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877628 Posts in 32872 Topics- by 24313 Members - Latest Member: CWolf

May 20, 2013, 04:01:14 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCommonplace BookVerge (27 Life and Death) [FINISHED]
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Author Topic: Verge (27 Life and Death) [FINISHED]  (Read 67661 times)
xerus
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kpulv

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« Reply #15 on: November 11, 2008, 07:35:46 PM »

Graphics work today!  I changed the main character a little, but here he is walking.  I hate animating.

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Rory
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« Reply #16 on: November 11, 2008, 08:11:47 PM »

Shocked this looks amazing! I just hope that the experience lives up to the mockup image.

No pressure or anything :D
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xerus
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« Reply #17 on: November 14, 2008, 12:20:20 AM »

Heres a nice work in progress shot from the game that doesnt tell you anything :D

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xerus
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« Reply #18 on: November 21, 2008, 02:08:57 PM »

Hello party people.  Just checking in to prove that I'm doing work on this game.  I've been up and down the canadian border this week for Gamma, but I brought my 4 year old piece of shit laptop with me to get as much done as possible with good ole game maker.



So there's a small screenshot.  Since most of the graphics aren't done, it's pretty boring.  Most of the gameplay stuff is in here now though.  Classic platformer stuff for the most part.  Unfortunately I don't think I'll have a build before the deadline to preview anything.

SO GAME MAKER FOLKS... there's no way to just collide with tiles, huh?  I have to make like a bazillion objects for my collision detection?  This kinda sucks... I am running it on a 4 year old not so great laptop, and it lags to hell just with a small test level.  I tried to do this deactivate objects outside of the range of the window (or extended past that) but that ends up breaking most of my game because I need things to happen far out of the window at times.  I can't just turn off my solid objects, because then everything outside the window will fall through them.

Anyway, I should have this done in some form by the deadline I hope.  It may be just a few levels, but if it comes out well enough I'll do an EXTENDED BONUS EX GOLD+ edition of the game with more shit.

THATS IT.
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UltraJMan
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« Reply #19 on: November 22, 2008, 04:19:43 PM »

Heh, didn't realize you were making a game for this competition. It looks like a good one, looking forward to seeing it in action.
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Eric McQuiggan
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« Reply #20 on: November 22, 2008, 05:03:02 PM »

Lookin' hot so far!
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Gorgoo
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« Reply #21 on: November 22, 2008, 09:35:16 PM »

SO GAME MAKER FOLKS... there's no way to just collide with tiles, huh?  I have to make like a bazillion objects for my collision detection?  This kinda sucks... I am running it on a 4 year old not so great laptop, and it lags to hell just with a small test level.  I tried to do this deactivate objects outside of the range of the window (or extended past that) but that ends up breaking most of my game because I need things to happen far out of the window at times.  I can't just turn off my solid objects, because then everything outside the window will fall through them.

You can't collide with tiles, but there's a solution that I tend to use: create a square "solid" object the size of your average tile, set 'Visible' to false in the object editor, and place it down on top of the tiles you've set in the room.

Of course, this doesn't work on moving objects, since the tile will stay in place and you'll have a moving invisible platform. For those, if you want, you can use Creation Code (accessible in the room editor by Ctrl + right-clicking an object. It's instance-specific code) to give different objects their own sprites, but you'll have to remember which is which; the room editor won't show you, but it should show up in the game.
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xerus
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kpulv

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« Reply #22 on: November 22, 2008, 09:40:25 PM »

SO GAME MAKER FOLKS... there's no way to just collide with tiles, huh?  I have to make like a bazillion objects for my collision detection?  This kinda sucks... I am running it on a 4 year old not so great laptop, and it lags to hell just with a small test level.  I tried to do this deactivate objects outside of the range of the window (or extended past that) but that ends up breaking most of my game because I need things to happen far out of the window at times.  I can't just turn off my solid objects, because then everything outside the window will fall through them.

You can't collide with tiles, but there's a solution that I tend to use: create a square "solid" object the size of your average tile, set 'Visible' to false in the object editor, and place it down on top of the tiles you've set in the room.

Of course, this doesn't work on moving objects, since the tile will stay in place and you'll have a moving invisible platform. For those, if you want, you can use Creation Code (accessible in the room editor by Ctrl + right-clicking an object. It's instance-specific code) to give different objects their own sprites, but you'll have to remember which is which; the room editor won't show you, but it should show up in the game.

Unfortunately placing a solid with all the tiles I want to be collidable is not a solution.  Thats exactly the problem.  I have to do this, so I have to create thousands of instances that are just solid objects, and that seems to be a memory hog...  gah.
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Gorgoo
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« Reply #23 on: November 22, 2008, 09:44:59 PM »

Unfortunately placing a solid with all the tiles I want to be collidable is not a solution.  Thats exactly the problem.  I have to do this, so I have to create thousands of instances that are just solid objects, and that seems to be a memory hog...  gah.

There's always the Creation Code solution. It'll be unintuitive, since you'll have to check tiles individually on the room editor, but it should (hopefully) solve the memory-hogging problems. At least, I assume that objects take up more space than sprites.
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xerus
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kpulv

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« Reply #24 on: November 23, 2008, 10:20:29 PM »

Some background crap got done today so far.  I woke up at 5pm so I expect to be working well until 8am this morning!

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xerus
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« Reply #25 on: November 25, 2008, 03:17:22 AM »

I wish I had a title for this.



I might have something for the deadline at this rate, wahoo!
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Rory
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« Reply #26 on: November 25, 2008, 10:10:43 PM »

VOODOO DOLL ADVENTURES!!!
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xerus
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« Reply #27 on: November 26, 2008, 12:26:34 AM »

VOODOO DOLL ADVENTURES!!!

...quite.
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xerus
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« Reply #28 on: November 26, 2008, 03:42:28 AM »

Anyway.  Here's a shot of THE FIRST ROOM!  This is looking less like a test engine demo and more like a game, now! :D

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agj
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« Reply #29 on: November 26, 2008, 09:36:36 AM »

Really pretty stuff! I love that pink sky with those clouds--nice stuff. Is the font supposed to look like that, though? The V, the R and the N could use some tweaking, if so. Other than those, I really like the font you produced, especially the numerals.
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