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TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)Vergessen [not currently being worked on anymore]
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Author Topic: Vergessen [not currently being worked on anymore]  (Read 106681 times)
ink.inc
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« Reply #300 on: February 17, 2011, 10:52:56 AM »

Just revamped the digging system so that floor objects snap to a 16x16 grid. Makes everything feel much more uniform. Before, because I had slopes, things would naturally align to a 8x8 grid, causing havoc.

Moving on to the building system now. Things are goin' pretty swell. :D
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ink.inc
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« Reply #301 on: February 17, 2011, 03:19:10 PM »

Took a little break from the building system to add sound panning. Sounds that come from Player 1 go through the left speaker. Sounds from Player 2 go through the right speaker. Music goes through both. Just a nice little detail.

Now back into the fray. Evil
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shojin
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« Reply #302 on: February 17, 2011, 03:40:17 PM »

Took a little break from the building system to add sound panning. Sounds that come from Player 1 go through the left speaker. Sounds from Player 2 go through the right speaker. Music goes through both. Just a nice little detail.

Now back into the fray. Evil

Interesting. That means I have to probably finish sounds, don't I?
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ink.inc
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« Reply #303 on: February 17, 2011, 04:03:06 PM »

Took a little break from the building system to add sound panning. Sounds that come from Player 1 go through the left speaker. Sounds from Player 2 go through the right speaker. Music goes through both. Just a nice little detail.

Now back into the fray. Evil

Interesting. That means I have to probably finish sounds, don't I?

Eh, just focus on music first. If all else fails, I can just use sfxr to generate some 8/16 bit sounds.

===========================================================



This is the compass, one of the first upgrades you can purchase. It is your best friend in finding buried valuables, be they Manna crystals or buried tools. The closer you are to a buried item, the more intensely it reacts.

For those curious, this is how drawing the line waves (the orange ones you see above) work:
Code:

In the Create Event=================================================================

energy_points=ds_grid_create(8,2)
ds_grid_set(energy_points,0,0,view_yview[0]+view_hview[0]-40)
ds_grid_set(energy_points,1,0,view_yview[0]+view_hview[0]-40)
ds_grid_set(energy_points,2,0,view_yview[0]+view_hview[0]-40)
ds_grid_set(energy_points,3,0,view_yview[0]+view_hview[0]-40)
ds_grid_set(energy_points,4,0,view_yview[0]+view_hview[0]-40)
ds_grid_set(energy_points,5,0,view_yview[0]+view_hview[0]-40)
ds_grid_set(energy_points,6,0,view_yview[0]+view_hview[0]-40)
ds_grid_set(energy_points,7,0,view_yview[0]+view_hview[0]-40)
//these ones are the max they can move, in muliples, multiplied by intenstiy
ds_grid_set(energy_points,1,1,2)
ds_grid_set(energy_points,2,1,3)
ds_grid_set(energy_points,3,1,3.5)
ds_grid_set(energy_points,4,1,3.5)
ds_grid_set(energy_points,5,1,3)
ds_grid_set(energy_points,6,1,2)

intensity=6 //the lower this number, the more intense the lines get

In the Step Event=================================================================

ds_grid_set(energy_points,0,0,view_yview[0]+view_hview[0]-40)
ds_grid_set(energy_points,7,0,view_yview[0]+view_hview[0]-40)//update endpoints at all times

ds_grid_set(energy_points,1,0,view_yview[0]+view_hview[0]-40+choose(-random(ds_grid_get(energy_points,1,1)),random(ds_grid_get(energy_points,1,1)))*(6-intensity))
ds_grid_set(energy_points,2,0,view_yview[0]+view_hview[0]-40+choose(-random(ds_grid_get(energy_points,2,1)),random(ds_grid_get(energy_points,2,1)))*(6-intensity))
ds_grid_set(energy_points,3,0,view_yview[0]+view_hview[0]-40+choose(-random(ds_grid_get(energy_points,3,1)),random(ds_grid_get(energy_points,3,1)))*(6-intensity))
ds_grid_set(energy_points,4,0,view_yview[0]+view_hview[0]-40+choose(-random(ds_grid_get(energy_points,4,1)),random(ds_grid_get(energy_points,4,1)))*(6-intensity))
ds_grid_set(energy_points,5,0,view_yview[0]+view_hview[0]-40+choose(-random(ds_grid_get(energy_points,5,1)),random(ds_grid_get(energy_points,5,1)))*(6-intensity))
ds_grid_set(energy_points,6,0,view_yview[0]+view_hview[0]-40+choose(-random(ds_grid_get(energy_points,6,1)),random(ds_grid_get(energy_points,6,1)))*(6-intensity))


