Jared C
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« Reply #40 on: September 13, 2013, 01:07:07 AM » |
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Alright, here's what the new forward-pointing gun looks like. Still hard at work on animations and character the creation system.
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s0
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« Reply #41 on: September 13, 2013, 02:55:44 AM » |
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Looking much better, keep it up!
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ericmbernier
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« Reply #42 on: September 20, 2013, 07:43:22 PM » |
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Much better. Looks great, go go go!
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ShinnyMetal
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« Reply #43 on: September 21, 2013, 09:32:14 PM » |
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Alec S.
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« Reply #44 on: September 27, 2013, 06:23:02 AM » |
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The track sounds good, but we're a bit early in development to be bringing on a musician.
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Alec S.
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« Reply #45 on: October 11, 2013, 01:54:59 PM » |
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Alright, the game is now called Bandits and Bounties.
I'm starting to realize that Actionscript is not going to cut it for this game, especially if I want to have a chance of seeing it on consoles, so I'm going to be switching to Unity. Fortunately it's still fairly early in the process so that won't be too monumental of a task. I'm still going to do some prototyping stuff in Actionscript, as well as get a scenario editor up and running in actionscript since that'll export XML files that I can then import in Unity.
My next prototyping task is the dialogue system. Basically I'm (for the most part) eschewing the dialogue trees of most RPGs in favor of a system more along the lines of the diplomacy system of a 4X strategy game.
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Alec S.
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« Reply #46 on: October 17, 2013, 11:08:08 AM » |
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Starting porting things over to Unity. Holy shit, Unity makes a lot of things easier, especially for something like this. Setting up enums is so much more rewarding when it means I get drop-down menus in the unity editor to do things like picking skills to modify.
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ananasblau
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« Reply #47 on: October 17, 2013, 11:11:45 AM » |
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I'll just watch until you starting calling Unity names
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Alec S.
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« Reply #48 on: October 17, 2013, 11:32:12 AM » |
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Jared C
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« Reply #49 on: October 24, 2013, 01:19:41 PM » |
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Alec S.
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« Reply #51 on: October 30, 2013, 05:12:11 PM » |
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Updated the first post with more details about the game and better formatting. I've been continuing to work in Flashpunk and Unity in parallel. Basically I can use the Flashpunk version as a rough prototype, and work more methodically in Unity once I know what works. I've created a class that holds weapon information including rate of fire, knockback, projectile type, screen-shake, ect... Meanwhile in Flashpunk I've been getting the character animation system working so that all the parts of the character animate properly. Here's a little WIP shot:
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S16VATR
Level 0
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« Reply #52 on: October 30, 2013, 09:30:25 PM » |
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ninja challenge
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Alec S.
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« Reply #53 on: November 19, 2013, 10:10:28 AM » |
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Animation system is coming along.
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Alec S.
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« Reply #54 on: November 23, 2013, 02:02:33 PM » |
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Updated tileset. Also, got tile-reading and most of the animation system working in Unity.
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Alec S.
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« Reply #55 on: November 27, 2013, 11:44:38 AM » |
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Got the animations and guns mostly working in Unity:
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Nuprahtor
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« Reply #56 on: November 27, 2013, 12:02:49 PM » |
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Western RPG is a cool idea. Following. And I can't unsee the game character as naked in the last screenshots...
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Thank God For The Rain - a magical neo-noir JRPG - devlog, tumblr
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Jared C
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« Reply #57 on: November 28, 2013, 12:15:09 AM » |
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Now with saucy cowgirls!
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Alec S.
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« Reply #58 on: December 04, 2013, 08:38:44 PM » |
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« Last Edit: December 04, 2013, 08:53:06 PM by Alec S. »
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Alec S.
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« Reply #59 on: December 08, 2013, 01:07:13 PM » |
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Made some palette swap code that will allow players to customize the color of their costume pieces, as well as make it so we don't need multiple image files for the same sprite in different colors.
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