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« Reply #80 on: January 22, 2011, 06:03:05 AM » |
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Things I Finished Today: Fully finished movement system (slopes, moving platforms, elevators, etc) Inventory System Framework (this was a fucking BITCH to deal with) Item System Framework Basic Random Terrain Generation (Will only be applied to some portions of the game; still needs a lot of work, but I came up with it on my own ) i = 0 h_previous = room_height-160 h = room_height-160 tile_h = h
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while i < room_width { h=h_previous+choose(-16,16,0,0,0) if h>h_previous instance_create(i,h,oSlopeL) if h<h_previous instance_create(i,h,oSlopeR) if h=h_previous instance_create(i,h,oFloor) while tile_h>h { tile_add(bFloor,0,0,16,16,i,tile_h,-1) tile_h-=16 if tile_h<h+16 break; }
i+=16 h_previous = h tile_h = room_height //////////////// if i>=room_width break; }
tile_set_visible(bFloor,true) Camera System Deactivation System Jetpack System Framework for the Upgrade System Movement System oops mentioned this twice Fixed Customizable Control Scheme Added Player's option to scale game size Implemented my 4x5 pixel font Framework for health, hunger and thirst system (not all the way done with that though) Added sprites (okay, not that big a deal, but it's better than white boxes everywhere) Re-Implemented my lighting via surfaces method from an earlier project (just for fun). If I continue at this rate, I should be able to get most of the features that I want in before the deadline. Time to pass out now.
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« Last Edit: January 22, 2011, 02:46:48 PM by John Sandoval »
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Aquanoctis
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« Reply #81 on: January 22, 2011, 07:11:31 AM » |
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Things I Finished Today: absolute shitloads
Wow. Props to you my good man. I can't wait to see how the random sections play against the preprogrammed areas. That's one thing I've never been able to do, random terrain generation.
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saint11
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« Reply #82 on: January 22, 2011, 12:04:36 PM » |
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This looks very promissing! Keep it up!
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shojin
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« Reply #83 on: January 22, 2011, 12:19:39 PM » |
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I know people have already offered to help with music... but I'm gonna go ahead and throw myself in there as well! This is looking awesome. Here's my latest if you want to hear: http://artembank.bandcamp.com/album/popstar-ruler
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rivon
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« Reply #84 on: January 22, 2011, 01:11:02 PM » |
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Your music is really beautiful
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shojin
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« Reply #85 on: January 22, 2011, 01:56:52 PM » |
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Your music is really beautiful Thanks.
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ink.inc
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« Reply #86 on: January 22, 2011, 02:08:44 PM » |
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Well, looks like I've got a musician. Thanks to everyone else who offered, though!
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Daniel Eddeland
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« Reply #87 on: January 22, 2011, 02:41:07 PM » |
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Fully finished movement system (slopes, moving platforms, elevators, etc) Inventory System Framework (this was a fucking BITCH to deal with) Item System Framework Basic Random Terrain Generation ... Jetpack System ... <Neverending list> Whoa! This is just... whoa! And the screenshot as well... I'm speechless. As far as platformers go, you seem to know the ingredients pretty well. I'm sure this will be awesome to play. Must... find... something to distract from the awesomeness... Oh yeah! The whitespace placement in the code snippet is suboptimal! Haha, that sure showed him!
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shojin
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« Reply #88 on: January 22, 2011, 02:46:51 PM » |
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Well, looks like I've got a musician. Thanks to everyone else who offered, though! Because I like ego stroking, and the thread's about development, I thought I'd share a little rough draft of a main theme I'm cooking up. Unless John yells at me and I'm not supposed to share yet. http://soundcloud.com/redshojin/alone
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rivon
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« Reply #89 on: January 22, 2011, 02:52:01 PM » |
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Very nice, but I would suggest more of that bass piano or just something in the background, something strong. But otherwise good job.
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emacs
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« Reply #90 on: January 22, 2011, 04:02:56 PM » |
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Me gusta, though I agree that there should be something in the background, right now it feels kinda empty. Also, it's kinda short, but since it's a rough draft I expect it to be longer.
