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KopanoGS
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« Reply #30 on: February 15, 2012, 06:42:05 PM » |
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Today's updates are :
- Realized i was drawing everything (on/off screen), so i made a if check, using the camera, so only what is inside the screen is drawn/updated. With this, i went from drawing 500 assets (in the map i posted here) to less than 100 at a time.
- Tested a cloud smoke applied to every entity(ammo boxes, animals, etc). Need to improve the animation, but it adds that ninja feel to it, instead of having them popping out from nowhere.
- Cleaned/improved chunks of code.
- Added the trap's colision code (mines, explosive lines, etc).
- Changed a couple of things in the editor' script tab to function with all kind of entities (no need to change the code if a new entity type is created)
That's it for today!
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KopanoGS
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« Reply #31 on: February 16, 2012, 08:01:01 PM » |
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Update time :
- Worked on the new AI. Now enemies that looked like ninjas move like ninjas!
And that's it. i Spent the entire day coding the AI to reach the end and realize that, if i thought about it for 5m, what took me 1 day would took 5m. Programmer's life.....xD
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KopanoGS
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« Reply #32 on: February 17, 2012, 06:42:24 PM » |
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New day, more updates :
- Made some concept art for the 3rd stage. - Finished the new AI type by adding the particle effect and tweaking some other lines. - Tweaked the AI system. - Added the colision between the player's bullets and traps.
Till monday. Still don't know if i am going to code this weekend...
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KopanoGS
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« Reply #33 on: February 23, 2012, 03:34:01 PM » |
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Hey world,
It's been almost a week since my last update. Like i said, i wasn't going to code this weekend. Instead, i started doing some promotional stuff for the game. This week though, i went back to the game and continue my journey.
Here are the updates :
- Updated boss' class with the new colision system, ai system, etc. - Created an inheritance class for each boss so it's easier to manage all the states. - Implemented all the boss' animations in-game. - Fixed the position for some animations (offsets).
I think that's it. It's quite hard to remember everything you do. Anyway, i hope tomorrow to finish all the bosses, ai, colisions with bullets, etc.
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KopanoGS
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« Reply #34 on: February 27, 2012, 12:17:59 AM » |
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Another day = more updates :
- Finished one of the bosses' AI. - Finished implementing all the animation sheets. - Started the final boss' AI. - Started the new website for Kopano Game Studio and for Nobu: Fat Revenge of course. - Music for the teaser trailer done. - Editing of the teaser trailer almost done.
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KopanoGS
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« Reply #35 on: February 29, 2012, 09:55:34 AM » |
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Today's update : - Finished all the bosses' AI. - Started implementing multiplayer (co-op). What's a beat'em'up without co-op? Nothing, so, i've decided to add this just for fun. What needs to be done for the co-op : - Selection menu. Here is where the two players decide wich input they will use such as the keyboard or gamepad and decide the color of the character. - Implement the code to translate the selections made in the selection menu. - Fix the enemy' shooting system. When testing the two players, i saw that they were only shooting at player 1. - Make a second HUD. - Add a different save file for the co-op mode. And i think this is it. I am pretty much done with the engine. I'm going to work a little more today so next month i can concentrate on making all the remainning map graphics. Btw, do you guys have any suggestions for the enemy' shooting system. Should they shoot for the middle of the two players? Should they shoot for a random player at a time? Till tomorrow 
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SolarLune
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« Reply #36 on: February 29, 2012, 11:49:51 AM » |
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I coded my AI to shoot at the closest of the currently playing players. An enemy's AI could also alternate randomly or periodically between them. A good AI would basically shoot at the more imposing threat (closer player that's shooting at an enemy over a further one that's not). Or perhaps, for each enemy to 'man' a player, where in a situation with two players and two enemies, each enemy would concentrate on each player, thereby pushing them back.
For a side-scrolling game, simply firing at the closest player would probably be fine.
