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Connor
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« Reply #1 on: May 05, 2016, 04:47:39 PM » |
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FUCK YES FINALLY
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hyperduck
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« Reply #2 on: May 06, 2016, 05:50:16 AM » |
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Good to see you back dude <3
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ag radley
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« Reply #3 on: May 06, 2016, 06:43:38 AM » |
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<3
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ag radley
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« Reply #4 on: May 07, 2016, 12:42:07 AM » |
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Franklin's Ghost
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« Reply #5 on: May 07, 2016, 02:25:15 AM » |
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Archer was the original reason I joined these forums so it's nice to see it coming back
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ag radley
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« Reply #6 on: May 08, 2016, 03:17:19 AM » |
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Today I've mostly been generalizing some different objects like projectiles and actors. Nothing too exciting. I'd like to start playing around with more enemy types tomorrow including some that have integrated physics components. I also changed the projectile arrow damage to be based on it's speed and weight, rather than just have a flat damage, which I think resonates more with the physics-y nature of the game. Here's a bug from the bat AI code that I was updating. Forgot to give them a spawnsleep state.
It's raining bats.
Having fun in the sandbox.By the way, does anyone here have experience with box2D? What's the best way to move the anchor of a rope without causing problems? You can see the issue I'm dealing with in the second gif - the top segment gets stretched out.
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« Last Edit: May 08, 2016, 10:45:30 AM by gabev »
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ag radley
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« Reply #7 on: May 09, 2016, 12:10:31 PM » |
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More rope stuff today. Added ability for other objects to be bound the rope and ability for ropes to split into two branches. Managed to fix my issue from yesterday by swapping out distance joints for rope joints (lol).
Rope cutting tests.
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ag radley
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« Reply #8 on: May 10, 2016, 09:23:20 AM » |
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Got moving platforms mostly sorted today, though there are still a couple issues with the orbiting/circular moving platforms. Kind of dreading having to do more trajectory math for the enemy AI now. Edit : Well I did it with some help and it was way easier than i thought lol
Moving platform tests.
Predictive aiming test.
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« Last Edit: May 10, 2016, 03:11:52 PM by gabev »
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ag radley
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« Reply #9 on: May 11, 2016, 11:19:05 AM » |
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I was reaching a point of diminishing returns with programming so I took a break and did some sketching and some little top-down design drawings. I might do another day of drawing tomorrow before diving in and implementing these moth people in the game. I'm not keeping any lore from the previous version of the game so I'm having fun imagining how this world works. There have been a lot of little moths flying around my house lately so I was inspired to design some moth people.
Moth princess.
A set of moth-themed enemies.
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« Last Edit: May 11, 2016, 02:24:19 PM by gabev »
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ag radley
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« Reply #10 on: May 12, 2016, 07:19:44 PM » |
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Was planning to work on the drawings I started yesterday but ended up getting the itch to do some sprite tests. I'm not sure how well these will look or how I will even go about animating them (I'd like to do physics/programmatic animation where possible), so for now they will just be static placeholders.
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« Last Edit: May 13, 2016, 02:44:08 PM by gabev »
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ag radley
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« Reply #11 on: May 13, 2016, 02:42:05 PM » |
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Finished up these test sprites from yesterday.
I started these the day before yesterday and I wanted to finish them, but I think I'll just go ahead and move onto the next thing. I want to keep a brisk pace and avoid getting bogged down in anything. My plan is to allow you to side with either the moth kingdom or butterfly kingdom who are at war with one another. I want to keep the moth designs simple, modest, and with neutral colours, and have the butterflies be colourful and flamboyant. I have some good ideas for the butterflies so I'm gonna do them next and then jump back into the code and implement these before doing anything else.
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« Last Edit: May 19, 2016, 02:35:38 AM by gabev »
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FK in the Coffee
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« Reply #13 on: May 14, 2016, 06:42:36 PM » |
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oh my goooooooooooddd Words can't describe what I just felt seeing this in the DevLog section again
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jctwood
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« Reply #14 on: May 15, 2016, 02:18:44 AM » |
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These illustrations are so mesmerising.
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ag radley
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« Reply #15 on: May 15, 2016, 08:57:27 PM » |
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I started getting the flying baddies online. Everything is janky right now and the projectiles don't even collide but I got some good work done on generalizing the AI behaviours. I'm happy with the sinwave scaling flap animation for now, but in the future it would be cool to give the wings some kind of cloth physics when they fall and die. Maybe something similar for the antennae as well. I realized these sprites are pretty complex and would require a lot of animation to look nice. Like right now you can also see that right now when they die they just turn into a physics object and kind of clunk to the ground like a statue, so I'm thinking of some kind of animation where they disintegrate into a lot of smaller moth particles or something in order to avoid dealing with death animations. I might also do ragdoll physics if I decide to do a skeletal animation system with Spine or whatever that GM-friendly skeletal animation software is called.
New mothfolk enemy testing.@FK in the Coffee, JctWood <3
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« Last Edit: May 18, 2016, 03:09:24 AM by gabev »
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ag radley
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« Reply #16 on: May 16, 2016, 01:12:22 PM » |
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Didn't get a whole lot done today but I did manage to make progress on the enemy AI aiming. They now have general behaviours for different kinds of aiming (linear direct, linear leading, arcing direct, arcing leading) depending on the properties of the projectile. I still have to do some code for picking what shot to use but after that I can move on to the next thing, which will probably be mounts. Oh, and I also added some code for motion trails which I forgot to mention yesterday. I'm not sure if I actually like the look of them though.
Enemy AI aimlead testing.
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« Last Edit: May 18, 2016, 03:09:29 AM by gabev »
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ag radley
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« Reply #18 on: May 17, 2016, 06:11:10 PM » |
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Got a moderate amount done today. Finished the enemy shooting behaviour (for now), but in the future I will probably have to redo it if I want a more robust AI system. I also added a small system for tracking and interacting with context options (doors, chests, rideable stuff, that kind of thing), and as a result of that improved the input system quite a bit. I think I will add in gamepad support now so I don't have to change a lot of stuff later. After that it will be mounts.
Just a shot of the test sandbox.
this is not how this is supposed to work
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« Last Edit: May 19, 2016, 02:35:47 AM by gabev »
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cynicalsandel
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« Reply #19 on: May 17, 2016, 06:31:20 PM » |
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Holy cow, how long has it been? Hype
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