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1056142 Posts in 42890 Topics- by 34835 Members - Latest Member: RatPatrol

October 22, 2014, 02:23:26 PM
TIGSource ForumsFeedbackDevLogsShrooms O
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Author Topic: Shrooms O  (Read 2493 times)
siskavard
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« Reply #20 on: September 16, 2014, 07:31:46 AM »

This is pretty cool !

 Waaagh!
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fakezohan
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« Reply #21 on: September 16, 2014, 08:31:31 AM »

The progress is awesome, keep at it!

You have no clue how happy I'm to hear a positive comment *_*

This is pretty cool !

 Waaagh!

I love you.
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dmitry_minsky
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« Reply #22 on: September 16, 2014, 08:48:26 AM »

Oh maan, the art looks really crazy) It's special point or you have plans to polish it in future?
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fakezohan
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« Reply #23 on: September 16, 2014, 09:04:28 AM »

Oh maan, the art looks really crazy) It's special point or you have plans to polish it in future?

The art is what I'm capable of drawing by myself. I have no art skills.
Obviously I'm still looking for an artist for the project, but I realized no-one would volunteer, until
It's almost done =\..
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fakezohan
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« Reply #24 on: September 24, 2014, 01:16:52 PM »

Helloooooooooo  Waaagh!

Update number.. ahh.. 3..5?..7? Well, I'm not sure - who cares.

Basically, there are two new features:

1) Exp.. Health.. Energy.. Levels.. you can level up. Nothing really affects your health and energy yet, but eventually there will be.


2) Windows. By windows I mean that I created a class which is going to function as a parent of other specific windows
like inventory window or skills window as shown below and it works pretty smooth. I'm very satisfied :O


Do not forget to comment  Big Laff
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Gtoknu
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« Reply #25 on: September 24, 2014, 05:27:07 PM »

It's astounishing how much progress you could make even without proper art. Keep on it!
Make it as much like maple story and you'll be heading towards a good goal!
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« Reply #26 on: September 25, 2014, 02:29:30 AM »

It's astounishing how much progress you could make even without proper art. Keep on it!
Make it as much like maple story and you'll be heading towards a good goal!

Thank you very much!

I would like to say that MapleStory isn't my goal. Obviously it's too much to aspire and also not very original.
Unfortunately, as a developer who has spent years of his childhood playing that, it's inevitable to make something similar when I focus on creating 2d game with the same camera style.
Hopefully, I'll be creative enough to implement new features  Gentleman
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fakezohan
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« Reply #27 on: September 29, 2014, 01:33:28 PM »

A ne..ew.... newwwww Update:

I started working on an inventory for the game.
So far you can pick items as shown below.
I must say It was extremely hard to make it work without bugs. (That haven't been found yet  Addicted)


If you wonder, players can pick other's items at the moment. Obviously later there's going to be a timer for that.

Several things which are going to be implemented soon:
1) a chat balloon which hovers above players.
2) a "message system" that is going to notify players regarding experience and items.
3) more bugs. joking, hopefully I'm not going to get to that point.

Stay tuned for the next episode of.. Well, Shrooms O.  Gentleman
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fakezohan
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« Reply #28 on: October 03, 2014, 04:53:21 AM »

Update:

I kept working on the inventory. Well, not quite, but it's related.
Remember when I posted a gif about picking up items? Back then, items used to disappear and that's it.

I spent some time today and made a small effect. When you pick up an item, it will "teleport" into the inventory
to its corresponding slot. If the inventory is closed, the item will teleport to the inventory button below.

As usual, you can see what I've just described in the new gif below  Coffee


Btw, I found out it's really fun to race with the effect. While it's trying to reach to its destination,
I used to drag the inventory all over the screen while it tries to catch it. I know it's silly  Durr...?

I guess that soon I will add a damage effect too. It's just a matter of time. and beer. matter of beer  Toast Right Toast Left
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fakezohan
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« Reply #29 on: October 09, 2014, 03:07:25 PM »

Hey all,

Today's update is all about particles. Do not expect something too clever haha..
Well, as you probably imagine, every game has to have its unique coin, so I've decided to use particles.

so how does it work exactly?
Dead monsters crumble into particles which fly directly to you.
The number of particles is dependant on the size of the monster. (Yeah, size does matter)

Some of you might also notice that the particles have a few different colors -
That's because they inherit the color of the owner (the monster).