In Draw Event=================================================================

if view_current=0
{

draw_sprite(sprite_index,0,view_xview[0]+40,view_yview[0]+view_hview[0]-40)

draw_line_color(view_xview[0]+15,ds_grid_get(energy_points,0,0),view_xview[0]+22,ds_grid_get(energy_points,1,0),3234296,3234296)
draw_line_color(view_xview[0]+22,ds_grid_get(energy_points,1,0),view_xview[0]+29,ds_grid_get(energy_points,2,0),3234296,3234296)
draw_line_color(view_xview[0]+29,ds_grid_get(energy_points,2,0),view_xview[0]+36,ds_grid_get(energy_points,3,0),3234296,3234296)
draw_line_color(view_xview[0]+36,ds_grid_get(energy_points,3,0),view_xview[0]+43,ds_grid_get(energy_points,4,0),3234296,3234296)
draw_line_color(view_xview[0]+43,ds_grid_get(energy_points,4,0),view_xview[0]+50,ds_grid_get(energy_points,5,0),3234296,3234296)
draw_line_color(view_xview[0]+50,ds_grid_get(energy_points,5,0),view_xview[0]+59,ds_grid_get(energy_points,6,0),3234296,3234296)
draw_line_color(view_xview[0]+59,ds_grid_get(energy_points,6,0),view_xview[0]+64,ds_grid_get(energy_points,7,0),3234296,3234296)
}

Just done through use of the ds_grid. You can re-implement this and make lightning strikes, walls of energy, etc.
« Last Edit: February 17, 2011, 04:20:10 PM by John Sandoval » Logged
davidp
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« Reply #304 on: February 18, 2011, 02:37:26 AM »



words cannot describe Shocked
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ink.inc
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« Reply #305 on: February 18, 2011, 04:08:32 AM »

Building system is in! No UI implemented for it yet, but it's in!

Aside from the standard defensive purposes, here's a mockup of how it could potentially be used:



Male: "DON'T YOU CLOSE THAT ENTRANCE YOU FUCKING B-"

Female: *places block over entrance*

Male: "NUUUUUUUUUUUU--askflj;askljlaksdkjkl

(Yeah... there's a lot of ways to grief the other player in this game.)

EDIT: I just realized how many basic mechanics Hempuli's entry shares with mine... Who, Me?
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Rooky
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« Reply #306 on: February 18, 2011, 05:11:20 AM »

EDIT: I just realized how many basic mechanics Hempuli's entry shares with mine... Who, Me?

As soon as I saw this mockup, I thought of ConstrOHNO! or whatever it's called now. =P
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« Reply #307 on: February 18, 2011, 11:16:43 AM »

This game is looking pretty fun. I look forward to the final day of the contest!
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shojin
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« Reply #308 on: February 18, 2011, 11:47:16 AM »

By the wat John... since we only have a week left, we need to discuss the sound effects you need for the female so I can record them next week.
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ink.inc
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« Reply #309 on: February 18, 2011, 12:47:48 PM »

Right; lemme redownload Skype Smiley
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shojin
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« Reply #310 on: February 18, 2011, 05:21:55 PM »

Only one track left to do... have a listen to the entire current soundtrack!

http://artembank.bandcamp.com/album/from-somewhere-a-transmission
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Polygraph
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Abraham de Lacy Giuseppe Casey Thomas O'Malley


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« Reply #311 on: February 18, 2011, 08:55:06 PM »

Building system is in! No UI implemented for it yet, but it's in!

Aside from the standard defensive purposes, here's a mockup of how it could potentially be used:



Male: "DON'T YOU CLOSE THAT ENTRANCE YOU FUCKING B-"

Female: *places block over entrance*

Male: "NUUUUUUUUUUUU--askflj;askljlaksdkjkl

(Yeah... there's a lot of ways to grief the other player in this game.)

EDIT: I just realized how many basic mechanics Hempuli's entry shares with mine... Who, Me?
GOOD ONE, BRO.
Because it's totally not the exact same building grid with a few more squares and a different design.
OR NOTHIN'.
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JUST AS PLANNED.
ink.inc
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« Reply #312 on: February 18, 2011, 09:37:20 PM »

Yeah, I'll probably change it a little bit... But I don't really know a better way to show where/how the player can build.
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Polygraph
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Abraham de Lacy Giuseppe Casey Thomas O'Malley


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« Reply #313 on: February 18, 2011, 09:56:03 PM »

Yeah, I'll probably change it a little bit... But I don't really know a better way to show where/how the player can build.
I don't think you should worry about it until the contest is over.
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JUST AS PLANNED.
ink.inc
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« Reply #314 on: February 19, 2011, 01:12:51 PM »



Now I just have to integrate it into the inventory system, set up some UI, and boom. Building system will be done.
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« Reply #315 on: February 19, 2011, 03:41:36 PM »

There is room in the world for two games - each with entirely different mechanics and endgame objectives - to have 2D tile-placing systems.

This is looking delicious. Good luck with the deadline!
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« Reply #316 on: February 19, 2011, 07:44:26 PM »

Only one track left to do... have a listen to the entire current soundtrack!

http://artembank.bandcamp.com/album/from-somewhere-a-transmission

This whole project looks and sounds awesome.
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shojin
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« Reply #317 on: February 20, 2011, 09:30:23 AM »

This whole project looks and sounds awesome.

Thanks. Smiley

In other news, I'm working on the last track:

Edit: MUCH better mixing...
http://soundcloud.com/redshojin/best-of-friends
« Last Edit: February 20, 2011, 10:10:26 AM by shojin » Logged

shojin
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« Reply #318 on: February 20, 2011, 12:39:11 PM »

Good news. Soundtrack is done!

http://artembank.bandcamp.com/album/from-somewhere-a-transmission

And it's will be free! (right after I get some album art for it) :D
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Conker534
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« Reply #319 on: February 20, 2011, 12:50:21 PM »

I'll download that stuff and put it on my ipod! :D
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