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876887 Posts in 32834 Topics- by 24277 Members - Latest Member: aetherX

May 18, 2013, 01:37:30 AM
TIGSource ForumsCommunityCompetitionsVersus (Moderator: Melly)Vergessen [not currently being worked on anymore]
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Author Topic: Vergessen [not currently being worked on anymore]  (Read 47453 times)
Evan McClane
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« Reply #90 on: January 22, 2011, 04:02:56 PM »

Me gusta, though I agree that there should be something in the background, right now it feels kinda empty.  Also, it's kinda short, but since it's a rough draft I expect it to be longer.
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shojin
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« Reply #91 on: January 22, 2011, 04:05:27 PM »

Me gusta, though I agree that there should be something in the background, right now it feels kinda empty.  Also, it's kinda short, but since it's a rough draft I expect it to be longer.

You guys are putting way too much thought into judging the first WIP. Wink

Trust me, it'll be much better by the end of it all.

EDIT: Worked some more on the track... same link has an updated version. Now featuring cello and violin!
« Last Edit: January 22, 2011, 05:30:51 PM by shojin » Logged

John Sandoval
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« Reply #92 on: January 22, 2011, 06:04:30 PM »

Wow... this is really great stuff, man! I'm really lucky to have found you.
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shojin
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« Reply #93 on: January 22, 2011, 06:21:34 PM »

Wow... this is really great stuff, man! I'm really lucky to have found you.
Wink Will work on a gameplay track tomorrow.

Am I the only one who gets nostalgia from looking at the screens? Out of this World for the sega genesis pops into my head immediately.
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John Sandoval
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« Reply #94 on: January 22, 2011, 08:53:01 PM »

Whew... got a lot of cleaning up done today.

I just saved money on car insurance about 600 lines of code through use of efficient scripting and inheritance. Thank JESUS for the break operator. It's so useful. Now I can actually read my shit without going cross-eyed. Admittedly it's still pretty incomprehensible to curious onlookers, but at the very least I can work with it.

Probably going to pull another all-nighter. Talk to you guys in a bit.

/*boring engine bullshit that's probably not very coherent or well explained*/

10:42-- just perfected the inventory system... now you can pick up objects from one place, put them in your inventory,  and drop them in another.

The way it works is this:

You have five Item Slots.

Each Slot can hold one different type of item.

Depending on the type of item, you can hold a varying integer of that item. For example, you can only hold one gun in one slot, or 5 rations in one slot.

When you have an item, you can do a couple of different things depending on the item. The universal option, however, is the ability to drop it. When you do so, the variable for item count in that slot drops by one, and an instance of that item is created at the player x and y coordinates.

I've fixed it so that you have slots 1, 2, 3, 4, and 5. Each slot has a different set of variables that are written to it when an item is assigned to it (max items possible in that slot, things you can do with that item, etc.). When a slot of items is all used up, the game will 'slide' the variables down to fill the space of that slot.

Example:
 
Slot 1, Slot 2, Slot 3, Slot 4, Slot 5

You eat all the items in Slot 3.

The variables for slot 4 (ie item type, current amount, etc.) slide down into slot 3, and the variables for slot 5 slide into slot 4. This keeps your menu of items clean and easy to use.
« Last Edit: January 22, 2011, 10:54:42 PM by John Sandoval » Logged

John Sandoval
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« Reply #95 on: January 23, 2011, 02:37:29 AM »

Fucking around with some effects and terrain generation.













« Last Edit: January 23, 2011, 04:30:17 AM by John Sandoval » Logged

Rob Lach
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« Reply #96 on: January 23, 2011, 08:05:21 AM »



Exciting stuff.

This better be a screenshot and start of the modern minimalist game movement.
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shojin
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« Reply #97 on: January 23, 2011, 02:30:24 PM »

Some simple gameplay music. It's tense, but I'm torn between making tense ambient music or something more upbeat and urgent. Maybe I can talk John into making the music change as time counts down.

http://soundcloud.com/redshojin/there-can-only-be-one
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John Sandoval
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« Reply #98 on: January 23, 2011, 02:31:47 PM »

Maybe I can talk John into making the music change as time counts down.

http://soundcloud.com/redshojin/there-can-only-be-one

This is entirely possible; implementing the supersound .dll only takes a few minutes. However, I'll need the songs in .wav format as opposed to mp3.

And I love the piece!
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shojin
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« Reply #99 on: January 23, 2011, 02:41:11 PM »

This is entirely possible; implementing the supersound .dll only takes a few minutes. However, I'll need the songs in .wav format as opposed to mp3.

Course! You'll just have to explain what you need from me in terms of what I compose. Do you need loops... do you need full tracks, and they'll just crossfade?
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John Sandoval
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« Reply #100 on: January 23, 2011, 02:44:11 PM »

What I'm thinking of is tracks composed as loops; then when I change from one track into another (as player health decreases, for example) I can fade one out and bring the other one in.

I'll be spending today re-working the inventory system... there's a few bugs that I need to work out. If I finish it (hopefully within a few hours), I'll start making tiles and other such art assets. 
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shojin
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« Reply #101 on: January 23, 2011, 02:46:10 PM »

What I'm thinking of is tracks composed as loops; then when I change from one track into another (as player health decreases, for example) I can fade one out and bring the other one in.

Mmmkay... you want to email me a quicker way to get in touch with you by the way? Don't suppose you've got any IM clients or skype installed. I feel like direct conversation is the easiest way to make sure I know what I've gotta get to you.
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John Sandoval
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« Reply #102 on: January 23, 2011, 02:49:38 PM »

I should probably get some installed, then. What IM client do you use?
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shojin
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« Reply #103 on: January 23, 2011, 02:50:41 PM »

I should probably get some installed, then. What IM client do you use?
I've got digsby and skype installed, so every client really.
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Fluff
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« Reply #104 on: January 23, 2011, 02:59:11 PM »

Dear John,

Did you whip up those color schemes from scratch or was there a website or tool you used for that brainstorming?

By the way, I am looking forward to this game! It looks like you've been making great progress.

Sincerely,
Flaff
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