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December 18, 2014, 05:28:08 AM
TIGSource ForumsFeedbackDevLogsCrossCode - TechDemo++ | CrossUpdate #46
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Author Topic: CrossCode - TechDemo++ | CrossUpdate #46  (Read 6544 times)
R.D.
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« on: January 10, 2013, 05:58:36 AM »






Welcome to the DevBlog of our game: CrossCode!

We already opened a Feedback Thread for our first TechDemo which you can check it out here: Feedback Thread.

You can play the new TechDemo++ direclty via this link: Cross Code TechDemo++

With this Thread we want to keep you informed about all the blog posts we are going to make on our blog (RadicalFishGames).
If you prefer asking question here, you can do so and we will try to answer them as quickly as possible.
The plan is to get a post every week. We will not only talk about the progress but also about technical topics (how we implemented some of the features eg.).


This is the Changelog for the TechDemo++:
Code:
- added new simple bot enemy
- new health bar displayed below enemies
- changed graphics of counter-shooting turret bot
- made camera move more smoothly (does not move rapidly when aiming in a certain radius)
- gameplay changes:
  - fluid player movements when switching to aim mode
  - The aiming line now goes precisely through the crosshair
  - matching reaction on ball hits: player and enemies only blink when actually damaged
 - changed dodging:
  - faster dodge with less penalty on aiming precision
  - you can dodge 3 times in a row. After this dodging gets slower
  - you can dodge through enemies
- added gamepad support for Chrome! Play CrossCode with your Xbox-Controller! (picture)
- added AR-display
  - displays a small message box over map content (picture)
  - used in combat to inform about enemy behavior and state
- added MUSIC & SOUND (finally)
  - the volume can be changed via the options menu on the left site
- updated webpage to support mutli language (currently German and English)
- new puzzle object: Multi Hit Switch (needs to be hit multiple times in quick succession)
- new method to pre-render graphics (drastically reducing the draw-calls and thus increasing the performance)
- new control mechanics to control the game via keyboard. Use the movement key to navigate through menus (or the D-Pad on your gamepad)
- new rooms (one to show the multi hit switch and one after the credits ;))
- made the ceiling of maps darker to separate them better
- new graphics for buttons when hovering over them (or selecting them)
- implemented GameAddon architecture to structure our game
- GUI improvements

Videos:


Pictures:




TechDemo++: CrossCode TechDemo++
Twitter: @RadicalFishGame
Facebook: FacebookFanpage
Website (DevBlog): RadicalFishGames
Feedback Thread: Feedback
« Last Edit: April 29, 2014, 04:41:42 AM by R.D. » Logged

R.D.
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« Reply #1 on: January 10, 2013, 05:59:34 AM »

And we already have our first blog post

Next steps for CrossCode

As the name suggests this post is about the future of CrossCode. We also summarize all the great feedback we got all around the world and talk about what we already improved and going to improve in the enhanced TechDemo.
Any opinions are welcomed!
« Last Edit: January 10, 2013, 06:04:48 AM by R.D. » Logged

R.D.
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« Reply #2 on: January 12, 2013, 11:58:22 AM »

And here comes the second post!

Movement Physics in CrossCode

This time lachsen explains how we implemented the way we move around the entities in CrossCode.
For those interested in GameDev this is worth the read!
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Thecoolestnerdguy
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« Reply #3 on: January 13, 2013, 12:07:33 PM »

Wow! This is really awesome! Everything is awesome, except the lack of music, but everything else is very awesome actually.
Just a question: how you implemented right clicking in html5?
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« Reply #4 on: January 13, 2013, 03:22:22 PM »

Oh, this is really cool.
I'll have to play some more when I'm not on a laptop (can't play well with a touchpad)
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« Reply #5 on: January 14, 2013, 12:21:31 PM »

Yeah, I agree with the other posters, this is really nice! Generally very well put together and fun to play.
I really appreciate the display settings/options also!
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Lauchsuppe
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« Reply #6 on: January 14, 2013, 03:35:30 PM »

That was one awesome techdemo! Totally looking forward to the next demo. Also, I dropped you an email if you happen to be in need of an audio guy.
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R.D.
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« Reply #7 on: January 16, 2013, 05:17:15 AM »

@Thecoolestnerdguy
Thank you for the awesomeness Beer! For the TechDemo++ there will be sound! We are currently implementing sounds and we might even get music in the demo too!

