread, but if you didn't see it: I made drag and drop actually "work" https://www.youtube.com/watch?v=eYEnNl1iT0w
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# ¿ Jan 3, 2013 22:25 |
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It's licensed for use, but you can buy it at https://www.abductedbysharks.com edit: In case it's not obvious, that's the in-game music - it's not playing externally or overlaid. The little song-changer at the bottom-right is in-game. Mug fucked around with this message at 03:54 on Jan 4, 2013 |
# ¿ Jan 4, 2013 03:44 |
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The Gripper posted:Isn't that dude the composer for Spongebob Squarepants? I didn't know he did any grungier-style stuff, which is pretty cool. Teo does music for a lot of kids' games but I don't think he works on the original shows/movies. He's also a rad graphics guy and has been super radical to work with. http://teoacosta.com/
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# ¿ Jan 4, 2013 07:37 |
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The Gripper posted:Ah yeah I saw his name scoring on a lot of the Nick Spongebob games and thought that was lip-service to the composer on the cartoon. Talented dude with a lot under his belt, especially since he's only what, 25? Yeah he's really getting there. I think we're both 26.
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# ¿ Jan 4, 2013 12:13 |
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It's a screenshot Saturday. Still working on the functionality side of the UI. Changed the way abilities are carried along with creatures when you remove them from your solution and then put them back in again.
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# ¿ Jan 12, 2013 06:50 |
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Just a crosspost from the Making Games Megathread with a little video I recorded showing the new blood particles I added in. https://www.youtube.com/watch?v=x81yKAc3CP8 That robot has a lot of health.
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# ¿ Jan 28, 2013 01:24 |
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Scaevolus posted:Neat! It looks like the particles come out in a straight line, maybe randomize the spread so they spray in a cone? Yeah they're using the 'Bullet casing' physics set at the moment, I need to just make a blood config where they'll spread on the floor.
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# ¿ Jan 30, 2013 08:15 |
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I've been neglecting my posting in this thread for a while (for good reasons, I'm actually just working absolutely flat-out whenever I take a seat in-front of my iMac.) Here's me testing some slight changes to the "hub area". Trivia: the white "X1(300" looking things are "path nodes". They're like a list, you give a creature a list like X0 X1 X2 X3 X4 and that's their patrol path, and the number at the end is how many "ticks" they'll stop at that point and look around. In this screenshot, you're seeing a security camera's path nodes, which tells the camera where to point and how long to stare at that tile for before looking at the next location.
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# ¿ Mar 25, 2013 13:09 |
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# ¿ Mar 29, 2024 08:56 |
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I'm just gonna straight-up crosspost this from the Making Games Megathread because I know some people in here have been paying attention to what I've been working on as well. I just want to show you guys something that I've poured my heart and soul into for the past year exactly. I hope you enjoy this video I made to introduce you to something I hold dear. https://www.youtube.com/watch?v=ZqlveWIhCFI
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# ¿ Apr 2, 2013 08:26 |