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877579 Posts in 32868 Topics- by 24310 Members - Latest Member: Muzuh

May 19, 2013, 10:30:25 PM
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1  Developer / DevLogs / Re: Chasm [2d action-rpg metroidvania] on: May 07, 2013, 01:40:24 AM
Congratz on passing the kickstarter goal!  Toast Left Beer! Toast Right
Good luck on working on your dream job fulltime!
Will there be devlogs/changelogs? Smiley
2  Developer / DevLogs / Re: Chasm [2d action-rpg metroidvania] on: May 03, 2013, 12:26:51 PM
Played thru the prototype today. It's a cool prototype. The bat ai could be a bit less random.
I died once cuz I was sloppy with my healings, oh and also because I didn't visit town and buy armour (played without armour alltogether).

You are definatly going to have to increase the randomness of the environments, but I really like what you've got going.
Right now it feels like the rooms are premade, then it just randoms the order in which they come. Then you simply randomize the monsters inside (depending on dungeon depth level).
I would like even more randomness with only "important" rooms being premade, and the rest being totally random with some set rules that make them always traversable and so the graphics will be consistent.

It is VERY cool for a prototype, I approve and I will probably chip in money before the time ends @ kickstarter.

Oh and F1 enables you to see collision boxes, very useful for development team and for people who wanna know how enemies work.
3  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: April 30, 2013, 04:30:24 AM
Haven't worked a shiz on this. I started a few days ago again to take a look at the code. Fixed some stuff on the gui, like hover-logic for scrollbars. Fixed up some cases where buttons would trigger when they shouldn't. Now the buttons are more like they are in your OS.

Still at the part where I try to implement the Scripting language. Having trouble to decide how I wanna do with it Tongue

Also completely unrelated but some of you maybe like Chrono Trigger. Here's a WIP tune I made.
https://dl.dropboxusercontent.com/u/5145312/WIP/weird-o-lympics/skyline%27s%202002%20zeal%20mix_-_2013-04-30_17-58-33.mp3/skyline%27s%202002%20zeal%20mix_-_2013-04-30_14-11-51.mp3[/url]
4  Developer / DevLogs / Re: Valchion - 3D GBC-Styled Zelda-like - Win / Mac / Linux Demo #2 on: April 24, 2013, 06:40:01 AM
I only made it to some save point in the sewers.. Never figured out which button is used to save :D

The controls felt quite tight. I managed to get stuck in some trees with one of those tunneler enemies following and damaging me multiple times.. but if I stood still I could just camp inside the trees and gun him down.

You can only shoot or jump? Not both at same time? It reminds me alittle of Zelda controls for GB, except there u had two action buttons. Maybe I was supposed to switch the dodge-button for jump boots.
Anyways, really cool game. I love the music tracks you made for it. I listen to the oggs outside of the game in my musicplayer! :D
5  Developer / DevLogs / Re: Solstice - fantasy crime mystery on: April 13, 2013, 06:05:54 PM
Solstice back on NES was an awesome game Smiley Quite hard aswell.
Your game is looking fantastic! I love how the text flows during dialog. Really fantastic, best of luck to you!

Oh and GALEN means CRAZY in my language :D
6  Developer / DevLogs / Re: CraftStudio: game-making for gamers (real-time collaborative!) on: March 20, 2013, 04:27:52 PM
Question is do you really care if people look at your code?

I love what you've done, keep up the great work!
7  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: November 09, 2012, 05:18:36 PM
Just a quick status report.

* Added LUA scripting to the project (not used yet)
* Thrown away alot of old object code

So I've thrown away alot of my previous object code. I'm going to rework it. It was a pure headache to work with, and there was ALOT of new / delete involved, plus I was moving objects between chunks in the world alot and it's probably buggy code cause of this. In this new code, I'll have all objects ALWAYS in memory.

Hopefully I can get the new object code working pretty soon. Tomorrow or sunday. I'll be focusing on getting object scripting working. So one can script how objects should behave.
The behaviour of my objects I've shown so far were all hard coded. I obviously want to be able to let ppl using the game engine to create new kinds of monsters, objects and whatever without having to edit the source code.

