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KomradeJack
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« Reply #45 on: May 30, 2012, 08:47:59 AM » |
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How EZ will it be to configure the controllers? I have a 360 controller and. USB SNES controller and have no idea how I will set those up to play this in OSX.
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Hangedman
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« Reply #46 on: May 30, 2012, 11:47:12 AM » |
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Well, it's made in Construct (DirectX). So it may not run at all in OSX.
As for the controllers... I'm currently using a controller plugin designed around 360 controllers: has all the axes etc premapped, for simplicity's sake. I'm going to be swapping that out for another input system I dredged up that just maps to buttons and axes regardless of controller type. On top of that, I plan to add key controls even if key ghosting is a concern, so people can Joy2Key (or equivalent) to their heart's content.
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Hangedman
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« Reply #47 on: May 31, 2012, 10:19:56 AM » |
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Controller plugin swapped out for better general input. Keys mapped for all 4 players, but getting them fully implemented will take more work.
Twinstick and one button. On the controller, it's sticks and R, but I'll try to make that customizable.
Keys are WASD + FCVB + E , IJKL + -P[] + O, UpLeftDownRight + ;.Rctrl/ + Rshift, and 5123 + /789 + 6 (numpad). I'm using raw inputs so I can use the numpad and all that. Anyway, I don't expect anyone to play with insane patterns like those, although they're welcome to try.
Tempted to bundle in J2K preset
Also added a bit of groundwork for the other gamemodes and cleaned up some loose ends.
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Hangedman
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« Reply #48 on: June 03, 2012, 09:16:45 PM » |
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Stumbled on adding keys. It's working properly for one player, and not at all for the others and I can't find any possible reason why it would be the case. Nevertheless, I soldier on. Added the victory screen, which will show scrolls, kills, another stat (based on gamemode) and ranking, so I'll have the setup for multiple gamemodes ready to go! If you know anything about Construct, or can maybe even just be a fresh set of eyes, here's my desperate shouting into the void about it on the Scirra forums http://www.scirra.com/forum/plugin-input-system-v096b-21-03-2011-keyb-mouse-joy_topic40990_post331715.html#331715
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Hangedman
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« Reply #49 on: June 04, 2012, 07:43:54 PM » |
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Figured it all out. Agh. Got it sorted, unearthed another bug, solved that one too with some work and input.
Almost done.
Left to do: Splash screens Control screens/instructions Win screen coding ------------------- Escape command to win screen/forfeit command Coding for alternate scoring methods Mode select Better player selection (allow less than 4P, allow any combination of chars)
The stuff below the line can easily be done after I release it, but it might be better not to ask people to look a second time and just to have all those features present in the first release.
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KomradeJack
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« Reply #50 on: June 05, 2012, 04:23:52 AM » |
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I WANT TO PLAY THIS WITH MY HANDS.
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Slushy_
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« Reply #51 on: June 06, 2012, 06:07:33 PM » |
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Bundling a JoyToKey preset would be so awesome for a lazy person like me
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I make Indie Game preview vids 
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Hangedman
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« Reply #52 on: June 06, 2012, 06:50:27 PM » |
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We shall see, as it runs into the problem of what button numbering etc one's controller uses.
Anyway, fixed dumb control issues thanks to help. Today I added kill and death counts. This was a lot more annoying than it sounds, as I used to use a family system (all things that hurt red are 'hurtred' family) but that didn't allow for specific object type checks so I tried a few elegant methods and they didn't work so I just did the slow but functional method, as I should've. There will be 3 gamemodes in the release version, based around the three tracked stats. Mastery, where your score is scrolls and use abilities to get to scrolls Conflict, where your score is strikes (kills) and you use abilities to fight and Shadows, where you have a limited number of lives and you use abilities to get away/fight back
Names pending something better I dunno
Almost there.
When it's done I'm going to tell everyone I know and ask them to tell people. So if you're looking to try this, please consider giving it a real go as versus games don't get any noise unless people give it a fair shake
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Hangedman
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« Reply #53 on: June 08, 2012, 09:15:59 AM » |
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So this is actually almost done, bugs are all gone, it's now currently a matter of getting the other gamemodes in and getting the menu work done.
I'll be finishing it very soon! Unless I actually come up with an idea for 7DFPS. But if I do, I will use working on this as a break from that, which is generally very productive.
If you'll excuse me, I was possessed to write a story of sorts and wrote a few thousand words in an hour so I'm going to keep doing that because I have no idea what's going on
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Hangedman
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« Reply #54 on: June 10, 2012, 04:13:08 PM » |
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Gamemodes are in. Stat tracking and correct UI for gamemodes are in. Now multiple players can enter as any character they want on the menu, and the game auto-starts when enough players lock in.
Left to do: add boost sound add controls and general help to menu enforce player limits on entry menu add splash screens/credits tweak menu design, add prompts (press start, press escape, play again, etc) track down any other bugs I might want to kill pre-release
And that is it. That is all. It's almost done. In the meantime, working on this has finally inspired me with a 7DFPS idea
so GO GO GO
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Hangedman
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« Reply #55 on: June 15, 2012, 01:19:55 PM » |
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I'M BACK This game starts again tomorrow. Going to try to get it done between now and the day that I get inspired to start AGBIC (which technically starts in 2 or 3 days). In the meantime, here's my unfinished 7DFPS entry inspired by this game! http://7dfps.org/2012/06/15/bowing-out/
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Hangedman
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« Reply #56 on: June 18, 2012, 10:15:17 AM » |
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I'm nearly done. Incredibly close. And I'm hitting gamebreaking bugs with the Construct plugins. I'm having difficulty deciding what to do at this point. With a lot of work, I could create an alternate solution. But it would set me back a long way. And I don't even know if it would work. It may just break in the same way. Need to think about this. 
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Seiseki
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« Reply #57 on: June 18, 2012, 11:06:08 AM » |
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Looks really interesting! But you should really change that pixelated font for a brush-like font, since you've changed the rest of the graphics. The player sprites should be swapped out as well 
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Hangedman
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« Reply #58 on: June 18, 2012, 11:19:27 AM » |
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Updated the first post, since it hadn't been updated in forever.
I was going for an arcadey feel with the font and sprites, but they may get a visual upgrade if I feel like it.
However, first I have to address myself to the random plugin breaking
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Hangedman
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« Reply #59 on: June 18, 2012, 12:30:57 PM » |
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Possible solution in the works.
Please stay tuned.
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