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Moczan
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« Reply #15 on: February 26, 2012, 05:37:47 AM » |
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I use FlashDevelop, free .NET based IDE, it has full support for HaXe with project templates (NME-projects included) and great auto-completion.
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Franklins Ghost
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« Reply #16 on: February 26, 2012, 05:45:57 AM » |
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Nice, that's what I thought and so after seeing your post earlier about using HaXe and NME, I was inspired to download them and FlashDevelop and try and start a new project with them. Just been having issues, getting used to the new framework layout and seeting things up, but your devlog posts are great at letting me see how you're approaching this game.
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Moczan
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« Reply #17 on: February 26, 2012, 08:46:25 AM » |
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Thanks! I don't usually do much work on weekends, so there won't be regular updates on Saturday or Sunday unless I make something that's worth mentioning. I will try to include my thought process behind every system I include in game, I will probably talk more about how I handle animations or collision detection. It's nothing extraordinary, but if it may help somebody, I'm more than happy to do it.
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Moczan
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« Reply #18 on: February 27, 2012, 10:10:35 AM » |
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Devlog Day 4Finally, got all this guy's animation working. He can properly move and perform all his skills and attacks now! The dummy enemy (Goku Zombie, without AI yet) is almost finished, so tomorrow, I can start kicking his ass. I hope tomorrow's devlog will be more exciting and interesting than this 
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Moczan
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« Reply #19 on: February 28, 2012, 02:17:36 PM » |
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Devlog Day 5So, yeah, while mock-ups show you this super amazing hospital with dynamic lighting and ejaculating HUD the actual playable game looks like this. The captain has most of his animations in place, you can jump and do your super attacks etc. The GokuZombie is just standing there and playing it's idle animation. You can push him around with your kicks (so attacks can apply force) and apply variable 'hurt duration' (amounts of frames 'hurt' frame is displayed). The hardest task of actually implementing the more sophisticated fighting features is still before me. What's not visible on a screenshot are environment collisions. The background will be mainly tile-based, but for this project I won't be doing tile collisions. Why not? Because I hate tile collisions. I was a big fan of it in the past, I thought that's it easy, you can 'create endless variations' etc. but actually handling it was nightmare. The current system is based on lines (and could be easily extended to curves) and I love. I just set 2 points and boom, there is line that character can walk on between them. It's easy, it's compact, it's fast. And I can do slopes, the holy-grail of retro platformers, at any angle and length and variation I ever want without writing single new line of code. How could I base my collisions on tiles before? (that's not actually today's work, but just wanted to do little rant)
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mooosh
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« Reply #20 on: February 28, 2012, 03:37:05 PM » |
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I am more than (fucking) ready to see Swarms's sprite-work put to good use. 
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Moczan
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« Reply #21 on: February 29, 2012, 01:39:52 PM » |
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Devlog Day 6Today I woke up with terrible pain in my right hand. It's especially annoyingly painful when I use my right pinky. And I use it for semicolons, enter, backspace, sometimes both curly and square brackets. All commonly used when writing code. I wasn't aware how much "lack" of one finger can affect my writing speed! But that thing aside, I've launched my first enemy flying today! In addition to hitting and pushing enemies on ground, now you can launched them into air, bouncing off walls and stuff. I still have to make sure the animations are right, but most work is done here. Tomorrow I plan working on attacks that cover the ground, once that's done I will have most of the basic fighting mechanics in place! I would like to make a quick tech demo video once there is something to show, do you guys have any recommendations on simple free recording software? @mooosh: Hey, that's actually how I've ended up working on the project. I've seen Swarm's sprites in pixel thread for a long time and as soon as he posted that he is searching for somebody to put those sprites to good use, I knew I will be the guy  And I've almost missed it, since I don't even look at the Unpaid Work section at all!
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Superb Joe
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« Reply #22 on: February 29, 2012, 02:32:45 PM » |
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Devlog Day 4Finally, got all this guy's animation working. He can properly move and perform all his skills and attacks now! The dummy enemy (Goku Zombie, without AI yet) is almost finished, so tomorrow, I can start kicking his ass. I hope tomorrow's devlog will be more exciting and interesting than this  that guy needs a new shampoo, conditioner, or both. urgently.
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Moczan
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« Reply #23 on: March 01, 2012, 01:28:08 PM » |
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Devlog Day 7 No work done today, my right wrist failed me completely and there was suddenly one of those jobs that you can't turn down. I will have to catch up with it during the weekend!
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Huero
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« Reply #24 on: March 01, 2012, 01:43:31 PM » |
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Pixeltendo.
That's really all I had to say. Have a nice day.
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Moczan
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« Reply #25 on: March 01, 2012, 02:52:27 PM » |
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I don't understand 
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i wanna be the guy
Guest
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« Reply #26 on: March 01, 2012, 03:46:51 PM » |
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Devlog Day 4Finally, got all this guy's animation working. He can properly move and perform all his skills and attacks now! The dummy enemy (Goku Zombie, without AI yet) is almost finished, so tomorrow, I can start kicking his ass. I hope tomorrow's devlog will be more exciting and interesting than this  that guy needs a new shampoo, conditioner, or both. urgently. no hair care products on this earth will get rid of fabulous anime dust
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Superb Joe
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« Reply #27 on: March 01, 2012, 08:53:08 PM » |
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why a zombie theme
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Moczan
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« Reply #28 on: March 02, 2012, 01:04:12 AM » |
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Technically it's not zombie but toxic waste infected people.
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i wanna be the guy
Guest
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« Reply #29 on: March 02, 2012, 08:19:31 AM » |
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ALSO!! out of the four stages we had in mind, zombies seemed most fitting for the first level
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