Here's the latest build (before I removed objects):
https://dl.dropbox.com/u/5145312/bin.7z
REQUIRES WIN7!
8  Developer / DevLogs / Re: Soldier Of - 3D GBC-Styled Zelda-like - 8/15/12 Devlog Video on: November 08, 2012, 01:49:43 AM
Damn this game is looking amazing!
The screen transitions are neat, and the graphics in general are really impressive.
You've already got a very nice moody setting. Definatly following the progress of this.
9  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: November 07, 2012, 05:27:56 PM
http://www.youtube.com/watch?v=gBidrCyKzoI
A run-thru of what the Metal-Man stage looks like

chlog:
* Mostly bug fixes (regarding level save/load and campoints)
* Built whole Metal Man stage (sadly without it's objects and monster spawns)
* Audio engine fixed so it allows looped songs, and also it's properly done!

known issues:
* objects can cause crash when moved outside sections in world
* collision vs solo gap doesn't make player fall, he simply walks over it (ala super mario)
* collision vs gaps in walls make player lose fall-velocity
* when switching between campoints, there is one frame which it doesn't have a connected campoint therefore it blinks (the borders aren't drawn). Here I should rewrite code so it gets nearest campoint automagically
10  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: November 05, 2012, 04:48:13 PM
http://www.youtube.com/watch?v=b6p3xcXM1UI

Now I'm both getting somewhere and not getting somewhere. I realize more and more I need to do alot of code restructuring Tongue

* Anyways implemented really sloppy the falling death trap. It updates and plays sounds even tho it's outside of the camera.
* Also added an etank which the player can pick up. Also made sure etank isn't affected by tile velocity changes such as the conveyor belt.
* Fixed so u can turn on / off campoint lock and visiblity of the campoints.
* Made the zoom effect a bit better
11  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: November 05, 2012, 11:24:06 AM
The campoints are logical and work pretty good. HOWEVER, as it is right now there's no way to allow both X and Y movement (unless campoints are diagonally from eachother) for corridors via this method. However if I add some max LEFT,TOP,RIGHT,BOTTOM in change then it'd work... But it's not as easy to understand. Maybe I add support for both camera on rails via points and camera areas.

Like in Super Mario World, the camera has some sort of threshold before it starts scrolling upwards and it can scroll only for a bit upwards while most levels go from left to right.
I'd like to implement such a thing into my engine.

Ty for comment SolarLune!
12  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: November 04, 2012, 02:03:18 PM
http://www.youtube.com/watch?v=6B2h7U4SpMU

Changes:
* Phlubby started on climbing (it needs a bit more work to be just like Mega Man)
* I added velocity to the char-object if it's on a conveyor belt.
* CamPoints are now saved when u edit a level.

Next up:
* E-Tank (collectibles)
* Falling death traps from Metal Man stage.
* The driller enemies
* Jumping circus monster
* Glider monster
* Ability to turn on/off Camera Point locks
* Ability to turn on/off drawing of campoints
13  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: November 02, 2012, 07:43:33 PM
http://www.youtube.com/watch?v=-5qeo7imxQ4

Changes:
* Added multiple tile selection, this makes making levels so much easier! This way you can take large pieces (I haven't set any limit, but ur computer will have to allocate memory and delete memory at this part, so I might limit this later for 0 memory allocations) and place them elsewhere. Good huh? Smiley
* Changed to 1024x768 in resolution rather than 800x600 so there's more space for the object windows etc. Smiley
* Moved "selected tile(s)" to it's own window. Allowing you to build the "tiles" however you like before you actually place them onto the level.
* Tested saving between two revisions of levels.
* Made a Elec Man remix for fun. (you aren't hearing the whole song during this video)

* I started preparing for water tiles and tiles such as conveyor belt and quicksand which moves whatever's in contact with them
14  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: November 01, 2012, 03:09:15 PM
http://www.youtube.com/watch?v=xy-gWkhvqX0&feature=youtu.be

New vid!

Added megaman transitions between screens.. Also now campoints work 100% of the time. And properly! :D You can't choose the speed of the transitions yet, but that's just another input box which I will soon add... Next up is camera which moves at a given speed and locking backtracking. In the first megaman games you can't go back screens.

CorazonAzul : Thank you for the kind words! Smiley Graphically there is ALOT to change. Right now the character is placeholder-ish and there is much which can change. There's nothing stopping from replacing the character in a later stage. There's ALOT to code, so I'm focusing on all that right now. The game with it's levels, monsters, characters and "gameplay" will come under the development process.

I'm not really going 100% for NES limitations. It's just that I'm bad at pixling and therefore it might look fugly in the beginning :D

My initial goal is to implement Metal Man stage from Mega Man 2 with all it's items (hp globes, mana stones and E-tank), monsters and gameplay. After that, there will be more development on the engine, getting the UI and usability better. There's just tons of work and you have to start somewhere right? :D
15  Developer / DevLogs / Re: Metal Mage ~ MegaMan-esque game/engine in development on: October 31, 2012, 05:43:15 PM
http://www.youtube.com/watch?v=HmtCYStRPlM&feature=youtu.be

Fixed cams to finally snap correctly. Unless starting in mid of a vector. But if u design a level u hopefully won't be doing that Smiley I'll leave it for later bug fixies.

Now to fix megaman-screen-transitions
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