Hangedman
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« Reply #100 on: October 05, 2011, 10:40:55 AM » |
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13 DAYS REMAIN to the IGF deadline So, again, things balance out, somehow. As with the music, entering and formatting the majority of the story text has taken... minutes, really. I've got a ton of homework to get done tonight, and my recovery is still tentative, but I'm going to try to take my first few steps on the background/world art tonight, because even just a single image is a better start than the nothing and simple sketches I currently have. The next few days will determine if this can get done.
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McMutton
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« Reply #101 on: October 05, 2011, 10:55:55 AM » |
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Don't worry; If you need more time, there's always...
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baconman
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« Reply #102 on: October 06, 2011, 10:32:35 PM » |
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Day 59:PLAYER TWO (Hair is very WIP until I can figure out how to stop it from freaking out with the run anim) Not sure if this ever got fixed, but one thing I noticed here is the sprite in the upper left. You were talking about hair going crazy, it's because in this frame it's offset a pixel to the back. Easy fix. Also looking forward to this. You're way ahead of me, and you kick ass at making 4-color lo-res pixel characters. That's actually my present stumbling block, in fact. Rock on.
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Hangedman
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« Reply #103 on: October 07, 2011, 07:05:05 AM » |
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Yeah, I gave up on the wavy hair a while ago. It just looked jittery since I actually have smooth movement. And thanks for the encouragement! Crunching is hard, but I'm proud of my art so far. Speaking of which... 11 DAYS REMAIN to the IGF deadline and that's not fair Homework. Right on time. Got it done, but yesterday was a wash. Cannot afford washes right now. Today I have off. On the docket: - MAKE SOME GODDAMN ART ASSETS, JEEZ
- Yup
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Hangedman
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« Reply #104 on: October 07, 2011, 03:28:27 PM » |
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Guess what!
I didn't do art!
Instead, I made a setup so the art can actually work in-game and did some pipeline and infrastructure and other words for 'make my life easier in the crunch'.
And as usual, I found a dozen bugs and crushed them.
I'm going to try to sketch up some stuff by hand and see if that'll get my stylus moving. I'll post it up here, too, because I appreciate the support and I know how hard it is to get a handle on it without some graphical fluff to peep at.
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Hangedman
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« Reply #105 on: October 09, 2011, 06:29:59 PM » |
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9 DAYS REMAIN actually 8 because it's almost midnight Devlog is now officially at 80%. 90% will be IGF release candidate status. 100% will be the final future product, whenever it is complete. Yesterday, Thanksgiving (blugh). Today, Thanksgiving (argh) and art. Tomorrow, art and maybe more Thanksgiving (agh). And art until the end. ceci n'est pas une image de vignette Tonight: I'm doing as many of these as I can get done before I collapse. Tomorrow, I'll finish them. Currently standing at 2/~15 or so. Most infinitely more detailed than this one (which isn't really done.) I'll cram this thread full of them as they're done. Onward!
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Hangedman
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« Reply #106 on: October 09, 2011, 07:08:27 PM » |
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backups aren't much use when they're also corrupt not a huge setback at all, just a few minutes of discouraging busywork.
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Hangedman
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« Reply #107 on: October 10, 2011, 10:18:48 AM » |
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« Last Edit: October 10, 2011, 02:12:40 PM by Hangedman »
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Hangedman
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« Reply #108 on: October 10, 2011, 02:12:23 PM » |
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JackMenhorn
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« Reply #109 on: October 10, 2011, 02:17:12 PM » |
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Am I allowed to post about how awesome this looks?
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Hangedman
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« Reply #110 on: October 10, 2011, 02:22:18 PM » |
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Please do, that was my sixth consecutive post
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Hangedman
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« Reply #111 on: October 11, 2011, 07:40:25 PM » |
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7 DAYS REMAIN 6 in about... 28 minutes Vignettes are almost complete, bar one that will take some time to get right. Next I start wholesale on the level art. And the event system will alternate with that when I get sick of arting. That's... about it, really. I'll add a bit of polish and menus if I have time, but my ultimate concern is getting the first of the three stories graphically and textually complete for the Release Candidate. The other two stories are complete only in terms of level design. Even the story text is still being worked on for them. So for now, they will be left in as samples of what is to come.
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Hangedman
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« Reply #112 on: October 12, 2011, 03:53:53 PM » |
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5 DAYS REMAIN thanks to time zones Vignettes are done, implemented. Ideally they'd have simple animation, but for now they'll do. Here's the full array that will go into the RC. (full view for double scaled) Tonight was also spent finding/fixing bugs, and I added the ability to change text speed on the fly holding the up and down arrows (which I wasn't using much anyway). Running out of time, assignments to do. Friday will be the last day that I can spend all day on it. I'll have to make some kind of impact by the end of Friday, or... I don't know. Can't do all-nighters anymore for some reason. At that point, I'll submit what I have, and if I haven't met the goals I wanted for the RC I'll keep grinding until I hit them and update it as much as possible. Wish me luck.
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team_q
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« Reply #113 on: October 12, 2011, 04:13:52 PM » |
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JackMenhorn
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« Reply #114 on: October 13, 2011, 03:53:51 AM » |
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Man, those screenshots are so awesome. They almost give me a BLAME! vibe.
I agree!
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Hangedman
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« Reply #115 on: October 13, 2011, 06:29:20 AM » |
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Man, those screenshots are so awesome. They almost give me a BLAME! vibe.
Super compliment! Nihei is amazing. I should've made The Machine more abstract and warped and angular. But, no matter. Maybe later 4 DAYS REMAIN Work on code Preliminary work on arts Got a long break this afternoon between class and work where I will attack
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dek
Level 1
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« Reply #116 on: October 13, 2011, 07:19:12 AM » |
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Hey, I dont know if anyone pointed it out yet, but it is hard to play on QWERTZ keyboards (some countries in central europe have these). Apart from that, I liked it!
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Hangedman
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« Reply #117 on: October 13, 2011, 07:28:37 AM » |
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Oop. Hadn't thought of that. Thanks for noting it! Currently the control methods are both active at once, which has caused weird problems in the past. I'd love some suggestions on how to resolve this, aside from swapping two control schemes (not hard to code, but would require some roundabout design due to the input structure in FP). In other words, I'll separate them later, but I'd love to know what conflicts there are now.
Current structure is: Left-handed movement/action/special: WASD/KL/Space+Enter Right-handed movement/action/special: Cursors/XZ/Space+LShft
The special keys may not be implemented in the last test build.
EDIT: Oh wow, I had them bound really weirdly. Don't know if they were like that in the build, but no matter, it shall be fixed.
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Hangedman
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« Reply #118 on: October 13, 2011, 07:34:05 PM » |
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My game has backgrounds Simple backgrounds, soon to be improved, but they worked. And I made the code terribly efficient. This would matter, if they weren't tiny grayscale files BUT BACKGROUNDS it's curious how satisfying some tiny tiny milestones are Also, what do people think of those three resolutions? Make it selectable? (possibly not possible.)
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sugarbeard
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« Reply #119 on: October 14, 2011, 03:56:49 AM » |
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Grats buddy! Only a couple more days till the igf deadline, you got this!! I love that channel of light in the screen.
As for size, I'm a sucker for giant chunky pixels so I gotta go with the last one. But having it be selectable wouldn't be a bad idea, just more work.
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