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imaginationac
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« Reply #30 on: February 12, 2012, 05:50:02 PM » |
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Changes today: -Fixed a few bugs. -Added game over state. -Added pickups. -Came up with a decent story concept. Right now pickups don't do anything, but I wanted to get the system in before Monday. Here's the current mockup of the powerups. Without resorting to iconography for the pickups that increase or decrease a proprerty, 32x32 is about as small as I can make the pickups and maintain readability. I was planning on increasing the character sprites to 64x64 anyway, but I'll see how things look after I've done a comparison. Thought at 800x600 things might be getting a little too crowded, so I might have to increase the minimum resolution. Edit: Complete mockup of pickups.
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« Last Edit: February 12, 2012, 08:31:58 PM by imaginationac »
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imaginationac
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« Reply #31 on: February 13, 2012, 07:31:17 PM » |
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Changes today: -Replaced player sprite.  I'm refamiliarizing myself with Maya, and I thought I just finished up doing the legs for the first pass of the walk cycle. I pasted a few bad keys. And did not double check  In the screenshot above, the character sprite is actually made up of two images, one for the lower body and one for the upper portion. I also desaturated it so I can do colorizing in game, which would be important if I ever put any form of mulitplayer in.
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imaginationac
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« Reply #32 on: February 14, 2012, 07:23:17 PM » |
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Changes today: -Formatted times on stats screen. -Pickups are now pickup-able and a description of what it does is drawn. They still do nothing at the moment.
So it turns out, that Maya is stupid like I always knew she was. So I'm going to hold off on assets for a while. I'm going to do my own character design, and see what I can come up with Blender instead.
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imaginationac
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« Reply #33 on: February 15, 2012, 05:14:17 PM » |
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Changes today: -Player pickups work! I was thinking of refactoring my movement and refactoring code. I have no idea what I was thinking. So then I didn't. What I have works exactly like I need it to anyway, so why fix what isn't broke, eh? In messing around with text alignment, some stuff got misaligned, so I'm going to have to go through and fix that. Also, a bug I marked as done wasn't fixed  I expect tomorrow and Friday to be grindy in terms of work if I want to get all the pickups in before the next release.
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imaginationac
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« Reply #34 on: February 16, 2012, 05:53:00 PM » |
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Changes today: -Got rid of an annoying menu bug. -Changed menu transitions to be instant. -Fixed some text alignment issues.
Not much done today. I almost felt like giving up just a bit. Room persistence does some weird things apparently.
Anyway, tomorrow's release will probably not have all the pickup classes in, but I'll see what I can get in. I'd like to get in at least one of the different charge types.
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imaginationac
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« Reply #35 on: February 17, 2012, 06:31:50 PM » |
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Changes today: -Added fire pickup. There's a new release available. Highlights: I am packaging releases in zip archives now that I'm including a README file. The new link is http://db.tt/xnDxZY3O. Update on first post as well. Had a slight setback today when my PC decided to lockup, so lost a bit work I had done for the bowling ball pickup. Still I learned some basic things about reflective angles. I really hope to get in the remaining pickups this weekend. After all the pickups are in, I'll probably start looking for feedback on that, and start on the enemy designs next.
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imaginationac
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« Reply #36 on: February 18, 2012, 05:40:15 PM » |
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Changes today: -Added homing charge.
I started working on the bowling charge. It's little more complicated than I thought. Right now I'm having trouble figuring out what to when it hits the edge of the playfield.
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imaginationac
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« Reply #37 on: February 19, 2012, 05:53:31 PM » |
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Changes today: -Added bowling charge.
Was somewhat of doozy. I misspelled a variable so when the charge hit the right side of the play field, the normal wasn't calculated properly.
I've got to add a way to catch the charge, and that should be it. Best part is my collision checking for the bowling is reusable for the boomerang.
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imaginationac
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« Reply #38 on: February 21, 2012, 05:45:48 PM » |
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I got distracted yesterday by Dwarf Fortress and Chrono Cross. Changes today: -Bowling logic is done. -Added boomerang charge.
It even spins like a boomerang should! Haven't tested it out against enemies yet.
Right now for both the bowling and boomerang charges, they check collisions continuously, instead just on entering and exiting the instance. I'm not sure if I want to bother changing that for this game.
Should be done with the charges this week (including basic art).
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imaginationac
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« Reply #39 on: February 22, 2012, 09:06:38 PM » |
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Changes today: -Verified the boomerang charge works correctly. -Started coding in a live debugging mode.
I hadn't coded in an easy way to create, delete and change instances yet. So whenever I wanted to test something on that level, I'd have to recompile the whole game. Pain in the ass. Once I've got this in, I'll be able to tweak things on the fly, which is great for testing.
Tried my hand on modeling a bowling ball today in Blender. Trying to figure out how to create the finger holes. Going to have to read the docs.
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imaginationac
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« Reply #40 on: February 25, 2012, 07:39:07 PM » |
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I've been slacking  Changes today: -Rendered bowling ball in Blender. GIF:  Been reading up on blender. The bowling ball didn't require any modelling, but the matarials and texture systems in Blender took me a while to grep. Models don't come with a default material and texture (like in Maya). Plus in order to get symmetrical finger holes, I had to use half a UVSphere and use the mirror modifier. As for the animation (the rotation), a simple read of the manual told me how to change the interpolation of the curves from the default bezier to linear. Not exactly a fan of how these things are hidden in hot key menus.
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