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1411314 Posts in 69330 Topics- by 58383 Members - Latest Member: Unicorling

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201  Community / DevLogs / Re: Reckon Dash-a GM RPG on: January 28, 2013, 05:34:38 AM
You're being overly ambitious. Again.

I've told you this on numerous occasions before but start by making something small. A game, where you'd spend most of the time creating content not the framework to support it. Some tile-based game with a simple mechanic where the meat of the game would be creating and balancing the levels. Be it small but make it darn polished. Go ahead and actually complete it and see how long it takes you. If you still want to make an RPG after that, feel free to do so.

Not the kind of first comment I was hoping for, but thanks anyways! Once again I am going to have to disagree with you. We'll see how this goes...

202  Community / DevLogs / Reckon Dash-v0.1(24.02.13) on: January 28, 2013, 04:56:25 AM
Reckon Dash
the devlog



For years, the Reckonians have ruled the lands of Filyraen. Everyone has been happy and the lands have been blooming. Joy and happiness everywhere… Until today- today the outermost areas of the Reckonian territory have been lost to the brave-yet cruel soldiers of  the Dasherhems. You have been telegraphed from the King`s palace of the Reckonians to come and help them regain  their territory form the enemies. But keep in mind, there are no soft guys in this world, can you do it?


If I`ve  still got you, then keep on reading.

What You just read through, was the backbone story for a indie RPG I am currently developing. Yes you heard it right-a indie game developed by me!
 This topic will serve the purpose of becoming one of the games main devlogs, with updates being  posted by me here as soon as they happen. This devlog is the best place to keep in touch with the current progress of the game.

Pictures (resizing coming soon!)


Please keep in mind that the game development has only just begun



Newsletter

Enter your email and get signed up for the Reckon Dash Newsletter. It has a few bewnefits as well :
When the game gets released- occasional codes only for you to enter in the game to get bonuses.
When a new version is coming- A notice few days earlier.
When something needs to be mass-tested- You will get a link to the thing.

Join the Newsleter Here
http://www.hot.ee/reckondash/join.html



You can follow the game here:



Thank you for reading! Feedback Appreciated!
203  Community / DevLogs / Re: Pioneers (New build: Dec 3) on: January 28, 2013, 04:36:46 AM


I'm having two weeks off work starting next week so I can work on Pioneers a whole lot hopefully resulting in a new build by the end of it. Stay tuned for that.

Can`t wait! will you be livestreaming that time as well?
204  Community / DevLogs / Re: TIGSource Devlog Magazine! on: January 26, 2013, 12:35:34 PM
I love the new design
205  Community / DevLogs / Re: Terra Incognita on: January 26, 2013, 10:13:01 AM
Wow, this game looks really promising, I'll keep an eye on it. Btw, what language is this programmed in?
206  Community / DevLogs / Re: The Line on: January 25, 2013, 05:31:05 AM
Ahh, what the heck... I might just say it right now The Line is-from this point onwards delayed to unknown limits. I am working on a rpg, the devlog for that will be poated here soon.

Thank you! Bye!
207  Community / DevLogs / Re: The Line on: January 25, 2013, 04:27:37 AM
Alright, it has been quite a while since I have written a line into the game or this devlog. It HAS to change, in the nearest time possible, I promise to you that I will sit down and implement the whole sideGUI/stats system for every character. From there on, city management is next on the list. Then v 0.1.

