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878416 Posts in 32922 Topics- by 24333 Members - Latest Member: blackarm

May 21, 2013, 09:00:32 PM
TIGSource ForumsDeveloperCreativeThe Progress Accountability Thread: Meet your goals lest we point and laugh
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Author Topic: The Progress Accountability Thread: Meet your goals lest we point and laugh  (Read 21540 times)
eclectocrat
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« Reply #30 on: March 02, 2011, 08:36:16 AM »

Thanks for keeping the thread going. If no one maintained it then it would lose it's effect.

You have my appreciation for your prompt efforts.

Hey, I like that!  I've always wanted to add a reflective entity inspector to one of my games, but I've never gotten around to doing it.  I think that can be really handy.  I might check out your source when I get a chance.

Don't check it out yet. It's primitive and buggy. It just does the bare minimum of what I need and crashes when you push it beyond that  Shrug. It's the epitome of an ugly hack. But I fixed 2 subtle bugs this evening and am working on one more right ... NOW
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Martoon
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« Reply #31 on: March 02, 2011, 10:38:52 AM »

Thanks for keeping the thread going. If no one maintained it then it would lose it's effect.

You have my appreciation for your prompt efforts.
Thanks.  I hope more people start using it.  I'd like to have a sort of mutual accountability community, which I guess is what we have here.  It's just a little small at the moment.  I think a lot of people are scared off by the risk of missing a deadline (which a couple have mentioned).  I'm actually glad you missed one of your deadlines by a bit, so other people won't feel like they'd be the first Fail. Wink

I need to find a quicker and easier way to edit the table at the top.  Editing the BB code directly is pretty cumbersome (finding the right place to insert/edit in the sea of [.td.] tags, making hyperlinks, etc.).  I may even get carried away and automate it so people can post goals and deadlines in a specific format and a script would edit the OP.  I'd need to have an approval step to prevent vandalism.

If anyone has any thoughts or suggestions on this, or anything about this thread, I'm interested.
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Xion
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« Reply #32 on: March 03, 2011, 11:56:21 PM »

Complete!

You can now drink potions and eat test steaks (and you should also be able to eat severed limbs but I haven't managed to chop any off yet to test)


taking a swig of Red Stuff.

the empty bottle afterwards.

I store the event for when you finish 'consuming' an item in the actual item, now, so I can use the same code in the player for eating, drinking, and opening chests, and only vary the code in each item.

While I was at it I made it so that you sheath your weapon when you pick up an item, and it remains sheathed until you attack. Just for fun.

Thx for this thread, man. It was pretty easy stuff but no way would I have done it without the motivation of a deadline.

New Goal:
re-implement status effects and make the potions actually have varying effects.
Deadline: End of day, March 31

edit: eating severed limbs works, too!
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eclectocrat
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« Reply #33 on: March 04, 2011, 07:54:20 AM »

Almost failed again. This time I made it with 5 minutes to spare! I ended up rewriting a large portion of the lighting system because of a wrong assumption I made when I started the engine. I introduced another quirk along the way but the overall effect is sweet.

BEFORE


AFTER
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tsameti
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« Reply #34 on: March 04, 2011, 12:45:51 PM »

I have officially Failed to reach my March 3rd deadline for sprite art.

Personal stuff came up, and I didn't schedule well around it.
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« Reply #35 on: March 04, 2011, 01:36:21 PM »

Okay, I think I have everything up to date in the table (let me know if I missed anything).  No report from dangerousday and it's a couple days overdue, so I'm putting down a Fail for that.

As always, any Fail can be changed to a Late if the goal is met later.

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Martoon
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« Reply #36 on: March 04, 2011, 01:40:19 PM »

You can now drink potions and eat test steaks (and you should also be able to eat severed limbs but I haven't managed to chop any off yet to test)
Yum!  Ain't nothin' I like more than a big juicy test steak.  With the possible exception of a severed limb.

It's looking good.  I think the little stuff like having the weapon sheathed when you pick up an item, etc., do a lot to add life to the game's world.
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Martoon
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« Reply #37 on: March 04, 2011, 01:42:55 PM »

Almost failed again. This time I made it with 5 minutes to spare! I ended up rewriting a large portion of the lighting system because of a wrong assumption I made when I started the engine. I introduced another quirk along the way but the overall effect is sweet.
Looks great!
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Bood_War
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« Reply #38 on: March 04, 2011, 02:40:45 PM »

Hold me accountable for this.
« Last Edit: March 04, 2011, 04:53:04 PM by Bood_War » Logged

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« Reply #39 on: March 04, 2011, 09:10:05 PM »

Hold me accountable for this.
In 168 hours?  You need to give me a date.  Math is hard.
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« Reply #40 on: March 04, 2011, 10:41:13 PM »

I posted here but I erased my post because I changed my goal. I had a very iffy bug that only occurred when moving diagonally and the view changes. It requires a little set up...

I have cells in my map. It is one giant room but I move the camera so that it pans- like classic Legend of Zelda dungeons. When moving diagonally into a new room, the character would move down, and would get stuck in the wall. Frustrating.


But it's fixed now. :D
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Bood_War
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« Reply #41 on: March 05, 2011, 06:02:11 AM »

Hold me accountable for this.
In 168 hours?  You need to give me a date.  Math is hard.

March 11, at 4 PM ET
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Groktar the Destroyer
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thatshelby
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« Reply #42 on: March 05, 2011, 07:59:32 AM »

Nevermind, not fixed. >_>

I give myself until Monday, March 7th.
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Xion
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« Reply #43 on: March 06, 2011, 01:45:58 AM »

on my way there. Status effects are go and potions work fine, but I still need to add visuals for each effect and make the potions explode with their effects when they break.
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dangerousday
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« Reply #44 on: March 06, 2011, 06:06:24 PM »

Ugggh, work has reared its ugly head. I am way late on my deadline. You may point and laugh.
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