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879988 Posts in 33015 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 12:44:31 PM
TIGSource ForumsDeveloperCreativeSo what are you working on?
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Dave_C
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« Reply #9750 on: August 10, 2012, 02:02:35 AM »

Some piccas of my retro-action arcade style game for iOS.. nearly finished! aw yeah.




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dek
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« Reply #9751 on: August 10, 2012, 02:28:26 AM »

EDIT: @dek - That's 3D, isn't it? It's looking pretty awesome! I like the colors you chose! Grin

Thanks! No, its all 2D actually. Only movement in X and Y dimensions. I think it is the Texture stretching that happens sometimes that gives the appeal of vertices moving along Z.
« Last Edit: August 10, 2012, 09:17:25 AM by dek » Logged

threesided
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« Reply #9752 on: August 10, 2012, 08:44:28 AM »



Yesterday me and the programmer got together and hammered out some of the details of our game, and what we expect to show come the end of the month. We got our starting screen almost all together now too, so feast your eyes! I will try to capture some gameplay video soon too.
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keo
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« Reply #9753 on: August 10, 2012, 08:58:38 AM »

those are wisps right like in the Mana games, earth, air/maybe light/, shadow.  looks great.
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SolarLune
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« Reply #9754 on: August 10, 2012, 09:15:46 AM »

Yeah, that looks pretty cool! What function are they gonna serve in-game?
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threesided
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« Reply #9755 on: August 10, 2012, 09:31:27 AM »

Yeah, that looks pretty cool! What function are they gonna serve in-game?

Those wisps (Guardians) are what determine your attacks. The main hero doesn't actually directly attack, but instead commands his Guardians to do the attacking. They are pretty integral to the entire battle mechanic.  As for their elemental significance and stuff, that is still yet to be determined. I'll explain more in a few days Wink
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_Madk
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« Reply #9756 on: August 10, 2012, 09:06:26 PM »





a 100% moddable ansi adventure game engine, scripted using a combination of my own little variation of xml, and lua. the engine is nearly done.

I have literally no idea why I've dedicated my day to doing this.

on the plus side, now I know how to implement lua scripting in my games.

just for fun, the script for my stray cat (pictured above with a red 'c')

Code:
#entity[
name: "Stray cat";
script: "../scripts/cat.lua";
portrait: "../graphics/portraits/cat.bam";
#loc[ map: "test"; x: 4; y: 4; layer: 1; ];
#tile[ char: 99; fg: 2; bg: 9; ];
];

Code:
function runonce() -- runs once and before main, when the map containing this entity is entered.
--math.randomseed(os.time())
end

function activated() -- runs when another entity uses the action key at this entity
local show=""
local choose=random(0,2)
if choose==0 then
show="Mrow."
elseif choose==1 then
show="Purr..."
elseif choose==2 then
show="Mew!"
end
-- argument 1: target. leave as a blank string to target whatever did the action.
-- argument 2: speaker. whose portrait to use, basically.
-- argument 3: speaker name. leave blank to use the speaker's regular name.
-- argument 4: text. this is the actual message that should be displayed.
message("","this","",show)
end

function main() -- runs once every frame.
local value = random(0,60)
if (value==0) then
move(1,0)
elseif (value==1) then
move(-1,0)
elseif (value==2) then
move(0,1)
elseif (value==3) then
move(0,-1)
end
end
« Last Edit: August 10, 2012, 09:48:01 PM by _Madk » Logged

JMickle
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« Reply #9757 on: August 11, 2012, 01:53:41 AM »

release that badboy i'll make a game out of it
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boxedlunch
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« Reply #9758 on: August 12, 2012, 01:59:58 AM »


a procedurally-generated map thingy. first time i tried something like this and it's turning out nice. or at least for what i need. Smiley


my first attempt. four branches come from a random point and then a branch comes from each of those.


i added a third set of branches that comes off of each second branch. i might've made it so some branches are two spaces thick, i don't know for sure.


i definitely added the thicker branches at this point. i also made it so that once in a while, one of the 4 branches won't be created. the area where the random starting point can be created in is smaller. this is what i'm currently using.

i'm definitely going to mess with this a bit more, but i think i'm at a point where i can work on the actual game part of this.

oh and this is for Game Jolt Competition 8
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DustyDrake
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« Reply #9759 on: August 12, 2012, 02:47:59 AM »

Nifty, you should add some rooms as well, because corridors are booooring
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SolarLune
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« Reply #9760 on: August 12, 2012, 07:25:50 AM »

Nifty, you should add some rooms as well, because corridors are booooring

Agreed. Rooms would really make it more fun to run around in - maybe you could randomly select a group of rooms and make a larger room out of them? Or you could just randomly place large rooms instead of hallway blocks, if you've designed it to be that modular.
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_Madk
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« Reply #9761 on: August 12, 2012, 12:36:13 PM »



« Last Edit: August 12, 2012, 01:57:13 PM by _Madk » Logged

Geti
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« Reply #9762 on: August 12, 2012, 10:46:05 PM »

Madk that's looking A+

More of this.

Got saving maps to files vaguely working but want to improve the format and add simple editing tools + construction in the player object before dumping. I kind of want to drop the fake lighting in the display and bake lighting into the map so you can read the angle of hills a little better and to keep display nice and fast (you can see the number of blits isn't tiny for a software renderer, even if it is just stamping indexes into the surface).

Still gotta write that OGL renderer. >_>
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_Madk
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« Reply #9763 on: August 13, 2012, 03:23:07 AM »



 Addicted
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Houndninja
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« Reply #9764 on: August 13, 2012, 04:03:31 AM »


I know, but I try not to suck :/, I've been working on sprites today for my upcoming stealth game. Thought I'd take a zoomed in screen cap half way through my work..
« Last Edit: August 13, 2012, 04:43:15 AM by Houndninja » Logged
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