|
363
|
Developer / Balding's Quest / Re: Balding's Quest: Milestone 3 Development
|
on: March 15, 2009, 06:51:32 PM
|
Lookin' great, man. Post-GDC I'd like to quickly put out a BQ update. (There are a bunch of new script functions and bug fixes and objects people would like.) I'll externalize the game-specific engine stuff then too, so this dope editor can be used for any game made with it. 
|
|
|
|
|
366
|
Developer / Balding's Quest / Re: Balding's Quest: Scripting Guide
|
on: March 10, 2009, 08:57:50 AM
|
I'm not 100% sure you meant to post here, but-- is there a way to determine if an object stopped moving only because of terrain?
An object will only stop moving if you tell it to in its script. You could easily take note of the collisions after checking the tile map, but before checking objects. is there a good way to assign which sprite should be displayed out of 18 unique?
Hm, what exactly do you mean? At the start of a script you type in which animation file it'll load. If you want it to be randomized, you could have a list of file names to pick from, similar to the Game Over script (Fail.lua). Or maybe you mean 18 animations, in which case you'd only need one animation file, and you could set the animation number randomly. Or maybe you mean 18 frames? Anyway, yeah, of course. I'm trying to write an extremely complex projectile(Horror Spike) that flies in an arc, and can pin people (and items) to the wall or floor
Haha, okay.  edit2: the pieces are falling into place, if I use math.atan2(x,y)(awesome lua command) it should return the correct rotation... for the rotation effect on a square sprite.
At the moment I haven't provided script access to full sprite rotation (only 90 degree angles and flip), 'cause I didn't think it'd be fitting for BQ. But if there's something awesome enough, I could open it up, I guess. (Or you could "fake" it with animations, which would look better anyway.) things I know I have left to do are translate it to lua,implement a sample constructor, and create the hitbox() methods.
What are you working in, if not LUA? And what do you mean "hitbox() methods?" There are already Collision and Attack systems in place. Hope this helps.
|
|
|
|
|
367
|
Developer / Collaborations / Re: The MONOCLE ENGINE
|
on: March 09, 2009, 09:41:27 AM
|
Loover did nothing wrong whatsoever. Shoosh, now, and let the thread get back on track.
Alec, this sounds really exciting! Just to clarify, will people be able to use the engine prior to the completion of this "champion" project?
As I understood it, the project and engine would develop in tandem.
|
|
|
|
|
371
|
Developer / Balding's Quest / Re: Balding's Quest: LATEST BUILD (M2 v.1.0.3)
|
on: March 08, 2009, 10:50:33 AM
|
|
UPDATE: Making this game with Kyle "Savage" Pulver has forced me to add scrolling and camera controls, make some optimizations, allow multiple display layers for particles (which I used to get a parallax effect), and, best of all, add the almighty SCREEN SHAKE effect. (!)
Today I think I'm going to work in adaptive audio.
Since the map size is static, you can't scroll in BQ (sorry!), but it is now fully supported by the engine, with the in-game editor and all. You will be able to access all the other neat stuff once I update the build, though. Also, none of this breaks BQed, thank goodness.
P.S. I was this close to calling the BQ engine the Monocle Engine, but since that's now a (better) thing, I think it'll be called the CHARM engine (for reasons all my own). So the expanded version of the external editor could be called CHARMed, which is awesome.
|
|
|
|
|
372
|
Community / Jams & Events / Re: Summer Euro Tig Gathering
|
on: March 06, 2009, 08:11:36 AM
|
... Belgium was suggested cos Brandon said he might be able to make it there. ...
Word, I should be in Europe over the summer. But we could travel practically anywhere. It's just that Belgium is 20 minutes away from me wife's hometown. (Then again, we'll probably be in Paris anyway.) I'll be in America from Jul 6 to Jul 28 ...
What!
|
|
|
|
|
374
|
Developer / Indie Brawl / Re: Indie Brawl: Music (Updated with 3 demos)
|
on: March 05, 2009, 06:02:29 PM
|
Super Turbo is where it's at. Are you saying your Wii is broken? I've never heard of that before.  My 360 was throwing disc read errors on my brand-new copy of SF IV. Pretty infuriating. But blowing in the disc drive and a night of leaving all its cords unplugged seemed to fix things. 
|
|
|
|
|
377
|
Developer / Collaborations / Re: The MONOCLE ENGINE
|
on: March 05, 2009, 03:18:21 PM
|
... And I know there are a number of really talented folks on these forums who just need an engine to get their projects kick-started...
Ain't that the truth! :D This could be excellent, especially with portability to such indie-friendly platforms in mind. 
|
|
|
|
|
378
|
Developer / Design / Re: Bringing old school 8-bit fighting games to a new audience...
|
on: March 05, 2009, 10:12:05 AM
|
... So, what do you think? ...
I've been thinking a lot about fighting games lately. I'd love to see (make?) a perfectly balanced fighter with a neutral difficulty slope and low barrier to entry that experts could endlessly go blow-for-blow in. A game that relied less on finger dexterity and more on trained reflexes, strategy, and knowledge. (Where a player with greater enough experience would consistently dismantle a lesser opponent.) If you could combine that with the spectator-pleasing aspect of Japanese fighters and a solid "fun factor" you'd have a winner. (But aye, that's the rub!)
|
|
|
|
|
380
|
Developer / Indie Brawl / Re: Indie Brawl: Music (Updated with 3 demos)
|
on: March 05, 2009, 08:26:27 AM
|
GUYS: ... (I'd make the IB tracks sound more "fighty" of course.)
... Make sure you check the first post- we've already got an Aquaria remix. Not that we can't use more, of course. But it's not the highest priority.
Word! That wasn't for IB.  Sheesh! 
|
|
|
|
|