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December 30, 2014, 04:20:37 AM
TIGSource ForumsFeedbackDevLogsThe Archer
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Gabriel Verdon
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« Reply #380 on: June 30, 2011, 04:51:25 PM »

Yup, I made a custom save/load system based on one I found on the internet (I should have clarified that, it's in the second entry today).
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Gabriel Verdon
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« Reply #381 on: June 30, 2011, 08:16:35 PM »

DAY 104 - July 01, 2011

  • Started experimenting with using timelines for cutscene type things based on MartyMan's helpful post.
  • Made a video showing what I've done so far.
  • Wrote a characters document outlining all the major and most of the foreseeable minor characters in the game. Also started writing out the plot script.

The Archer - Devlog Video 01

Here is the first devlog video. I touch on pretty much everything I've done so far. It was quite fun to do I'm looking forward to doing some more soon. I actually added captions inside Camtasia but it turns out they didn't render, so I re-added them in Youtube. There's also no sound but I will have it in for next time. Oh, and make sure to play it in 1080p  Grin

HAPPY CANADA DAY!
« Last Edit: July 01, 2011, 06:46:12 PM by Gabriel Verdon » Logged

BlueSweatshirt
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« Reply #382 on: July 01, 2011, 03:29:39 PM »

First, your parallax scrolling looks great.  Grin


Now for suggestions:

You could make the rope arrows progressively fall. Every frame they could just check a few pixels below them, and if it's clear then move down a bit. You can achieve this by just progressively scaling your rope image.(since it tiles vertically you can adjust the vertical scale to make it longer) Game Maker's default collision system takes scaling into account, so things should just work. The advantage to this is that it'll look cool, make sense(because ropes don't fall instantly), and solve any rope sizing problems you might have.

You should work on making your levels feel a bit more organic. Well, you don't *need to*, but I get the impression you're trying to make your game feel that way. The straight-up ground pillars and odd floating blocks don't make much sense. Same with random gaps between blocks which you need to keep hopping between.
I'm not saying remove these things from the game. The trick is to lay the collision tiles and then to make them seem more organic by adjusting the tiles around them. There's no definitive answer to how to do this, it's just something you have to play with. Reference photos to pictures of nature is always nice.  Smiley
I realize your game is very "prototype" right now, so perhaps you have plans to change things up before release. Either way, my advice to you!

Anyway. Excellent looking game! I'm keeping my eye on you.  Blink

[EDIT]
Good on 'ya for a comment you made in the video. The comment where you mentioned making a solid game and learning the rules before you go experimental. Smart move! Smiley
(and it certainly is paying off. The game looks very solid so far.)
« Last Edit: July 01, 2011, 04:03:09 PM by Jakman4242 » Logged

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« Reply #383 on: July 01, 2011, 03:55:00 PM »

I cannot wait for this game to be released.
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« Reply #384 on: July 01, 2011, 04:11:49 PM »

hey.

in your list for beta testers. put my name in there.
or alpha testers. anything like that.

let me taste this asap.
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« Reply #385 on: July 01, 2011, 04:38:31 PM »

this may just be an aspect of recording the video and in-game it won't be this way, but i felt like the sprites were too small relative to the size of the screen (i.e. i could barely see the main character and the arrows); other than that, looks good
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« Reply #386 on: July 01, 2011, 05:25:28 PM »

hey.

in your list for beta testers. put my name in there.
or alpha testers. anything like that.

let me taste this asap.

Oh, this too, for me, please.
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Daniel Seabra
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« Reply #387 on: July 01, 2011, 05:47:24 PM »

Quote
this may just be an aspect of recording the video and in-game it won't be this way, but i felt like the sprites were too small relative to the size of the screen (i.e. i could barely see the main character and the arrows); other than that, looks good

Yes, I had this impression too. I feel like maybe making the screen smaller or 2x-ing everything might help with it, but it's your game and you might prefer it that way.
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« Reply #388 on: July 01, 2011, 06:09:27 PM »

I got the impression the game just allowed for different resolutions, and he was playing in full-screen. A 2x pixel resolution mode or even 3x mode would be nice though, I agree.(note: I say 'mode', as in an option)
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Gabriel Verdon
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« Reply #389 on: July 01, 2011, 06:45:09 PM »

Thanks for the kind feedback and suggestions everyone! It's great to have people giving opinions - everything is useful to me right now, especially criticism, since it's easier to fix stuff now before I get too far.

