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221  Community / DevLogs / Re: Red Wizard Island on: November 07, 2011, 11:51:54 AM
All looks cool  Smiley

I wonder if GLBasic has built-in pixel-perfect collision and stuff like moving sprite on a vector.

There is pixel based collision detection, and you can draw sprites like textures on vector objects.

Ok, I warned you. Doodles coming up!



Testing out a dragon idea.



Idea for an upgrade for the fireball spell: additional fireballs that appear to swirl around the first one, like planets in rotation, in a sinewave motion.




Rough idea of level 2.




Viking chicken endboss & viking ghost.




Their digital counterparts, waiting to be refined, repixeled, and animated.

This is the first time I've turned a sketch into a digital image. I dare say it's looking good. Sprites will be much smaller than these ones, but for detail they're good to work with. Animation is also very easy with this, because there are several layers to each image which I can move independently. Tomorrow I have little time to work on the game, but after that I'll have a somewhat free day (one hour shift) so I might start on the warp thing & the fireball upgrade on wednesday.
222  Community / DevLogs / Re: Red Wizard Island on: November 03, 2011, 06:16:28 AM
Alright you guys, I've made another vid.
New in this video:

- Magor the wizard that gives you advice. (Someone on this forum told me Magor means idiot in Czech, even better. Smiley)
- Flying enemies (lil dragons, I love the sound they make when you shoot them. Skip to 1:10 in the vid to see them die.)
- Background ambient sound





I'll be gone for a few days on vacation, so no updates after this one for a while. I'll be taking my sketchbook with me, so expect to be spammed with doodles of level designs and endbosses in the near future!

Cheers.  Coffee
223  Community / DevLogs / Re: Red Wizard Island on: November 03, 2011, 12:20:27 AM
Alright, turns out I have some time left, so I came up with a new idea: black hole spell.

I haven't got time to work it out in the code, but I'll post my thoughts here for future reference.

The idea is to have a spell that conjures up a black hole. The surroundings nearby would be warped, and all enemies nearby would be sucked into the hole.

For warping the surroundings I'm thinking of doing something like this:



This is a basic sinewave and its relation to a circle. If I start with a circle drawn by using a sine function, and I decrease the amplitude of the sinewave, that should create a spiral. I would know the x and y of every position on the spiral, throw those in an array. I could then adjust the x and y of the polygons of the surrounding grid based on their relative distance to the spiral. If my thoughts are correct, that would create a spiral warp in the grid. In addition I could throw some nice gfx on top, like one of these:



Enemies would be sucked into the black hole following the x and y of the spiral, increasing in speed and decreasing in size, creating the idea of them being sucked away into nothingness.
224  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: November 02, 2011, 02:08:46 PM
That instantly reminds me of Heimdall 2 on the Amiga. Never got very far in the game but I still remember it fondly.

Me too! I loved that game.
225  Community / DevLogs / Re: Red Wizard Island on: November 02, 2011, 06:49:51 AM
Quote
Your screenshot isn't working  Concerned.

Fixd?

Quote
Aren't there any additional libraries for it?

Perhaps, I've asked around on the GLBasic forum. Will see. Can't find it on short notice and tomorrow I'm leaving for a four day vacation with my girlfriend, so I'm not starting up big ideas right now.

I've bought a drawing book for the trip, so chances are in four days I'll return with a bunch of pencil sketches of endbosses, layouts, etc. Smiley
226  Community / DevLogs / Re: Red Wizard Island on: November 02, 2011, 06:20:34 AM
Sure.



It was quickly coded, adding stuff as I go. I checked your editor, seems alright to me, but it depends on what you wanna do I suppose. How's the

going?

I've added ambient sound (crickets at night) and the campfire sfx is working too, except GLBasic has very limited sound playing commands it seems so I can't change the panning of something while it's being played. Sad So I ended up with very short soundbites which get repeated with different panning, but it doesn't sound exactly like I want it to. Wonder if I can work around that somehow...
227  Community / DevLogs / Re: Red Wizard Island on: November 02, 2011, 12:47:51 AM
Well, that game's looking pretty cool now!

Thank you!

Quote
A background sound would fill it throught  Smiley

Yes, sir. One background sound coming right up. Actually, you got me thinking. It'd be cool to have, for example, a campfire on screen with its own sound. Then when it's to your right & far away, the sound would be coming from the right speaker on low volume, and so on. I'd adjust pan & volume for the distance to the player. Would create more sense of immersion I feel. So now I have to code that into the level editor. Smiley

Quote
I have a question, how do you handle map scrolling?
I see that you have smooth camera, so do you do it like that? :

Yep, that's how I do it. One of the more interesting problems I faced was having an enemy walk out of the screen, and back in. At first when they'd walk out of the range of blocks being drawn, they'd fall to their death into the void.  Big Laff
228  Developer / Art / Re: show us some of your pixel work on: November 02, 2011, 12:34:31 AM
Introducing Magor
LOL, magor means idiot in Czech :D

Hah! That makes it even better.  Coffee
229  Community / DevLogs / Re: Red Wizard Island on: November 01, 2011, 12:04:11 PM
Introducing Magor (wizard who aids you on your journey):



And the magic shop now has a chminey:



In addition, I changed the hue of the moonlight, and edited the code somewhat so that the shield spell doesn't overlap with the ground.
230  Developer / Art / Re: show us some of your pixel work on: November 01, 2011, 12:03:14 PM
Devlog cross-post.