Implementing a right mouse click in HMTL5 happens on the impact.js site. You can do it your self by binding a function to a element. Here is a quick untested example of how you could do it with jquery:
Code:
$(element).bind('contextmenu', function(event) {
    // might want to check if the really the right mouse button fired the event.
    event.preventDefault();
    event.stopPropagation();
});

Hope this helps Smiley

@Lauchsuppe
Thanks for the feedback and the mail! We are going to answer it (sorry if it might take a while, real life hates us Sad).
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Thecoolestnerdguy
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« Reply #8 on: January 16, 2013, 05:25:45 AM »

Code:
$(element).bind('contextmenu', function(event) {
    // might want to check if the really the right mouse button fired the event.
    event.preventDefault();
    event.stopPropagation();
});

Wow. Thanks. I didn't knew that contextmenu event. I asked myself a ton of times how the youtube html5 player replaced the default "right click menu". At least on that, html5 is superior to flash (actually in other many aspects, but...)
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R.D.
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« Reply #9 on: January 16, 2013, 09:10:06 AM »

No problem! Things like these are the reasons we prefer HTML5 :D (No really... it was just the right click :p)
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Thecoolestnerdguy
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« Reply #10 on: January 18, 2013, 05:58:23 AM »

I was experimenting with the mouse buttons and made this little "demo". Works perfectly on Chrome 21. Right mouse click didn't work on FF.

Code:
var mousebuttons = function()

    document.addEventListener("mousedown", function(e){
    switch(e.button)
    {
        case 0:
            alert("Left button clicked!");
            break;
       
        case 1:
            alert("Middle button clicked!");
            break;
       
        case 2:
            break;
    }
    })
   
    document.addEventListener("contextmenu", function(e){
    event.preventDefault();
    event.stopPropagation();
    alert("Right button clicked!");
    })
   
}
mousebuttons();

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« Reply #11 on: January 18, 2013, 06:42:05 AM »

It played really well and seemed polished and smooth. Keep up the good work.
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« Reply #12 on: January 18, 2013, 07:56:02 AM »

Wow it's simply awesome and just with the first impression you see the effort that you've currently put'd on this.

Keeping an eye here!
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R.D.
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« Reply #13 on: January 20, 2013, 11:52:53 AM »

@thekill473 & devMidgard
Thanky you both!

@topic
We started with a weekly update on each sunday! And here is our first one:
Weekly Update #1

We rewrote the map system to store the actual type of the map, which makes it easier to work with maps. And we added a terrain editor to specify the type of a single tile. (click on the link for pictures).

Also we started integrating the gamepad API!
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« Reply #14 on: January 20, 2013, 04:30:47 PM »

Regarding your "next steps" post, I actually really like the balance in the actual combat scenario. Battles are much longer than they are for many games, and you have to keep hitting all the different enemies to keep them from charging you, vs. the usual 'tactics' of "spam fire at this one enemy until it dies, then repeat". Considering the length of the battle, it would be nice if there were more moves you could use, or more abilities on your enemy's side, just to mix things up, but it's really nice overall. I agree though, the dodge feels a little underpowered, as it keeps you rooted for a moment before and after the actual movement. Camera's a little jittery too, glad that's fixed.
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« Reply #15 on: January 22, 2013, 10:21:20 AM »

@Thecoolestnerdguy
Sorry, I forgot you int the last post :p Strange that it does not work in Firefox, since it should :D

@7heSama
It will not end it just spamming balls against the enemey for sure. We want to keep it a little bit tactic but is should still make fun to fight and style the battle :D
We also integrating new moves (close combat) and different skills so players have also to chance to customize the character.

 
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« Reply #16 on: January 23, 2013, 05:21:00 AM »

@Thecoolestnerdguy
Sorry, I forgot you int the last post :p Strange that it does not work in Firefox, since it should :D


Maybe because I'm with a pretty old version of FF, sice I never use it.
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« Reply #17 on: January 27, 2013, 03:21:03 PM »

@Thecoolestnerdguy
Yeah you should always work with newer versions. browser tech is developing super fast.

@Topic
Weekly Update #2 - we got art

http://www.radicalfishgames.com/

Not happened much but a little extra for the TiG people: we can aim and run around and shoot and dash with the gamepad. It feels awesome and it will be in the TechDemo++ (at least for Chrome.).

« Last Edit: January 27, 2013, 03:28:15 PM by R.D. » Logged

R.D.
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« Reply #18 on: February 03, 2013, 01:03:55 PM »

Weekly Update #3
Click hard on my text!
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« Reply #19 on: February 10, 2013, 12:23:35 PM »

We got a weekly update for you!

Weekly Update #4

This time we have a lot about GUI and how you can interact with the GUI system via the mouse, keyboard or gamepad.
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