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Developer / Design / Re: Pitch your game topic
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on: April 19, 2013, 06:41:34 PM
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An world where most characters are animals. Sounds furry, I know, but this presents an interesting array of abilities per species and fits the more cartoony style of the game I am pitching. A independent organization wants to find the fragments of an artifact that was left behind by a person experimenting with time travel. He himself wrote that the artifact, once put together, would create a portal to the core of time where one could edit time itself and change everything, person by person, or solar system by solar system. Your town gets rampaged by the organization while they are searching for it--destroying whatever gets in their way--and are jailed. A year later, you manage to escape, with unique weapons such as a "staple gun" or items like a "scary mask" to fight against an army.
It's a top-down shooter. You're a bat.
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Developer / Unpaid Work / Looking for co-programmer to assist me in a top-down game.
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on: April 18, 2013, 05:18:09 PM
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Hey, if you're interested, hit me up through email (or tig message me, if you don't like emailing). [email protected]Anyways, I'm working on a topdown shooter. Need a programmer to help. Mostly everything else is covered. I need to get the engine done before I begin to implement what I have, however, and I'm having trouble with it alone. If you're experienced in Javascript or C# (preferably C#) then don't be afraid to message me on this ordeal. We can get on the details. 
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Player / General / Re: Pets
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on: August 25, 2012, 04:55:08 AM
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  Her name's Eva  She's almost 7 months old.  She's a bit younger here.
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Developer / DevLogs / Re: LOG-DUNGEON -concept art now-
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on: August 22, 2012, 06:32:58 PM
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How are you doing the lighting? If you've placed a lot of squares over the screen that get darker or lighter depending on the distance to a light source, yeah, that'd probably run too slowly. A black surface that's drawn to with white circles set to multiply should work alright though...? I don't use Game Maker much, but that's how I do it now. :1
I tried, but when using multiple light surfaces, it messed up. Not to mention some computers apparently have problems with surfaces...Flixel might be good. It's not a for-sure change to a new coding engine, just testing. Update; -Fixed a sword animation glitch
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Developer / DevLogs / Re: LOG-DUNGEON -concept art now-
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on: August 22, 2012, 05:01:27 PM
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That's what I was thinking, but the coding should be normal.
Maybe...
if distance_to_object(obj_player)<100 { on = 1 }
if on = 1 { sprite_index = spr_ensect_on move_towards_point(obj_player.x,obj_player.y,1.5); }
if myhealth<=0 { instance_create(x,y,obj_smallboom) instance_destroy() }
^ code
The problem is, Game maker can't pull off lighting without destroying the frame rate, which I figured out today. I've tried three different methods, and they're making the frame rate worse...would Flash be better? I don't know.
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Developer / DevLogs / Re: LOG-DUNGEON -concept art now-
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on: August 22, 2012, 04:14:29 PM
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Experimenting with other coding platforms, just as a test. Game Maker seems to be lagging when more than one Ensect is chasing the player, this isn't good.
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Developer / DevLogs / Re: LOG-DUNGEON
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on: August 22, 2012, 09:01:50 AM
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Bump, bump, bump to the top!  Please don't do that. Thank you. Anyway, if combat is going to be the focus of your game rather than puzzles, be sure to make it interesting. Zelda gets away with having relatively plain combat mechanics because it has puzzles, exploration and other things that make it fun. An entire game of vanilla Zelda battles sounds kinda boring to me tbh. One idea would be making each of your weapons/powerups useful in different situations. That'd make the combat a bit puzzle-like. Introducing combos, knockback, hitstun, cancelling, movement inertia, attack delays, etc. are others. Be creative!  Indeed, one interesting concept I was thinking of is perfect timing sword spinning. It's a confusing name, but my idea, which isn't exactly implented yet, is that if you attack...left, for example, and on the last, say two frames, you press down, you'll transition smoothly to a sword slash down, and then you can do it right, etc. The more you transition smoothly, the faster and more powerful your strikes would get. Puzzles aren't exactly a MAJOR focus, but in order to get most powerups, you're going to need to be somewhat smart. I'm working on spikes, and messing around with lighting. I want to go with a retro lighting look rather than gradients. When will people realize that it's unfitting?
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Developer / DevLogs / Re: LOG-DUNGEON
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on: August 21, 2012, 07:57:33 PM
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Now with basic concept art! Original paper showing some weapons, an enemy, and the main character who for now is named "CHIP-007"! Oh, and check out the first post, now! We got us a concept art, colored by me i'm horrible at this please don't hurt me 
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Developer / DevLogs / Re: LOG-DUNGEON
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on: August 20, 2012, 11:43:20 PM
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So, began coding a very early version of the first enemy. Tell me what you think of how it works so far, and just explore the engine. There is a bug with the sword animations if you press an attack button WHILE you are attacking. Controls: WASD = Move Arrow Keys = directions for attack Now...it's your turn to try this! everything is horrible placeholders https://www.dropbox.com/s/gxcfoi0oxfslavh/Enemy.exe
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14
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Developer / DevLogs / Re: LOG-DUNGEON
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on: August 20, 2012, 02:45:05 PM
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Thinking about making the entire game have a slight light emitting from the character, and whatever isn't lit is dark. Not unseeable, but less seeable? Tell me what you would think of this gameplay/graphical addon.
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Developer / DevLogs / Re: LOG-DUNGEON
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on: August 20, 2012, 01:02:23 PM
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 0--------------------------------------------------------------0 - Modified some varibles because i'm a pro noscope [XXX] [TGF] ~XMaxGamer1999X~ -Fixed HP glitch, health goes away -You flash when hit, invincible for 1 second or a half of second (I'm not checking atm) -Changed HP graphics, it's like a heart, but with 4 pieces in it. It's sp--just look at the screenshot. Health decreases like in Zelda, the 4 pieces of the heart fall off. -OH, and i also upscaled the sprites for TRUE RETRO EFFECT makes me feel sexualNext: Room Transitions, like in Zelda but faster because I feel like the classic transitions are just too blocky. Maybe a mini-map soon...I could also start working on that console. I could also begin to work on the first enemies you'll see, which are easy to code. Eh, you'll know next update. Problems: Unless my hearts are 16x16, they'll be overlapped. If you want to help me out on separating the heart spaces, you can PM me and I'll give you the code for the object that produces the heart effect. I've messed around with it, but it's still not spawning them separately from each other! FIXED THANKS TO POE :D State: All going well, by next week we may be at 10%!
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