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December 29, 2014, 12:25:18 AM
TIGSource ForumsFeedbackDevLogsThe Archer
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Gabriel Verdon
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« Reply #320 on: June 13, 2011, 02:11:37 AM »

DAY 86 - June 13, 2011

  • Got mouse and gamepad right analog stick working interchangeably.

Writing input handlers is boring as a Jon Fitch fight.
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allansson
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« Reply #321 on: June 13, 2011, 02:26:01 AM »

You are a constant source of both inspiration and frustration interchangeably. It's inspiring to see someone working hard with such dedication, and yet the fact that get so much more done than me is frustrating.

Maybe I should give up these dreams of being a game dev, and just become a hot dog vendor?  Waaagh!

Anyways, great work! Please keep 'em coming!  Smiley
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sugarbeard
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« Reply #322 on: June 13, 2011, 08:59:28 AM »

So pumped about giving this a try on Wednesday at the Dirty Rectangles meetup!
Anyone in or around Ottawa should come! 8pm Avant Garde Bar, 135 1/2 Besserer St downtown.

I'll take some pictures or video for you to keep Gabe.
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jotapeh
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« Reply #323 on: June 13, 2011, 09:54:18 AM »

I can safely say this is the only time in my life I've wanted to go to Ottawa. Alas, not this time!
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Aquanoctis
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« Reply #324 on: June 13, 2011, 10:51:03 AM »

Multiplayer? Awesome  Grin
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Gabriel Verdon
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« Reply #325 on: June 14, 2011, 04:07:00 AM »

Ha, thanks guys. Some video/pictures would be awesome. I ended up sleeping for 15 hours last night because I got 0 sleep the night before, so I'll have to get everything done tonight.

I think it would be best to look it as an experimental prototype - my goal is to get some good feedback so that I can bring it back to the next DR in a state that is actually fun, and maybe with an additional mode as well.
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owendeery
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« Reply #326 on: June 14, 2011, 05:50:44 AM »

I want coop where one person is the archer and the other person is the arrow.

And the arrow is a first person view.

And it's on the WiiU.
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ANtY
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i accidentally did that on purpose


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« Reply #327 on: June 14, 2011, 06:42:25 AM »

@owendeery:
And the third person is the archer's shoe.
And the shoe is a second person view
 Beg
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Gabriel Verdon
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« Reply #328 on: June 14, 2011, 07:44:31 AM »

DAY 87 - June 14, 2011

  • Gamepads are almost fully intergrated. Still need to add checks for pressed and released.
  • Created assets for ghosts, spawners, flag, new HUDs, pickups and screen mockups.
  • Added zoom feature.
  • Tied HUDS to players/views and separated from pausing functionality.
  • Fixed a bunch of bugs to do with using "NULL" instead of noone and added lots of noone checks.
  • Added player spawn objects.
  • Got modular AI working.



Here is my to do list for tonight:

   ⁃   Create loading bar art.
   ⁃   Added press and release recognition for gamepad.
   ⁃   Add Ghost object.
   ⁃   Tie HUDs to players/view controllers.
   ⁃   Make sure gamepads work for Archer characters.
   ⁃   Make sure keyboard works for Ghost characters.
   ⁃   Add moveable spawn point object and make sure all characters are spawning properly in the level.
   ⁃   Create art for enemy spawner objects.
   ⁃   Add timer-based enemy spawner objects, one for each enemy type.
   ⁃   Add ability for enemies to switch targets based on what is closest/most important.
   ⁃   Implement capturable flag.
   ⁃   Create flag art assets.
   ⁃   Design multiplayer King of the Hill/Capture style map (figure out whether 1, 2, or 3 rooms is better).
   ⁃   Create map in GM, tile and polish.
   ⁃   Add landmark 1 art asset for first base.
   ⁃   Add landmark 2 art asset for second base.
   ⁃   Create mockups for all screens.
   ⁃   Add "ready" screen.
   ⁃   Add necessary instruction and win/lose screens.
   ⁃   Add function for melee attack (used by enemy characters).
   ⁃   Create hud art assets.
   ⁃   Add updated interface element (bow with crossed arrows). Also include key/button commands directly on the interface.
   ⁃   Add ammunition for arrows.
   ⁃   Add arrow pickups scattered around the environment for different arrow types, with respawn rates like Unreal.
   ⁃   Create pickup art assets.
   ⁃   Create Ghost character art.
   ⁃   Create Ghost red and blue variations.
   ⁃   Give Ghosts a following light.
   ⁃   Add attack animation for Shieldmans.
   ⁃   Add run animation for Shieldmans.
   ⁃   Add attack animation for Skulldudes.
   ⁃   Add run animation for Skulldudes.
   ⁃   Add jump animation for Skulldudes.
   ⁃   Add jump animation for Shieldmans.
   ⁃   Add flap animation for Crowbats.
   ⁃   Add blue colour variation for archer body.
   ⁃   Add firework particle effect for win screen.
   ⁃   Add 5th view centred on the win flag that becomes one and only view when the game is won (also pause game at this time so people can see what is happening at flag).
   ⁃   Implement modular input for enemies so it can switch between AI and player controlled (including static enemies like traps).
   ⁃   Add ability to zoom out.


