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1411125 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 11:49:56 AM

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1  Community / DevLogs / Re: Simple Arkanoid Clone in Lua (+ Tutorial) on: June 06, 2017, 08:50:17 AM
Almost there Hand ClapSmiley great job!
2  Community / DevLogs / Re: SpellDown! on: May 28, 2017, 12:10:38 AM
Yay! glad you liked it:) At the moment, I'm super excited and sidetracked and randomly exploring stuff after revisiting this XD

At the very beginning, I started out using Cocos Studio (which is now EOL'd since 3.10 - but you can still get it if you want as mentioned in this post); and at that point I had just updated cocos to 3.14. Since I didn't want any complications in the future, I decided to ditch Cocos Studio and basically do things by hand. All of it is in fact a lot of actions(ease*, move* etc) called together or in sequence with delays.

Sadly Cocos Creator is not really what Cocos Studio was and I didn't dig any deeper in that tangent hmm.
3  Community / DevLogs / Re: SpellDown! on: May 27, 2017, 08:35:27 PM
Still working on those dungeons Smiley Here is a weekly round up - http://www.yadurajiv.com/2017/05/28/spelldown-devlog-3-weekly-roundup/

4  Community / DevLogs / Re: SpellDown! on: May 25, 2017, 04:41:36 AM
Update - May 25th, 2017

I had a late start yesterday and didn't get to really dig deep into what I wanted to do with the dungeon map generation, which I did today. The results were pretty good Smiley I was able to generate large maps as big as 100x100 within a fraction of a second, which was cool. Below are randomly generated maps with connected rooms. The green triangle is the start, the black triangle is the end; the red lines represent the doors/connections and the red squares are all dead ends. So in terms of number of tasks, I just have one Tongue lol.




5  Community / DevLogs / Re: SpellDown! on: May 23, 2017, 11:39:06 AM
Update - May 23rd, 2017

Today was basically spend on the following...

  • Asset loading and caching via a tiny grouped json
  • Worked on a transition that can be applied on all scenes - a door open/close effect [ux]
  • capture accidental taps/touches during transitions [bugfix]
  • Housekeeping

That's it for today Smiley and too tired now to go back to work, after going out an playing some football with friends -_- Hope I get a lot more done tomorrow.
6  Community / DevLogs / Re: SpellDown! on: May 22, 2017, 06:59:46 PM
A dramatic entrance of sorts, was working that tiny explosion.

7  Community / DevLogs / Re: simple arkanoid clone in Love2d (+tutorial) on: May 21, 2017, 10:19:01 PM
I think this is brilliant! I hope you get to finish it soon. I will most definitely recommend it to all my students Smiley
8  Community / DevLogs / SpellDown! on: May 21, 2017, 11:13:02 AM
It has been quite some time since I posted a DevLog here Smiley so I hope this is for the best Gentleman Here we go!

What is SpellDown!?

SpellDown! is a lighthearted word building game which has you fighting monsters with magic. The game will also have some amount of dungeon crawling and roguelike elements.

The Story

In SpellDown! you play the role of a young mage on a quest to learn magic. Your new found interest in magic and a need for a mentor takes you on a journey to a town known for being a watering hole for wizards. As a young apprentice you take on errands and quests for your mentors to gain more knowledge and power. But, in your quest for knowledge, you may have unwittingly triggered events that can have catastrophic effects and now you need to save the kingdom and set things right before the next pool championship starts!   

You use the power of "words" to craft "spells" to defeat these monsters, get loot and more. The game will also feature friendly town folk to talk and other ways to while away your time while not fighting monsters and improving your vocabulary.

So far...


All the art in the game right now is temporary and was put together to mostly test out my workflows, so are most of of all the transitions and effects. The large chunk of my time was just spend putting a l[/img]ot of useful (and not so useful) systems in place to make. The good news is that I have all my workflows in place and hopefully by end of June I will have all the new art in place (with a little help from my friends Smiley

Most of last week was spent on working on multiple monster types that have varying levels of probability when it comes to spawning in rooms. These rooms will be part of the procedurally generated maps that you will be traversing. The last couple of days were a bit slow, so I got to implement a simple dialog system which showed messages, a yes/no prompt and an input dialog box.


The game is built on top of cocos2d-x using c++. I’m planning to release it on PC and Mobile. At the moment most of my work is focused towards getting the mobile build up and running well, the PC version will need considerable ui/ux changes, but that is a challenge for the future. I hope to keep posting daily updates on TIGSource and keep doing these devlogs once every week, mostly on the weekend.

