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1028664 Posts in 41307 Topics- by 32915 Members - Latest Member: Rodmanix

July 31, 2014, 07:44:17 PM
TIGSource ForumsFeedbackDevLogsEven the Ocean (demo available. follow-up to Anodyne)
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Author Topic: Even the Ocean (demo available. follow-up to Anodyne)  (Read 88060 times)
mushroomized
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« Reply #60 on: April 14, 2013, 07:04:32 AM »

pic~


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seagaia
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this is okay


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« Reply #61 on: April 14, 2013, 11:39:28 PM »

GOOD EYE


finally did this this weekend



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DesTomate
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« Reply #62 on: April 15, 2013, 07:45:22 AM »

gfx look good nice.
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seagaia
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« Reply #63 on: April 15, 2013, 03:40:12 PM »

i avoided falling asleep in my political theory class today by drawing out the intro level more.

i also did additions to the editors.

anyways here's something stupid

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seagaia
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« Reply #64 on: April 15, 2013, 11:53:41 PM »

there game mechancis

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aberrantmind
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« Reply #65 on: April 16, 2013, 12:38:23 AM »

eeeenteresting
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mushroomized
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« Reply #66 on: April 16, 2013, 06:57:24 AM »

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seagaia
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« Reply #67 on: April 16, 2013, 09:48:06 PM »

player movemetn bug fixes, state transitions...between some of the states...

going to read a bit, then plan out some stuff that i need to plan a bit more
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seagaia
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« Reply #68 on: April 17, 2013, 09:50:45 PM »

urk, I think we are very close to figuring out how we tie in mechanics from one part to another.

this will make sense if we finish the game, I swear.


like, stuff is being implemented, but stuff is also being figured out. does tha tmake sense? like a program. kind of. this game is a program. but also is a set of floaty ideas.

weird.
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Hipshot
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« Reply #69 on: April 18, 2013, 04:04:50 AM »

Powerful mechanics inside great graphics so far!

I like the in game editor thing, you don't see any issues doing everything in game? Can you script there too?
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seagaia
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« Reply #70 on: April 18, 2013, 02:41:53 PM »

Powerful mechanics inside great graphics so far!

I like the in game editor thing, you don't see any issues doing everything in game? Can you script there too?

HAHAHA yeah. I'm wondering how much of the game to actually show, I think it would be more fun to not reveal it. But at some point we'll want to test a demo of sorts. iono.

No, I don't foresee any issues with doing stuff in-game, at least with what we have planned.

For scripting, it would be nice if I could do that with the code and be able to refresh in-game but I can't figure out what works well with HaXe, or what the performance would be like. I guess I could just make up some scripting language and read that in and have stuff behave based on it - I might do that if the more tricky entities (Bosses) get out of hand. But for the most part, the in-editor stuff I have is for help with level editing.

I've just usually hardcoded my cutscenes. Which is fucking awful I guess. Maybe I'll think of a better way to do it when that time comes?
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mushroomized
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« Reply #71 on: April 18, 2013, 03:25:07 PM »

Powerful mechanics inside great graphics so far!

I like the in game editor thing, you don't see any issues doing everything in game? Can you script there too?

HAHAHA yeah. I'm wondering how much of the game to actually show, I think it would be more fun to not reveal it. But at some point we'll want to test a demo of sorts. iono.

No, I don't foresee any issues with doing stuff in-game, at least with what we have planned.

For scripting, it would be nice if I could do that with the code and be able to refresh in-game but I can't figure out what works well with HaXe, or what the performance would be like. I guess I could just make up some scripting language and read that in and have stuff behave based on it - I might do that if the more tricky entities (Bosses) get out of hand. But for the most part, the in-editor stuff I have is for help with level editing.

I've just usually hardcoded my cutscenes. Which is fucking awful I guess. Maybe I'll think of a better way to do it when that time comes?

aren't you using python or something to do some scripting thing somehow? If you ever do this or whatever, you should totally write a blogpost about it so idiots me can see how it's done
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seagaia
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« Reply #72 on: April 18, 2013, 03:32:42 PM »

Well, I had used python in the past to convert some arbitrary dialogue flat file into objects for AS3 (that's what anodyne does). But I realized I could just skip that step by embedding text files and parsing them myself ingame.

If I can figure out a sane way to make a scripting language to control basic things about some entities, I might do that. It's probablynot that hard, I just need to think about it a bit. I think the idea would be to make a series of commands that wait for conditions to be fulfilled, and use this helper skeleton class to make entities act some way till a condition is filled, then do the next thing, etc.
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Myran
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« Reply #73 on: April 18, 2013, 05:52:07 PM »

I haven't used haxe for a few years now, but to me it seems possible to use hscript as a scripting language while developing the game and then compiling the scripts with the regular haxe compiler for deployment. Since hscript isn't a full implementation of haxe it would limit you a bit, but I guess you only need live reloading for some basic behavior anyway.
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GingieAle
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« Reply #74 on: April 18, 2013, 08:08:25 PM »

Wow I don't understand ANY of this coding talk :/
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