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879067 Posts in 32956 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 07:09:59 AM
TIGSource ForumsDeveloperFeedbackDevLogsThe Inflicted (First chapter Alpha released)
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Author Topic: The Inflicted (First chapter Alpha released)  (Read 13508 times)
zamp
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« Reply #30 on: October 26, 2011, 07:39:02 PM »


Here's a video that explains the screenshot

Edit: Changed video to a one with better audio
« Last Edit: October 27, 2011, 05:22:47 AM by zamp » Logged

zamp
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« Reply #31 on: October 31, 2011, 01:00:51 AM »

Tiny update.
Flippable pages in a book.
Late night... MORNING programming.
Yawn Tired
Time for me to drop out and hallucinate wildly.

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pbackx
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« Reply #32 on: October 31, 2011, 02:36:34 AM »

Looking great!
This reminds me a little of http://www.mobygames.com/game/dos/dreamweb. I loved the atmosphere.
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XRA
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« Reply #33 on: October 31, 2011, 09:10:48 AM »

just watched the preview video in first post... looks awesome!
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zamp
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« Reply #34 on: October 31, 2011, 11:55:14 AM »

Thanks!
Dreamweb is one of the games I've drawn inspiration from. Another game worth mentioning is Flashback.
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« Reply #35 on: October 31, 2011, 12:31:01 PM »

This looks really good, I love the atmosphere you've created with the lighting.
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zamp
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« Reply #36 on: November 03, 2011, 06:43:16 PM »

Day 606 - Holy smokes.

After reading the archer devlog and noticing that he's counting days of development I thought I'll do the same.
So found the oldest sources of the game I could and then calculated the duration to the creation date of those files.
I didn't think it would be that far Shocked

Back then the project had 37 source files and 3409 lines of code (comments included)
Now the project has 133 files and a whopping 20052 lines of code (comments included)

Edit:
Here's a little something for all ya peeps. The run animation of the player, player's head and hands are separate sprites.
« Last Edit: November 03, 2011, 09:59:14 PM by zamp » Logged

zamp
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« Reply #37 on: November 05, 2011, 06:25:23 AM »

Day 607.


Still undecided with the name. Veering towards Epicenter. We'll see.
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SiENcE
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« Reply #38 on: November 07, 2011, 01:08:16 PM »

I really like top-down games. Esp. Dreamweb!

Is your system scriptable todo mods or additional quests? Do you use a special engine or is it selfcoded?
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zamp
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« Reply #39 on: November 08, 2011, 12:17:59 AM »

Is your system scriptable todo mods or additional quests? Do you use a special engine or is it selfcoded?

The engine is 95% all me baby!
I've used some libraries like TweenLite, DConsole2, Standing Wave 3, Lua-Alchemy and MinimalComps.
I'm gradually moving away from MinimalComps once I've done all of the menus themselves. So that's something that I'm using just for prototyping. Although if you're looking for a better prototype UI than MinimalComps get yourself LiquifyComps. It's much, much better.

The engine itself is based mainly on XML files that contain everything that the engine uses. Be it sprites, sounds, music, animationm, NPCs, etc. Only the special NPCs (mainly bosses) are hardcoded into the game.
Atm there isn't that much modding capabilities when it comes to NPCs/AI but everything else is pretty much accessible from Lua. If you look at the 6.1 devlog with the broken door, it's done all in Lua.
I'll probably do Lua based AI at some point so when the game is released people can start to mod it as they see fit.
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SiENcE
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« Reply #40 on: November 08, 2011, 12:37:59 PM »

Thanks for your explanations. I really like lua. We used it much on Iris2 and i often use Love2D for prototyping. Thats why i asked. I thought you used love.
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zamp
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« Reply #41 on: November 09, 2011, 01:44:47 PM »

Day 611

Sorry to inform you but progress will be halted for a while.
I totally fucked up my computer. Had to reinstall everything so it will take me some time to recuperate from this mishap.
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zamp
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« Reply #42 on: November 12, 2011, 02:05:09 AM »

Day 614 - Back on track

I've now installed all of the tools I need to develop my game and have been making updates since yesterday.

Not much to update on the game itself other than Lua coroutines. You can read my tutorial post about it here

I won't be updating that much in the future since most of the updates are about content which I don't really feel comfortable discussing since I consider talking about content a spoiler.

Development will be slower or it might even be halted for the duration of playing Skyrim.
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zamp
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« Reply #43 on: November 22, 2011, 03:48:27 AM »

10 days from last update... damn Skyrim...
Day 624 - Adaptive music

http://dl.dropbox.com/u/41227615/Flash/as3am.swf
There's a small click on the left channel in every loop and it won't loop perfectly. Sometimes it loops a few ms sooner and sometimes later. Flash and looping sounds is such a pain in the ass to do properly.
What the system I built does is that it splits one mp3 file into separate loops that you specify yourself.
Here's the mp3 file that test uses.
The left channel click comes from my laziness, I didn't open the file in an editor to check where both channels are at 0.

I'm also making an editor for the loops and I'm going to release the adaptive music lib (as3am) on google code once it's complete. Here's a preview of the app:
« Last Edit: December 03, 2011, 10:46:12 PM by zamp » Logged

zamp
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« Reply #44 on: November 25, 2011, 05:51:51 AM »

Day.. ahh.. who gives a s**t. Shrug

Added hands to the player run animation and made this gif for yall.
Made animation for a part of the game where you fall on your ass.


If you're wondering why the player is wearing orange pants (they're really overalls with sleeves tied to the waist) there's a reason for it and it's quite simple. The overalls are orange because that is the least used color in the game and it will make it easier for you to spot where you are.

I tweaked the soft shadows a bit.
« Last Edit: December 03, 2011, 10:45:53 PM by zamp » Logged

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