What’s next?

Most of next week is going to focus on getting the dungeon map generation right, moving about in the Dungeon and some ux updates. Thank you for reading. Please do comment if you have any thoughts or feedback. More updates soon.

9  Community / DevLogs / Re: Painters Guild [OUT NOW] on: September 02, 2015, 09:49:24 PM
I think I've asked this at some point or maybe I wanted to, but I'll ask again Tongue

Any plans for a mobile release?
10  Community / DevLogs / Re: Painters Guild [OUT NOW] on: September 02, 2015, 07:20:26 PM
Congratulations!! was waiting for it to come out Smiley
11  Community / DevLogs / Re: Painters Guild [Greenlit!] on: May 16, 2015, 11:52:28 AM
Hope to see/hear/play more soon Smiley Do your best!! ^_^
12  Community / DevLogs / Re: [Greenlight] Painters Guild [ALPHA OUT] on: January 06, 2014, 07:16:59 AM
How does one generally vote no? I mean, I personally might just not vote at all than say no. Maybe the gamers on steam are strongly opinionated hmm..  Well, I hope it goes through Smiley  Hand Thumbs Up Right
13  Community / DevLogs / Re: [Greenlight] Painters Guild [ALPHA OUT] on: January 02, 2014, 09:00:53 PM
Played and voted Gentleman Initially looking at the screenshots, I was a bit sceptical as to how the game would play out, but it really turned out well Smiley I'm sure as you add more artists, goals, and ways to grow the guild, more gameplay variations would arise.

The first time around, I really did not notice that you had to move the player to the chair or the desk which ended my game really fast. I actually picked them up and tried to drop them from a height to wake them up -_-

I really liked the fact that if the apprentice and the teacher are closer together one teaches the other.

Would there be a way to get rid of the furniture you don't want?

As WillyChyr was saying, if not a persistent hud, maybe the tiredness factor can come on their existing status display? like a progress bar behind the artist's name itself?

Also, the music is awesome Smiley
14  Community / DevLogs / Re: Cannon Brawl :: Artillery + RTS (alpha released!) on: March 15, 2013, 06:02:42 AM
You guys are news on Gamasutra today Smiley - http://www.gamasutra.com/view/news/188531/How_trial_and_error_helps_and_hinders_in_video_game_design.php
15  Community / DevLogs / Re: Polycode on: December 10, 2012, 11:19:27 PM
For the longest time I was wondering what had happened Smiley

It is really great to see an update. All the best and hope we see a release soon Smiley
16  Community / DevLogs / Re: unni dreams of gold on: January 13, 2011, 10:36:50 AM
Sorry for the late reply. I was away in a Jungle :D not home yet.. ^_^ on my way home actually..

@Melly
Yes, he is wearing a hat; sort of a pirate hat and an eye patch as well. It was all made so fast that I just wanted to get things in some playable state when I first pushed it out. There are only a few assets in right now, redoing them in a higher resolution is also a thought.

As of now, its just that. The fatigue system was not thought through to its ends, but its just there right now(read still figuring it out), less irritating than its predecessor.

@Yajo
Tongue yes the sky will be better! :D or there will be some sky Smiley

Still playing around with the fatigue system, if it fits and works out well then it can stay, right now its just there to slow you down :-S till we have some sort of an enemy.

@Mecha
^_^ Thnx! and yes you probably can, there was a delay timer as well, which needs some tune up to stop you from doing that :D

Will update with more work as soon as I get some done after getting home! ^_^ Thank you checking it out Smiley
17  Community / DevLogs / unni dreams of gold on: January 04, 2011, 09:12:31 PM
It has been quite some time since I've done anything on this project, and I thought I'd revive it and finish it too Smiley

Unni dreams of gold, is a story of a little boy who is in a dream collecting coins. He falls asleep on his mothers lap, waiting for his dad to come home in the evening after work(more on this later).

The game is made with Flixel. All artwork and sounds were created from scratch so far.

The music was rehashed by a friend from another track her had, which will change eventually.

so far: http://chronosign.com/yadu/experiments/unni/
18  Community / A Game by Its Cover / Re: [AGBIC] Dream Hopper on: June 28, 2010, 02:05:25 PM
way ahead Cool awesome boss fight!! lol
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