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shojin
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« Reply #91 on: January 22, 2011, 04:05:27 PM » |
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Me gusta, though I agree that there should be something in the background, right now it feels kinda empty. Also, it's kinda short, but since it's a rough draft I expect it to be longer. You guys are putting way too much thought into judging the first WIP. Trust me, it'll be much better by the end of it all. EDIT: Worked some more on the track... same link has an updated version. Now featuring cello and violin!
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« Last Edit: January 22, 2011, 05:30:51 PM by shojin »
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« Reply #92 on: January 22, 2011, 06:04:30 PM » |
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Wow... this is really great stuff, man! I'm really lucky to have found you.
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shojin
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« Reply #93 on: January 22, 2011, 06:21:34 PM » |
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Wow... this is really great stuff, man! I'm really lucky to have found you.
Will work on a gameplay track tomorrow. Am I the only one who gets nostalgia from looking at the screens? Out of this World for the sega genesis pops into my head immediately.
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ink.inc
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« Reply #94 on: January 22, 2011, 08:53:01 PM » |
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Whew... got a lot of cleaning up done today.
I just saved money on car insurance about 600 lines of code through use of efficient scripting and inheritance. Thank JESUS for the break operator. It's so useful. Now I can actually read my shit without going cross-eyed. Admittedly it's still pretty incomprehensible to curious onlookers, but at the very least I can work with it.
Probably going to pull another all-nighter. Talk to you guys in a bit.
/*boring engine bullshit that's probably not very coherent or well explained*/
10:42-- just perfected the inventory system... now you can pick up objects from one place, put them in your inventory, and drop them in another.
The way it works is this:
You have five Item Slots.
Each Slot can hold one different type of item.
Depending on the type of item, you can hold a varying integer of that item. For example, you can only hold one gun in one slot, or 5 rations in one slot.
When you have an item, you can do a couple of different things depending on the item. The universal option, however, is the ability to drop it. When you do so, the variable for item count in that slot drops by one, and an instance of that item is created at the player x and y coordinates.
I've fixed it so that you have slots 1, 2, 3, 4, and 5. Each slot has a different set of variables that are written to it when an item is assigned to it (max items possible in that slot, things you can do with that item, etc.). When a slot of items is all used up, the game will 'slide' the variables down to fill the space of that slot.
Example: Slot 1, Slot 2, Slot 3, Slot 4, Slot 5
You eat all the items in Slot 3.
The variables for slot 4 (ie item type, current amount, etc.) slide down into slot 3, and the variables for slot 5 slide into slot 4. This keeps your menu of items clean and easy to use.
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« Last Edit: January 22, 2011, 10:54:42 PM by John Sandoval »
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« Reply #95 on: January 23, 2011, 02:37:29 AM » |
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« Last Edit: January 23, 2011, 04:30:17 AM by John Sandoval »
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Rob Lach
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« Reply #96 on: January 23, 2011, 08:05:21 AM » |
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Exciting stuff. This better be a screenshot and start of the modern minimalist game movement.
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shojin
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« Reply #97 on: January 23, 2011, 02:30:24 PM » |
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Some simple gameplay music. It's tense, but I'm torn between making tense ambient music or something more upbeat and urgent. Maybe I can talk John into making the music change as time counts down. http://soundcloud.com/redshojin/there-can-only-be-one
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ink.inc
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« Reply #98 on: January 23, 2011, 02:31:47 PM » |
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This is entirely possible; implementing the supersound .dll only takes a few minutes. However, I'll need the songs in .wav format as opposed to mp3. And I love the piece!
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shojin
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« Reply #99 on: January 23, 2011, 02:41:11 PM » |
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This is entirely possible; implementing the supersound .dll only takes a few minutes. However, I'll need the songs in .wav format as opposed to mp3.
Course! You'll just have to explain what you need from me in terms of what I compose. Do you need loops... do you need full tracks, and they'll just crossfade?
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