@Jakman4242: Great suggestions. The rope thing is something I've been thinking about as well. I was planning to go over it later in the polish phase and possibly even implement some swinging behaviour if I can get some programming help on it.

And you're also right about the levels. I've spent very little effort so far trying to make things feel organic - if you notice the slanted dirt blocks are even a different colour than the regular square dirt ones. I'm more concerned with making a strong design right now, but I will definitely spend a lot of time later on making everything mesh well. I am also aiming for a bit of a "dream-like" or "fantastical" vibe, so that's why I have a few things like pillars that wouldn't make a lot of sense in a realistic setting.

@Theophilus: Thanks dude  Smiley - added you to my list.

@rdein: Thanks, added you!

@Paul Eres, Daniel Seabra, Jakman: The screen resolution is something I'm still experimenting with. I'm kinding of torn between having it smaller so its more consistent when blown up (like cave story), and having it bigger so you can see more of the world. Right now I am thinking that I will probably keep it small for most stuff, and zoom it out for scenic moments or 'vistas' as Valve calls them.
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« Reply #390 on: July 01, 2011, 07:07:23 PM »

Good idea, having a dynamic camera. Smiley
Should be super easy to implement in Game Maker as well.
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« Reply #391 on: July 01, 2011, 07:52:44 PM »

If you're going for dream like, as in, an actual dream, I recommend studying up on the behaviours people have in dreams, specifically, looking at clocks. Glancing at a digital clock, looking away, and then looking back, will show a different time than when you first looked at it. There are also a lot of other things regarding behaviour, etc.

Fantasy is a very dramatic style, so keep that in mind. DISCLAIMER: I am just saying this fantasy garbage because it sounds like it makes sense. And that's indie, right?
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Bones
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« Reply #392 on: July 01, 2011, 08:17:17 PM »

Very attractive first Dev video Gabriel.
It's pretty bad-ass so far, all is looking very sexy in motion and I like some of your arrow ideas.

I saw you were able to stand on your arrows, but are you able to shoot your arrows into the wall and then jump up those arrows? cause that'd be pretty awesome if you can.
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Demo Reel 2012

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Keeping focus on your breath,
This may take a while.



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« Reply #393 on: July 02, 2011, 02:39:40 AM »

 Kiss Seeing all that stuff in motion just takes this whole thing to the next level. Really great work! The teleporting arrows look like they'd be a load of fun to play around with.
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« Reply #394 on: July 02, 2011, 03:02:56 AM »

That's looking very lovely.

Dynamic camera zoom would be great. It would make sense to pull it closer for enclosed areas; it would make it feel a little more claustrophobic. Or pull it close for action. But watching the video full screen, I really liked how small the character was in the first area. Having the camera that far back gives a great sense of scale, particularly just how colossal those wonderful totems are.

Can't wait to play this.
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Destral
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« Reply #395 on: July 02, 2011, 10:02:41 AM »

Great video, seeing the game in action is pure Kiss I also really like how you annotate the map itself with ideas and stuff to do later!

I'd like to throw my hat in the ring for testing too, if possible.
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Gabriel Verdon
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« Reply #396 on: July 02, 2011, 11:24:31 AM »

DAY 105 - July 02, 2011

  • Finished and locked the character/places document. I still want to change some of the character names though, but I can do that as I go along.
  • Continued sketching out the plot - I had a first draft done in the visual script but I'm rewriting it and making some modifications.

@Theo: Wow, I never knew that. That's actually pretty neat! I think I will follow your advice and read up some more about dreams and subconscious - I have an idea for an area where that would fit very well.

@Bones: Thanks Smiley Yup, if you look at the parts where I am playing around with rope arrows you can see it in action.

