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Community / DevLogs / Re: RogueWorld
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on: June 24, 2015, 08:46:44 PM
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I cant help but think there is some sort of gameplay mechanic lurking there with the scaling. Kind of a katamari demaci sort of thing
Yeah I might do something interesting with it. We'll see! I already plan to have a shrink potion that will make the player really small, which would: -make you fall slower -let you walk on water -be invisible to enemies -get through tiny holes Also a grow potion which does some stuff. Not sure yet.
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65
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Community / DevLogs / Re: RogueWorld
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on: June 24, 2015, 05:50:06 PM
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!Collision detection!Redo-ing the inner workings of the player.  *There's a gif here, wait for it to load!* I've finished with the player's collision detection, which is even better than the collision detection on my entities. I'll eventually alter the entities to work on this same system. I can scale things to a ridiculous degree and still maintain perfect accuracy, up to a point of ~1/10000th of a pixel (due to floating point inaccuracy) If I make objects huge the game will slow down a bit, due to a huge amount of array checks, but nothing will ever come close to being big enough for that, so I think I'm good. I'm very happy with this. The math for this almost broke my brain, but I somehow managed to do it. The player checks with the level data array before moving to see if there's a collision. If there is a collision, it'll move to that collision point. It goes like this: For Y axis: 1.apply gravity/other forces 2.check for collision at where the player will be at 3a.if collision, set velocity to the difference of the player's y minus the collision point y 3b.otherwise, just apply velocity as normal 4.move player by the final y velocity 5.repeat for X axis This makes it very efficient and work perfectly. It also prevents the bullet through paper effect, where if the player is moving fast enough, you can go through a wall. This method checks every tile you'll cover in one frame, so that'll never happen. It also works with any timescale. So if I set the game to run 10 times as fast (which is insane), everything will still work just fine. http://higherorderfun.com/blog/2012/05/20/the-guide-to-implementing-2d-platformers/^is very helpful (check type #2) I'm gonna be putting titles on my updates now cause this devlog will be very long by the time the game is done. It'd be nice to quickly scan through and see the important features get added. Thanks for reading! I've got lots of work to do with platforming physics/lighting. Next update may not be for a while.
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69
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Community / DevLogs / Re: RogueWorld
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on: June 15, 2015, 01:32:46 PM
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For the past few days I've been working on lighting/platforming physics. I had to re-do platforming physics because I was using built-in code from the editor to handle platforming, but with the scale of my game, I need more control over the player, for things like grappling hooks. I'll have an update on the platforming physics once they're done. For now: LIGHTING! This is the old lighting. It was just black to white gradient circles wherever lights were. I would put a filter on it for different coloring. A shader was used to make the whole screen black except for where these circles were. This was really simple, and looked ok, but I just wanted something better. A more realistic flow of light, like terraria. (By the way, this wasn't actually how it looked normally. I drew the gradients in a foreground layer. To see what it looked like, scroll up to my my "graphics" update.)  This is the new lighting. Light flows through the air, decreasing in intensity over distance. When it penetrates a block, the value decreases more.   Here I generate the tile decals (plus old-lighting gradients). That makes everything look pretty. Then I generate the lightmap (and throw away the old lighting). Color isn't supported yet, but will be.  I think it looks pretty good  I was stuck on a bug regarding the light penetrating through blocks for like 2 whole days. I finally fixed it a couple hours ago. I was on the verge of giving up, but I was soooo happy when I fixed it.  I have lots more work to do.  -Add colored lighting -Make it smoother looking -Make it real-time I think I'm going to take a break from lighting though, and finish the platforming physics. Thanks for reading 
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70
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Community / DevLogs / Re: Beneath The Tower! [Squad-based roguelike and tactics]
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on: June 15, 2015, 11:34:59 AM
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Yeah the old one is a lot better  I know how it feels to change something, and try to convince yourself it looks better because of all the work you put into it. It actually doesn't look that bad for discovering new tiles. The main problem is the way the tiles look when they go out of sight. Maybe when you discover tiles, they can do that grow effect, but the ones that go away can fade? Like, mix the two effects?
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73
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Community / DevLogs / Re: RogueWorld
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on: May 26, 2015, 10:01:01 AM
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Watched gameplay gif while listening new track. Pretty nice  What the second and fourth stat bars are for? Thanks! The second bar is a blood meter. 2 days ago I changed that sprite to a blood vial. It looks much better now. When you kill enemies, blood will come out, when you collect blood, that meter fills up. When it fills up, you get a blood vial. Blood vials are an item you can use by pressing a button, and heal 10% of your max health. The fourth bar is an air meter. That will come up when you go underwater. It's just a mockup meter. It doesn't actually work yet. That's why it's there all the time for now. And as you may have guessed, 1st is health and 3rd is hunger.
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74
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Community / DevLogs / Re: RogueWorld
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on: May 25, 2015, 03:28:11 PM
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Well it's been a while since my last update. I've been busy with life. I have a job now, so development is gonna slow down from now on... as if it wasn't slow enough already  I'm still working on it, and I have some new stuff to show, but I'm gonna hold off for a while. I want my next update to show lots of new stuff! It's more exciting that way  Just to prove I'm still working on it, here's a new song, for the ice caves. https://dl.dropbox.com/s/a1wbe299cbi8p8p/Ice%20cave.wav?dl=0 (Might be a bit loud) I don't know why I keep making songs so long. The ice caves is a sub-level. You get there by going through a door within the snow dungeon. You'll probably only be there for like a minute, get what's in there and come out. Oh well, I guess it's not really a serious problem.
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75
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Community / DevLogs / Re: moonman
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on: May 22, 2015, 08:40:10 PM
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I've made a tiling system just like that before. That seems to be an explanation of how basic tiling systems work, but I'd like to know how the actual snaking pattern works. When does it know when to not connect to the 4x4 group of tiles next to it? In the gif I can see it's just a pattern, like a square wave, but in the image, it seems random. Is it random? Or does it change based on which blocks you place first? I'm just so confused haha.
What determines where the path goes? -boom, simple question.
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76
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Community / DevLogs / Re: moonman
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on: May 22, 2015, 08:44:03 AM
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How does that tiling system work? It seems pretty complex, or maybe I'm just stupid. How do the individual tiles know what sprite they should be?
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79
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Community / DevLogs / Re: The Tower! [Squad-based roguelike and tactics]
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on: May 19, 2015, 11:27:58 AM
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So wait, does the chance to hit increase when above your target, or is it the damage that increases? I'm trying to think of ways you could get away from the random chance stuff, but I need to understand more of the mechanics first. Will there also be different terrain types? You could make different terrain types have a different amount of defense, like in advance wars, which could make the game a lot more interesting. Anything regarding the placement of your characters can add a lot of depth to the game. Like collectable items on tiles, tiles to capture for some kind of bonus, etc. I'm just super excited about this game, so I'm coming up with a lot of ideas. One of my ideas for a game to make was a roguelike advance wars, and this is pretty close to that. So I'll just watch you make it and see how it turns out instead of making it myself 
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