The number of the particles each player has can be seen in the inventory, right under the slots.
If you wonder, the particles are going to be an extra way to purchase stuff, but not the only way.
The same slots that assist us to store drops will also be in charge of storing coins.
Coins are going to be dropped by monsters and are probably going to be divided to 3 groups: Bronze, Silver and Gold.

I'll make sure to update soon enough on this matter. Your opinion is much appreciated Smiley
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fakezohan
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« Reply #30 on: October 11, 2014, 04:57:59 AM »

Hey all!

Today's message isn't regarding an update.
I checked my inbox today and found something which made me very happy.

Here is a note I got from someone in this forum:


It actually left me speechless, because I've never got any kind of art for my games from others.
If you're curious, these pictures go straight to the "Hall of fame" which will be included in the game.

Well, now I just hope to get more of these in the future. Tell me what you think!  Crazy Epileptic Durr...?
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fakezohan
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« Reply #31 on: October 11, 2014, 07:44:19 AM »

UPDATE 18:

Today I worked on the damage effect.
Basically, it's an effect of damage.. well.. yes.. just.. forget it.

You can now see the amount of damage you deal!


Yes, I know. It shows 8 over and over again. This isn't a bug - it's just that the "damage system" hasn't been coded yet.
If you look closely, you might notice that it's not a regular font - It has a variety of different green colors.
Therefore, I couldn't use a normal True Type Font file and had to use images to show it  Who, Me?

To finish this post - here's a wizard:  Wizard. And a ninja  Ninja.
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fakezohan
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« Reply #32 on: October 12, 2014, 11:39:33 AM »

UPDATE 19:

Hey everyone,

Today was a hard day. Not because I was coding too much,but because I also have a job  Addicted
However, this has nothing to do with this topic and therefore here is today's update:

N~O~T~F~I~C~A~T~I~O~N~S     S~Y~S~T~E~M
In other words, you kill - you notice. you pick items - you notice.
It isn't the prettiest thing at the moment but it's enough for now.
Probably later there would be images near the notifications to describe a certain notification type.


Tell me what you think about it!  Mock Anger Mock Anger Mock Anger
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fakezohan
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« Reply #33 on: October 14, 2014, 02:22:14 AM »

UPDATE 20:

This time it's more of a "mini-update", because I've just added a simple image to each kind of notification.


As you can see, there is a "XP" pic and a "?" pic near the corresponding notification.
This was done simply to make it a little prettier.

Obviously purple_jelly_etc is a temporary name, so don't mind it.

Well, gotta head to work. have a nice day guys  WTF
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fakezohan
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« Reply #34 on: October 21, 2014, 11:19:28 AM »

BORDERLANDS!
I meant.. UPDATE:!

This week I was really busy working on a game.. Borderlands!
I know it doesn't have anything to do with my devlog, but still - it's awesome - try it!

How-ever, I have also put some work into Shrooms O.
The next gif shows the completed game chat.
For those who do not follow daily (yeah right) - this time I've added a game chat bubble.. or sort of.. bubble.. something..

It's a large gif, so make sure to scroll the page left and right.. sorry about that  Beg


So what do you think? :D
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fakezohan
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« Reply #35 on: Today at 04:28:26 AM »

UPDATE 22:

I haven't mentioned it yet, but unfortunately I'm going back to college on sunday.
Although I return home on a daily basis, I'm afraid I wouldn't have too much time to spend programming.
(Btw, It's a computer science degree XD)

I spent some time today on character stats - so far I've implemented only the "offline" functions,
which means there's a bit more work to do.

How-ever, here's the update:


There are different formulas for each stat as expected and they might change in the future.
I'm pretty satisfied with it at the moment.
One more thing: you might notice that the accuracy is relevant for lv.13 monsters - that's because it refers to monsters with the same level as the player. All other stats are kinda global.

 Shrug Shrug
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