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1076045 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:20:13 AM
TIGSource ForumsFeedbackDevLogsThe Archer
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Prinsessa
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« Reply #360 on: June 25, 2011, 01:10:25 PM »

Is the zooming just part of the editor, or part of the game as well? If so, is it dynamic or manual?
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dum mak gam
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« Reply #361 on: June 25, 2011, 01:20:09 PM »

DAY 96 - June 23, 2011

  • Doing some tileset tests for the second area.
  • Made a giant to-do document incorporating all my previous to-do lists in this thread.



excuse the harsh critic, but i think this has a VERY tiled look, which isn't good for organic things. i understand it's wip though. good luck.
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Dugan
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« Reply #362 on: June 25, 2011, 10:38:08 PM »



this is looking super cool
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Gabriel Verdon
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« Reply #363 on: June 26, 2011, 10:56:00 AM »

DAY 99 - June 26, 2011

  • Got these two guys in the game, although they don't have any unique behaviour yet.
  • Started working on a melee attack function.



For the hundredth day I would like to record a short video showing off what I have so far, even though it's not much (I might be a bit late with it as well). I'd like to get in the habit of making videos now, like Bones is doing with Walled Garden.


@Skomakar'n: Which zooming are you referring to? I currently have a manual toggle zoom in the versus mode since the small window is somewhat constraining. I haven't decide whether I want to have it in the single player yet though.

@rdein: Thanks for the feedback. I know it's looking pretty crappy right now, but I'm mainly trying to test out colours and shapes with 16x16 tiles. Later on I will add 32x32 or 64x64 tiling backgrounds so it should look more organic.

@Dugan. Thanks.
« Last Edit: June 26, 2011, 11:05:18 AM by Gabriel Verdon‽ » Logged

RadiationBLUR
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« Reply #364 on: June 26, 2011, 11:27:28 AM »

I think hes talking about the zooming in the Editor(Game maker room editor).
Its built in.
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Gabriel Verdon
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« Reply #365 on: June 27, 2011, 06:09:35 AM »

DAY 100 - June 27, 2011

  • Got melee attack working properly (not animated). I'm really starting to see the merits of J-Blo's "don't use generic systems" point. Since I'm treating everything including the player and enemies as the same type of object the modularity can be a hassle sometimes, especially since it's not absolutely necessary for this game.
  • Added player health to HUD, and fixed some problems with arrow display.
  • Fixed some problems with stuff going crazy when no player object exists.
  • Started working on a smaller, more symbolic hud.

Got Game Maker working on my computer at work so updates should  be coming more frequently.
« Last Edit: June 27, 2011, 01:53:03 PM by Gabriel Verdon » Logged

Nugsy
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« Reply #366 on: June 27, 2011, 07:05:35 AM »

Got Game Maker working on my computer at work so updates should  be coming more frequently.

Hahahaha. Coffee Hand Thumbs Up Right
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owendeery
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« Reply #367 on: June 27, 2011, 07:07:39 AM »

Disregard employment. Acquire indie cred.
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Gabriel Verdon
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« Reply #368 on: June 27, 2011, 07:31:17 AM »

Haha  Coffee

The problem was that for the first few weeks I had to use a god damned mac mini (which would sometimes randomly delete large raster layers in photoshop), but they ordered me a PC recently which is super awesome so now I can use both. Since I've only had the mac up until a couple days ago I couldn't really use Game Maker, but now I can!

edit:

BY THE WAY! Everyone should

Buy Games Not Socks!

http://www.buygamesnotsocks.com/


My colleague Eric Billingsley (Woflox on TIGSource and twitter) just had his game Star Twine added to the bundle! I just bought it this morning and it's definitely worth the $5 price tag.
« Last Edit: June 27, 2011, 07:40:26 AM by Gabriel Verdon » Logged

Gabriel Verdon
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« Reply #369 on: June 28, 2011, 07:53:56 AM »

DAY 101 - June 28, 2011

  • Made a couple more cutie dudes (middle villager and enemies on right).
  • Started working on a dialogue box script based on one I found on the internet.