I want coop where one person is the archer and the other person is the arrow.

And the arrow is a first person view.

And it's on the WiiU.

1/3 correct. You get an F for Flabbergasted and fail this week's test. Next week's test will be tomorrow. Try harder please or I will have to fail you again.
« Last Edit: June 14, 2011, 10:30:48 PM by Gabriel Verdon‽ » Logged

ஒழுக்கின்மை
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« Reply #329 on: June 14, 2011, 08:25:20 AM »

that to-do list looks too big for one week, let alone one night
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Gabriel Verdon
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« Reply #330 on: June 14, 2011, 08:56:43 AM »

that to-do list looks too big for one week, let alone one night

THAT WEAKLING FATHER TIME WILL NOT STAND IN THE WAY OF MY DESTINY

I SUMMON THE POWER OF CACTUS





« Last Edit: June 14, 2011, 09:48:26 AM by Gabriel Verdon‽ » Logged

Droqen
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« Reply #331 on: June 14, 2011, 02:28:13 PM »

Cool Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right Hand Thumbs Up Right
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mokesmoe
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« Reply #332 on: June 14, 2011, 02:51:42 PM »

What he said.
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hewwo
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« Reply #333 on: June 14, 2011, 07:04:19 PM »

i know you heard it many-a-times already,

but this is super inspirational.

k.o.
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Gabriel Verdon
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« Reply #334 on: June 14, 2011, 08:11:59 PM »

DAY 88 - June 15, 2011

  • Designed multiplayer map.
  • Implemented new HUD.
  • Implemented capturable flag.


Somewhere between a shyguy and a poe.

Final night continues into this morning:

   ⁃   Create loading bar art.
   ⁃   Add press and release recognition for gamepad.
   ⁃   Add Ghost object.
   ⁃   Make sure keyboard works for Ghost characters.
   ⁃   Add timer-based enemy spawner objects, one for each enemy type.
   ⁃   Add ability for enemies to switch targets based on what is closest/most important.
   ⁃   Implement capturable flag.
   ⁃   Design multiplayer King of the Hill/Capture style map (figure out whether 1, 2, or 3 rooms is better).
   ⁃   Create map in GM, tile and polish.
   ⁃   Add landmark 1 art asset for first base.
   ⁃   Add landmark 2 art asset for second base.
   ⁃   Add "ready" screen.
   ⁃   Add necessary instruction and win/lose screens.
   ⁃   Add function for melee attack (used by enemy characters).
   ⁃   Add updated interface element (bow with crossed arrows). Also include key/button commands directly on the interface.
   ⁃   Add ammunition for arrows.
   ⁃   Add arrow pickups scattered around the environment for different arrow types, with respawn rates like Unreal.
   ⁃   Give Ghosts a following light.
   ⁃   Add attack animation for Shieldmans.
   ⁃   Add run animation for Shieldmans.
   ⁃   Add attack animation for Skulldudes.
   ⁃   Add run animation for Skulldudes.
   ⁃   Add jump animation for Skulldudes.
   ⁃   Add jump animation for Shieldmans.
   ⁃   Add flap animation for Crowbats.
   ⁃   Add blue colour variation for archer body.
   ⁃   Add firework particle effect for win screen.
   ⁃   Add 5th view centred on the win flag that becomes one and only view when the game is won (also pause game at this time so people can see what is happening at flag).
« Last Edit: June 15, 2011, 07:50:08 PM by Gabriel Verdon‽ » Logged

klicktock
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« Reply #335 on: June 14, 2011, 11:51:52 PM »

