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TIGSource ForumsCommunityDevLogsSuper Mafia DuDeS - Today I learned...
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DustyDrake
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« Reply #20 on: August 29, 2012, 05:05:48 PM »

If anyone is interested, I'm almost done with the next version, and would like some people to test it out for me.
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DustyDrake
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« Reply #21 on: August 30, 2012, 03:26:32 PM »

Holy crap!
http://steamcommunity.com/sharedfiles/filedetails/?id=92984218
Look at this!
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DustyDrake
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« Reply #22 on: August 31, 2012, 12:49:08 AM »

Due to demand via Steam Greenlight, I'm redoing sprites.
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DustyDrake
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« Reply #23 on: September 02, 2012, 12:26:46 AM »

In addition to remaking sprites, I'm also going to rewrite the engine.
Why?
WHY?

Don't you want to play with your friends?
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DustyDrake
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« Reply #24 on: September 02, 2012, 04:17:08 PM »

Auuugh javaaa
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SolarLune
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« Reply #25 on: September 02, 2012, 05:48:38 PM »

You're remaking the game in Java?
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DustyDrake
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« Reply #26 on: September 02, 2012, 06:21:26 PM »

Yeah.
Game Maker's nice and all, but it's very 'holdy-handy'.
And I do want to actually program for a living, so it's not that great, I'd like something that could teach me useful things without being expensive.
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DustyDrake
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« Reply #27 on: September 05, 2012, 05:01:09 PM »

Bleeech.
Learning a new language is hard, and GM's looking mighty nice and comfy right about now.
I might just say screw it.
I mean, Miniflake is like what, #59 on Indie DB and 7.8 out of 10 on Desura, and it's made in game maker.
Perhaps I just need to refine SMD rather than assuming a new language will fix all of SMD's problems...
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SolarLune
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« Reply #28 on: September 05, 2012, 08:29:43 PM »

There's nothing inherently wrong with Game Maker. It's not like you can't make professional quality games in it.

You should go with another language / framework / engine if it has features that you want specifically, like GLSL shaders, better cross-platform compatibility, or more realistic built-in physics. Otherwise, it might not be worth the trouble.

Also, I found Java a bit difficult to get into as well, but I was approaching it from jME, so I wasn't really trying to learn it outright. Starting from the beginning would have helped me out.
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DustyDrake
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« Reply #29 on: September 10, 2012, 04:41:45 PM »

Pffthahaha!
While making some icons, I noticed the tommy gun's grip was off.
Not that the grip itself was wrong, but where the player was holding it!
He was holding it on the stock, and I had even put a trigger there.
Good thing that was noticed now.
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DustyDrake
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« Reply #30 on: September 17, 2012, 04:29:56 PM »

Dear TIGSource,
Today I learned two somethings which are fairly important:
1)Customization of the player is nice, but not if it comes at the expense of art.
2)Colors are important

I started pulling the player models into their individual pieces, and realized that the customization layers I wanted (Hat, Skin, Back, Torso, Feet) wouldn't work.
Y'see with the new shading, the hats cast shadows on the face of the wearer. Which, how would  I transfer that to the sprites that are pulled apart? The hats would look weird without the shadows cast, and the new skin tones would look weird if they cast just a flat gray shadow.
So I 'fixed' it.
I made all the shading be a 25% black which I applied to the base color. Something I could mimic when separating the sprites into parts.
I then watched the sprites die.
This is something I've never seen before, the transition from hue shifting to a linear (possibly even exponential) shading. My character's art turned ugly, Renya's turned into a zombie. The old man's face grew deeper and his tank top sweatstained.
For quite a few things, it killed the color and the life of Mafia Dudes, made it seem more 'serious'.
And I will tell you right now, SMD is anything but.

I've decided to remove skin tone as an option for the player customization, and it will instead be limited to certain head types. This will mean that there will be quite a few pale white people running around.

But in Mafia Dudes, that's all anyone is.
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Byrono
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« Reply #31 on: September 18, 2012, 10:13:06 PM »

Hehe love the art, are there heads going to stay faceless?
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DustyDrake
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« Reply #32 on: September 18, 2012, 10:55:34 PM »

They will stay at least eyeless.
One weird thing about the Mafia Dude characters is I've never defined their eyes.
Their eye sockets, yes. Never their eyes though. It's like they're always wearing a mask.

I'll draw a picture tomorrow, I can show it better in pencil than pixel.
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DustyDrake
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« Reply #33 on: September 19, 2012, 12:17:27 PM »


Mafia Dude picking out a tie.

Gangster Guy being badly scanned by my scanner. Ugh
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DustyDrake
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« Reply #34 on: September 20, 2012, 03:48:17 PM »

Put on the backburner, but for good reason!
I'm learning networking by working on another project with a friend, you can check it out here:
http://www.ganggarrison.com/forums/index.php?topic=9310.0
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Conker534
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« Reply #35 on: October 06, 2012, 04:20:06 PM »

I really like the money bounce.

I feel like I'll love to collect the money. Game looks awesome keep it up! Smiley
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Untrustedlife
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« Reply #36 on: October 13, 2012, 05:24:01 AM »


Mafia Dude picking out a tie.

Gangster Guy being badly scanned by my scanner. Ugh

Nice looking art, i love the style, the game itself looks very interesting, keep up the good work.
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DustyDrake
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« Reply #37 on: October 30, 2012, 11:04:10 PM »

Speaking of art style I wanted to try something different with the art.
Something a little less stick figure-y and white...


Click for full size and less blur!

Comparison of all the sprites Mafia Dude has used over the years now:


Edit: Updated some pics.
« Last Edit: October 30, 2012, 11:48:27 PM by DustyDrake » Logged

Conker534
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« Reply #38 on: October 31, 2012, 12:40:31 PM »

I prefer pure white skin
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« Reply #39 on: October 31, 2012, 12:46:33 PM »

I second that. It makes him look a little more "different and unique"
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