@Aqua: Thanks man. All of my friends who I've shown the teleport arrows to really like them as well. I'll make sure to design some really cool levels around them.

@Cosr: You basically hit the nail on the head with the camera stuff - those are my exact thoughts. I think pulling it in close would also work well for dialogue scenes. Thanks for the kind words!

@Destral: Cool! Added you to the list.
« Last Edit: July 02, 2011, 06:08:55 PM by Gabriel Verdon » Logged

Gabriel Verdon
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« Reply #397 on: July 02, 2011, 12:30:37 PM »

Ok so a couple people were wondering how I approached parallax with Game Maker, so I thought I'd make a little post showing how I did it. Keep in mind that almost all of my code is based on the foundation of Matt Thorson's Grandma Engine, so at least half of the credit goes to him!

The other thing I would like to mention is that I'm definitely not saying this is the only or best way to do parallax. This is just the way I do it so take it with a grain of salt.

Ok, let's get started!  Wizard


From the top: the first thing happens in my game initialization code, where we create the player object:



Let's check out what's inside createStoryPlayer().



5: We create an instance of the player object.
6: Then we create a "view controller" object. In game maker, you can set a view to follow a a specific object, but if you do, the camera is stuck to it - you can't set it to smoothly follow that object. So the purpose of the view controller is basically act as the centrepoint of the camera. In the actualy room view options I have "Object Following" set to o_viewcontroller. We can then determine exactly how fast or slow we want the view controller to follow its target in the o_viewcontroller step code.
7: The player's viewIndex has to be the same as the viewControllers attached view, so we can make sure the HUD doesn't get drawn on other people's screens.
8-14: input and hud stuff.

Let's check out createViewController():



The arguments we pass to it are: the x and y of where we are creating it, the id of the target we want it to follow, and the number of the view [0-7] that we want to follow it (because in versus mode we will have 4 different views).

8: Create an instance of the view controller.
9: We set the view controller's target to the player.
10: We set the view controller's attached view, to the first view (0) in this case.

And finally, here is the view contoller's step event, which contains the parallax code:



5-15: If the view controller has a target that exists, we make it move towards that target. It's basically just a lerp (or sinerp? I'm not sure. Some kind of erp) function - the closer the view controller is, the slower it moves, so that we get a smooth scrolling effect.

17-18: Here we introduce four variables - prev_xview, prev_yview, and parallaxX, parallaxY. view_xview and view_yview indicate the x and y positions of the indexed view ([view], or in this case 0). At the end of every step we set prev_xview and prev_yview to the current xview and yview of the attached view. This way, when we check them next step, they contain the previous positions so we can calculate how far the camera/view/view_controller has moved. We then set parallaxX and parallaxY to contain this distance.

21-40: Here is the actual parallax code, which is probably the most straightforward part. To be honest I actually forget why I have the if statement there - I think it's to prevent the camera jumping around when I switch rooms, but I'm not sure. You can probably just do without it.

Then we shift the background layers according to how far the view controller/view/camera has moved. Background 7 is the closest one, so we shift it the least amount. The further back the layer is, the more we shift it. The furthest back layer, 0, which in Archer holds the moon, shifts the same amount as the player moves, so it doesn't appear to move at all. This is because when things are that far back there is no noticeable parallax to the human eye.

And that pretty much sums it up! I probably gave you guys way more information than you needed, but I hope you can find something helpful in there.

« Last Edit: July 02, 2011, 12:36:53 PM by Gabriel Verdon » Logged

Maikel_Ortega
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« Reply #398 on: July 02, 2011, 04:11:00 PM »

 Kiss This is awesome. Please, add me to this list of alpha-beta-testers. Looking forward to this!


Great devlog btw, really detailed, loved it :D
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« Reply #399 on: July 02, 2011, 04:29:47 PM »

Kiss This is awesome. Please, add me to this list of alpha-beta-testers. Looking forward to this!


Great devlog btw, really detailed, loved it :D

If there is such a list add me too  Beg
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