Stay tuned!
208  Developer / Technical / How do in-browser games save local files? on: January 23, 2013, 04:52:12 AM
Hi, I was wondering, most onlnie games (PoE, Runescape) have files on your computer harddrive. So my question is- How does the game in the browser work, if there are client files in the computer. like How do they interact. Could someone explain this to me?
209  Developer / Technical / Re: GM movement using 4 images img index control on: January 13, 2013, 04:29:12 AM
nevermind, i fixed it anyone want solution?
210  Developer / Technical / Re: GM movement using 4 images img index control on: January 13, 2013, 03:30:54 AM
the character still moves up or down using either 3 or 2 if I implement this... how to fix
211  Developer / Technical / Re: GM movement using 4 images img index control on: January 12, 2013, 12:05:55 AM
Anyone?
212  Developer / Technical / GM movement using 4 images img index control on: January 11, 2013, 05:06:05 AM
Hi, I have this in my step event

Code:
if (selected==1)
{
mp_potential_step(newx,newy,2,true)
if(newy<=self.y )
{
image_index=1;
image_speed=0;
}
if(newy>=self.y)
{
image_index=0;
image_speed=0;
}
 if(newy==self.y )
{
image_index=0;
image_speed=0;
}
 if(newx >=self.x)
{
image_index=2
image_speed=0
}
 if(newx <=self.x)
{
image_index=3
image_speed=0
}
}

else if (selected==0)
{
break;
}


And i have a sprite with 4 images 0 is facing me, 1 is back towards me 2 is facing -> and 3 is facing <- In the beginning, my char faces me (img 0) if i then select him he turns into img 2 and if i now move them and this code comes into play, it oves with either img 2 or img 3 , how can I make it so that the correct img is choosed, based on where the newx and newy are at???
213  Community / Tutorials / Re: Learn with me! A C++ and SFML RPG making tutorial! PART 1 on: January 06, 2013, 11:24:28 AM
I am sorry to announce that this tutorial will not be continued for quite some time now, i need to get coding on The Line and do some more stuff, including the need to complelely learn c++, the rpg idea, will problably become a side project with GML
214  Community / Tutorials / Re: Learn with me! A C++ and SFML RPG making tutorial! PART 1 on: December 29, 2012, 08:12:49 AM
Nah, I'm still here, just that my brain melted...  I wrote 2 pages  of complete nonsense. About character class when i meant to talk about sprites.. no part 2 until 2013 Im afraid
215  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: December 29, 2012, 02:38:40 AM
@ rickardwestman- this HAS to become a game!
216  Community / DevLogs / Re: The Line on: December 28, 2012, 10:14:42 AM
It has been awhile since the last update, however I am happy to announce that in January 2013 I hope to produce code till the point that v 0.1 could be released.
And also I have a C++ SFML sideproject going on named Reckon Dash (yup the one that Im developing in my rpg tutorial) for It ill soon make a devlog, as well I will update this first post ASAP.

Happy end of the year!
217  Developer / Technical / Re: Learn programming. Where to start? Any mentors out there? on: December 28, 2012, 08:49:54 AM
Like said here earlier before me, I would also reccommend learning GML at the start, then move onto other, more advanced languages. I myself have gotten this coding practice:

3 years of GML(weirdly, The Line is the first project that I actually Want to drag to the finish line)

~6 months of LUA in Minecraft mod ComputerCraft

~ a month or two of C++ and sfml


Good luck finding your way into the faboulus world that is game programming.

218  Community / DevLogs / Re: Pioneers (New build: Dec 3) on: December 28, 2012, 08:33:02 AM

say hello to Joshua

Hello, Joshua!

Jokes aside, it's awesome to hear this, I stongly hope this will only mean good.
219  Community / DevLogs / Re: Pioneers (New build: Dec 3) on: December 28, 2012, 12:13:09 AM
its been a while since a update, so I`m asking: Do you use a custom font or something that is on win by default or did you download a font??
220  Community / Tutorials / Re: Learn with me! A C++ and SFML RPG making tutorial! PART 1 on: December 27, 2012, 05:35:32 AM
Thanks, I just noticed those things myself, all will be fixed in the next tutorial.

NOTE it seems like I wont be able to incorporate multiple screens in the next tutorial, because of how complex it is-im going to have to look for a simple way of doing so, therefore that will be replaced by setting up our spritemanager file and creating sprites to lay out our main menu in the screen in a later tutorial.
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