« Last Edit: June 28, 2011, 10:36:36 AM by Gabriel Verdon » Logged

Dan MacDonald
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« Reply #370 on: June 28, 2011, 07:43:48 PM »

You are a testament to individual motivation and daily progress, I'm impressed with how consistently you plug away at this. (it looks fun too!)
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Gabriel Verdon
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« Reply #371 on: June 29, 2011, 06:01:31 AM »

DAY 102 - June 29, 2011

  • Made a sprite font.
  • Made white and black versions of the font and integrated it into the game. Looks much better than the default font and now I can use it for text boxes.
  • Got dialog boxes working, but I just found out they freeze the game. Will try to modify them. Still need to make them pretty.
  • Filled in special characters in the sprite font and add vertical spacing as per Paul's suggestion. I LOVE PHOTOSHOP ACTIONS
  • Created save point art asset.
  • Added common scripts for signs, doors, and savepoints.
  • Added another row to the enemy design doc.



@Dan MacDonald: Thanks!
« Last Edit: June 30, 2011, 08:21:28 PM by Gabriel Verdon » Logged

ஒழுக்கின்மை
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« Reply #372 on: June 29, 2011, 08:20:11 AM »

be warned that yoyo has said it's removing sprite font functionality in future versions of gm (such as gm8.2 or gm9) so that if you want to later update your game to newer versions of game maker the sprite font won't work
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Droqen
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« Reply #373 on: June 29, 2011, 08:47:04 AM »

what why

do you mean from lite or from it entirely

oh god
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Gabriel Verdon
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« Reply #374 on: June 29, 2011, 09:25:51 AM »

be warned that yoyo has said it's removing sprite font functionality in future versions of gm (such as gm8.2 or gm9) so that if you want to later update your game to newer versions of game maker the sprite font won't work

Hmm, ok. Thanks for letting me know. I guess I will probably just stick with 8.1 until the game is done.

By the way, do you know how to change the vertical spacing?
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ஒழுக்கின்மை
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« Reply #375 on: June 29, 2011, 09:47:29 AM »

removed entirely. their reasoning is that "nobody uses it" and that it's too much trouble to maintain. they're dum

to change vertical spacing just change the size of each individual letter (give it transparent space above or below it, add a hidden tallness)
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BlueSweatshirt
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« Reply #376 on: June 29, 2011, 10:23:43 AM »

You kidding? Code for drawing text from a sprite strip is trivial...  Concerned
How on earth would that be difficult to maintain? Oh well.


I want my video, sir!  My Word!
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Gabriel Verdon
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« Reply #377 on: June 30, 2011, 08:29:20 AM »

DAY 103 - June 30, 2011

  • Started working with Game Maker's default saving and loading system. It actually seems to work pretty well for the moment, but I anticipate I'll have to control exactly what gets saved eventually so I will look into making my own system.
  • Got saving and loading working properly and I can control exactly what gets saved. Edit: Also made a custom save system.
  • Refined textbox and added a background for it.
  • Finished new HUD art.
  • New HUD has been integrated, and although it will probably change again, it works for now and is much less distracting.



Here is the new HUD. Not as sexy but it's also much less distracting. The blank board at the bottom will show what kind of bow you are using.


to change vertical spacing just change the size of each individual letter (give it transparent space above or below it, add a hidden tallness)

Thanks, that worked perfectly. I thought they might have been ignoring vertical spaces because they seem to do it for horizontal space/kerning so I wasn't sure.

I want my video, sir!  My Word!

Heh. My friend from Australia has been staying at my house so I haven't had much time outside of work for video recording, but I'll try to do that over the weekend.


Time to go buy a shitload of fireworks for Canada Day.
« Last Edit: July 01, 2011, 01:13:49 PM by Gabriel Verdon » Logged

ஒழுக்கின்மை
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RinkuHero
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« Reply #378 on: June 30, 2011, 02:59:28 PM »

the main problem with the built-in save/load system is that it breaks whenever you change the code of the game, or add a resource, or basically change anything

what that means is if you edit the game, you won't be able to load your game to continue testing the game, it'll crash it if you try to load old saves most likely

it also means that when you update the game, players won't be able to continue their old saved games, they'll need to start from the beginning each time you make a bug-fix or patch or update

so basically that's the reason i don't use it, i don't like that problem
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Aquanoctis
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« Reply #379 on: June 30, 2011, 03:17:24 PM »

Fashioning your own save/load system will give you a lot more versatility, with regard to how you can manipulate the data. I'm pretty sure there's not a way to control exactly what goes into the game maker default save either (or what you load for that matter.) Plus, making your own should be pretty easy as well, seeing what we have from you already.
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