Newcomer to the thread - looks exceptional.
How are you planning to release it?  Got STEAM onboard? Smiley
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Gabriel Verdon
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« Reply #336 on: June 15, 2011, 08:33:09 PM »

DAY 89 - June 16, 2011

  • Fixed some problems with enemy class hierarchy.
  • Added press and release recognition for keyboard and gamepad.
  • Made some new load art.
  • Fixed HUD drawing problems.
  • Added ghosts in but they dont seem to be taking input for some reason..



Well, looks like I didn't quite get everything done in time. Oh well, onwards into the great unknown!  Evil


   ⁃   Create loading bar art.
   ⁃   Add press and release recognition for gamepad.
   ⁃   Add Ghost object.
   ⁃   Make sure keyboard works for Ghost characters.
   ⁃   Add timer-based enemy spawner objects, one for each enemy type.
   ⁃   Add ability for enemies to switch targets based on what is closest/most important.
   ⁃   Create map in GM, tile and polish.
   ⁃   Add landmark 1 art asset for first base.
   ⁃   Add landmark 2 art asset for second base.
   ⁃   Add "ready" screen.
   ⁃   Add necessary instruction and win/lose screens.
   ⁃   Add function for melee attack (used by enemy characters).
   ⁃   Add ammunition for arrows.
   ⁃   Add arrow pickups scattered around the environment for different arrow types, with respawn rates like Unreal.
   ⁃   Give Ghosts a following light.
   ⁃   Add attack animation for Shieldmans.
   ⁃   Add run animation for Shieldmans.
   ⁃   Add attack animation for Skulldudes.
   ⁃   Add run animation for Skulldudes.
   ⁃   Add jump animation for Skulldudes.
   ⁃   Add jump animation for Shieldmans.
   ⁃   Add flap animation for Crowbats.
   ⁃   Add blue colour variation for archer body.
   ⁃   Add firework particle effect for win screen.
   ⁃   Add 5th view centred on the win flag that becomes one and only view when the game is won (also pause game at this time so people can see what is happening at flag).
« Last Edit: June 16, 2011, 06:27:05 PM by Gabriel Verdon‽ » Logged

FK in the Coffee
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« Reply #337 on: June 15, 2011, 09:00:07 PM »

If you ever learn how to do networking in GM, my interest will increase exponentially.  Not that my interest wasn't already dangerously high.
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RadiationBLUR
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« Reply #338 on: June 15, 2011, 09:42:00 PM »

Here's another thing on your list:
- Fix the HUD not showing up on other views.
- Add a Co-Op mode

Keep it up!
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Gabriel Verdon
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« Reply #339 on: June 16, 2011, 08:13:13 AM »

Here's another thing on your list:
- Fix the HUD not showing up on other views.
- Add a Co-Op mode

Keep it up!

Yeah, the HUD thing is pretty annoying. I was looking at some ways to get around it yesterday but it seems like you have to use sketchy techniques in order to do it, which is kind of annoying. Game Maker doesn't have any kind of "HUD layer" so basically everything has to be drawn in the level space. Right now I have the HUDs following the camera, but when you have multiple views it becomes a problem. I think the only way is to set a 5th view but make it not have a background and then draw it over top of the other ones.

Co-op is also a great idea. But I'll start worrying about that once I get further into the game. Or, hmm. Maybe I'll start thinking about it now so I won't have to change a lot later.


If you ever learn how to do networking in GM, my interest will increase exponentially.  Not that my interest wasn't already dangerously high.

That's definitely something I was thinking about, but I'll wait until the local multiplayer is fun before I start worrying about it too much.
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