Introducing Magor (wizard who aids you on your journey):



And the magic shop now has a chminey:


231  Community / DevLogs / Re: Red Wizard Island on: October 31, 2011, 01:14:56 PM
 Grin

I remember that one. Wasn't it called Wiz 'n Liz? Either way, I loved the gfx and how fast it was, but I didn't have the patience to find out what I should be doing. I think you had to collect bunnies to make a potion or something.
232  Developer / Art / Re: show us some of your pixel work on: October 31, 2011, 12:17:12 PM
@marsfromvenus: Very cool work, accurate. It's nice to see someone who doesn't draw anime for a change. For breathing, think expansion of chest, upward movement of chest, and shoulders a bit more back.

Here's something I made today. I have no idea what it is. Maybe some kind of forest god. Maybe it'll end up in my game. Maybe not.



Perhaps it'd be a cool endboss...
233  Community / DevLogs / Big Update on: October 31, 2011, 05:14:45 AM
So I finished my three day coding & pixeling jam yesterday, but I spent the entire evening trying to figure out how to upload an HD video to Youtube. Figured it out now, so here I am, back to bring you the latest update on Red Wizard Island. I've been able to add and change many things.

Added since last video:

- viking chiefs can now throw axes

- text system for information, story telling, etc.

- basic shop system to buy spells n stuff with the coins you gather

- extra background and foreground layers

- new background gfx

- some new sfx

- shield spell fully working







Video:

234  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: October 31, 2011, 05:10:14 AM
Hi. This thread is awesome.  Grin

I'm Robert.
Despite the fact that 3D worlds really impress me, to me the best games are the ones where you can count the pixels.  Coffee I grew up with Amiga games. I loved many Amiga games. Dune (not Dune 2) is still one of my favourite games ever. Cannon Fodder was great also, and Worms. The Settlers is the last one I'll mention. Also a big fan of point 'n clicks (especially the Gobliins series).





I loved being creative on the computer, and still do. I started making music, drawing in Deluxe Paint, and later on also programming. I meticulously studied the way computer games were drawn and imitated that in my own pixel drawings. My gfx style is still heavily influenced by Gobliins and The Settlers.

During my 12th year on this planet, I made my first game for the Amiga in AmosPro. It was a simple shoot-em-up. One level was kinda finished, and I was working on a snow/viking level that never finished. I've made two videos of it.








I also made a little game for the PC when I was about 15. It was a tiny little arcade game where you control this little dude who has to collect as many marijuana leaves as possible. Wink
If you want, you can download it here: http://www.psyview.nl/Dude.rar

Then I got into linux and C, network programming. Made an IRC client of my own, and some other stuff. I also discovered a neat bug in Windows 95. If I sent a specifically crafted TCP/IP packet to my sister's computer over the LAN, it would crash immediately. This was a lot of fun, since only one computer could use the internet, so whenever I needed to use the internet I crashed her computer. Tongue
Made some tiny games during that time as well, like a Nibbles clone and a tree growing tamagochi app.

Anyway, then I started doing HTML, later PHP and MySQL. Made some money on websites.
Then, somewhere this year, I felt the urge to make another game. I had pixeled a little wizard some time ago and wanted to give him a world to walk around in. It's the same wizard as in my avatar. At first I wanted to make it just for Amiga systems, so I did. I released the first version a few months ago.

Then I discovered GLBasic. Since my original code was in BlitzBasic 2, I could use a lot of the old code and make a rewrite for modern systems. Smiley After a while I got interested in the indie community, and started reading Indiegames.com. There I found a link to a devlog on this forum, and I joined.

But my game is no longer just a rewrite, it's way more than the original Amiga version. I've just finished a three-day coding & pixeling spree. And the result, most recent video of my latest game, can be found here:

http://www.youtube.com/watch?v=fS9BsXOvfCU
235  Developer / Art / Re: show us some of your pixel work on: October 29, 2011, 06:49:32 AM

Gang colored Mecha... yeah I guess

Mecha baseball? Smiley



Trying to make a flying bird. Something's off but I can't put my finger on it.



Dragon version. Both are still extremely early versions.
236  Community / DevLogs / Re: Red Wizard Island on: October 29, 2011, 05:19:36 AM
Just added information spheres to the game. (The kind that gives you information about controls, etc.) Now I've got a text system set up which can be used for story telling also. Also updated the level editor for this, and I added cleaning up functions for left-over enemies and projectiles that are no longer needed in memory.

In addition, I've set up a development blog on my own server: http://psyview.nl/blog/index.php?blogId=1

I will continue to post on forums, but it's nice to have everything in one place on your own server. Smiley
237  Community / DevLogs / Re: Red Wizard Island on: October 28, 2011, 01:38:06 PM
First day of a three-day jam. Quick update.

Viking chiefs throwing axes: check.
Shield fully operational: check.

The axes are a new TYPE which can be extended to include other movements. Right now it's a physics-based curve (like a ball you throw) but I'm thinking of sinewave motions, straight motions, perhaps spirals too. Not that I'd want axes to be thrown in any other way, but perhaps an enemy wizard would cast a moving spiral of energy or something. We'll see where it goes.

At the end of these three days I'll make another youtube video.
238  Community / DevLogs / Re: The Salvage | Million Year Old Ghosts on: October 26, 2011, 12:04:12 PM
Get this man a programmer! Stat!
239  Community / DevLogs / Re: Waa Cha! [Opinion Needed] on: October 26, 2011, 12:00:16 PM
Love the graphics. What language are you coding in?
240  Developer / Art / Re: My first Concept Art piece. Feedback appreciated on: October 26, 2011, 10:56:20 AM
I like the first one. Reminds me of Beneath a Steel Sky.
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