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KopanoGS
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« Reply #37 on: March 01, 2012, 05:30:38 AM » |
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I coded my AI to shoot at the closest of the currently playing players. An enemy's AI could also alternate randomly or periodically between them. A good AI would basically shoot at the more imposing threat (closer player that's shooting at an enemy over a further one that's not). Or perhaps, for each enemy to 'man' a player, where in a situation with two players and two enemies, each enemy would concentrate on each player, thereby pushing them back.
For a side-scrolling game, simply firing at the closest player would probably be fine.
Those are very good ideas. I specially like the "enemy to 'man'" ideia. Right now, the enemy is shooting to the closest player and if one dies, they will shoot to the live one. But i think for a more difficult AI, i will choose the first idea. Thanks alot 
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KopanoGS
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« Reply #38 on: March 02, 2012, 09:57:57 AM » |
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Today i just spent some time doing little thing here and there : - Finished the co-op mode; - Implemented independent resolution; - Fixed the movement off all entities and objects. Now they move at the same rate regardless of the fps; - Fixed the particle system. - Fixed the bullet's life span when the player catches a certain power up. I'll make a video of the current build, showing off the co-op mainly, when i receive the several color palettes of the main character. Later 
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Sph!nx
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« Reply #39 on: March 02, 2012, 10:26:42 AM » |
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Sweet, the game is looking great so far!
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Regards, Kenneth
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KopanoGS
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« Reply #40 on: March 04, 2012, 10:53:45 AM » |
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Sweet, the game is looking great so far!
Thanks alot!  Update : - Coop mode done. - Controls done. It wasn't detecting properly the player 1 and player 2, + other stupid bugs. Now i have full control of wich controller is being used. Control scheme for the coop mode : - Player 1/2, keyboard OR - Player 1, keyboard - Player 2, gamepad OR - Player 1, gamepad - Player 2, keyboard OR - Player 1/2, gamepad That's it for today. Tomorrow i'll finish the menus and start doing the remainning graphics so i can finish this game once and for all 
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KopanoGS
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« Reply #41 on: March 05, 2012, 08:54:29 AM » |
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So...
Today i spent the day working on the selection menu (for the co-op mode).
- Controls done; - Side detection done; - Type detection (if it's a keyboard or gamepad that is being used) done; - Concept art, started.
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« Last Edit: May 31, 2012, 03:29:16 AM by KopanoGS »
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KopanoGS
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« Reply #42 on: March 31, 2012, 08:25:46 PM » |
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Here i am with several updates. It's been almost a month (damm) since i have posted here and i'll explain why. I have finished the game's engine (code) and after that i only worked and i'm still working on the art department. Having that said, i didn't want to post every day that i was drawing and sketching....hope it makes sense. To sum everything up : - Finished the game's engine (  ) - Finished the co-op mode. (still thinking if i should lock the mode to 2 players or go for 4 players) - Have included a special mode with special characters (unlockable). - Finished the artwork for the co-op menu. - Made lots of artwork for the maps. - Finished editing the teaser trailer (release date : April 2nd). - Took a break from everything, was going insane with not having fun and being in front of the pc 24/7. And that's it. Going back to work again. Cleaning the assets made so far and start sketching the rest. Later and a nice day to everyone.
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« Last Edit: May 31, 2012, 03:29:44 AM by KopanoGS »
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SolarLune
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« Reply #43 on: April 01, 2012, 10:43:11 PM » |
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Wow, man, you're really cranking this thing out. I can only hope my projects also progress as quickly. I also like that you have a list of things done, as well as things to do. It seems to be able to help motivate you.  I'd say keep it 4-player - no reason not to, right? Also, I like the house and bridge - they're well-drawn and seem to fit in with your world well.
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KopanoGS
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« Reply #44 on: April 02, 2012, 01:57:09 PM » |
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@SolarLune : Thanks! It means alot. Yeah, having a to-do list is a good way to be organised and efficient and fast aswell  I am here to announce the trailer release for this game : Hope you guys enjoy it as much as i do  ps: how can i put the video directly in this post?
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