Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411504 Posts in 69373 Topics- by 58429 Members - Latest Member: Alternalo

April 25, 2024, 04:11:19 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityJams & EventsCompetitionsVersus (Moderator: Melly)Masjin [1.9b]
Pages: 1 2 [3] 4 5 ... 20
Print
Author Topic: Masjin [1.9b]  (Read 118214 times)
Nugsy
Level 10
*****



View Profile
« Reply #40 on: January 23, 2011, 09:56:30 AM »

Looks like a little test i did a while back, except yours is more awesome.

Can't wait to play this!
Logged


Eclipse
Level 10
*****


0xDEADC0DE


View Profile WWW
« Reply #41 on: January 23, 2011, 10:28:33 AM »

looks great!

BTW is there a way to disable fonts antialiasing in the stuff you're using? if so, try to disable it if the game is played at x2 the original size. If it's played with 1:1 pixel art looks good even with it
Logged

<Powergloved_Andy> I once fapped to Dora the Explorer
Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #42 on: January 23, 2011, 01:15:18 PM »

Added bombs and some decoration! Here's a cool gif:


Eclipse: Yeah, I agree that it looks pretty stupid currently. However I haven't found a way to remove the antialias. I'll look into it later.
Logged

Wowk
Level 0
***


Late fresh starter


View Profile WWW
« Reply #43 on: January 23, 2011, 01:40:35 PM »

That looks pretty. Can't wait to play a 10 vs 10 TIG style match
Logged
Nugsy
Level 10
*****



View Profile
« Reply #44 on: January 23, 2011, 02:05:39 PM »

Added bombs and some decoration! Here's a cool gif:


Hnnnggghhhh! WTF
Logged


Inanimate
Level 10
*****

☆HERO OF JUSTICE!☆


View Profile
« Reply #45 on: January 23, 2011, 02:45:04 PM »

Those base tiles are mighty sexy, Hempuli. I can't wait to try this game out!
Logged
Daniel Eddeland
Level 0
**



View Profile
« Reply #46 on: January 23, 2011, 02:58:30 PM »


The sprite size! The detail level! The circular explosion clouds! The particles and animation!  WTF

This is looking REALLY good. To finish this game seems pretty ambitious... good luck!  Smiley
Logged
Fluff
Level 1
*



View Profile
« Reply #47 on: January 23, 2011, 03:01:25 PM »

This is looking great, you even have a little camera shake on the explosions!
Logged
Fire
TIGBaby
*


View Profile
« Reply #48 on: January 24, 2011, 01:50:24 PM »

Looks awesome. We talked on irc.
Logged
kavs
Level 2
**


Brad Kavanagh


View Profile WWW
« Reply #49 on: January 24, 2011, 03:05:40 PM »

Looks great!

How does it control, Hempuli? Aim/Shoot with the mouse, move and use abilities with the keyboard?
Logged

Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #50 on: January 24, 2011, 03:08:23 PM »

I don't remember that.

Anyway, today I worked on handling items and AIRPLANEEESSS! They work quite weirdly now, so I might change them to some vehicle that is less of a hassle to control. Anyway, since we all love bombs, here's another gif:


Looking at that, I feel quite bad for not making the terrain destruct properly. Maybe I'll do that tomorrow. Another two bigger things I should work out are digging (properly, like select-the-item-and-press-button digging) and respawning after death (including of course messages for who killed who and so on). I also ditched the minimap for sake of more interesting gameplay, ambushes are never boring.

I also thought about the goal of the game a bit with Radix. He's an ace dawg, good with brainstorming. Anyway, originally I had planned both teams to have some machine, like an AI or a Main Generator or something that they had to protect. Destroying this machine would end the game instantly. However, since I'm going to add all this deep research/digging mumbo-jumbo in, we noted that such straightforward goal would reduce the gameplay to mindless deathmatch where the player with most guns would win.

So, I thought of a certain game mod of Clonk Planet I had played years ago, called Capture the Oddball!, where there'd be an artifact ('oddball') that appeared to a random location in the level, and the players had to find it. There would be a count-down of 90 seconds while a player was holding the oddball, and after that the player in question would win. That led to rather interesting situations, when all the players tried to catch the one holding the oddball at all costs. So then, after some brainstorming we noted that this concept might fit my game rather well!

The idea is this: After a set 'preparation' time, where the players can start digging, building and researching, an artifact crashes directly to the middle of the no-man's-land. The teams must obtain this artifact, and escort it to their base, where it must be held for a set time for the team to win. We also thought of maybe adding a specific researchable machine you'd have to build in order to be able to even start the countdown in the first place, because that'd allow more means of distrupting the winning player - the other team could try to destroy the machine instead of going for the artifact. However, that'd also mean that at least one engineer would be obligatory in each team and that'd kinda suck. I'm still thinking about it.

Warning - while you were typing a new reply has been posted. You may wish to review your post.

Kavs: Arrow keys to move, X to jump, Z to select the action you want to do and C to do it. Also T to write and E to see the chatlog, though I'll change those two last controls to better ones later.

EDIT: Also, thanks everyone for this extreme kindness! I'll try to make a playable game.  Hand Any Key Smiley
« Last Edit: January 24, 2011, 03:16:41 PM by Hempuli‽ » Logged

Wowk
Level 0
***


Late fresh starter


View Profile WWW
« Reply #51 on: January 24, 2011, 03:28:40 PM »

Wow...amazing as always. Those planes rules!
IMHO, maybe if the bombs fell in a downward arch and exploded on contact it would be more reasonable in the gameplay, right? otherwise the players would see the plane coming and just run from the bomb before it exploded and those planes would be kinda useless.
Also, a capture-the-flag mode would be nice Grin

Anyway...you're awesome!
Logged
Aquanoctis
Level 6
*


View Profile WWW
« Reply #52 on: January 24, 2011, 03:41:19 PM »

AH! you can control the planes! This just got so much more awesome.
Will there be some sort of anti-aircraft thing going on?
Logged
DrOctapu
Level 0
***

Brutally modest.


View Profile
« Reply #53 on: January 24, 2011, 05:21:38 PM »

This is insanely amazing. I love it.
Logged

Add me on...
 Desura | Steam
cactus
Makeout King
Level 5
******



View Profile WWW
« Reply #54 on: January 24, 2011, 05:43:51 PM »

This is gonna be a tough one to beat. Looks really sweet so far!
Logged
Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #55 on: January 25, 2011, 04:45:25 AM »

Wow...amazing as always. Those planes rules!
IMHO, maybe if the bombs fell in a downward arch and exploded on contact it would be more reasonable in the gameplay, right? otherwise the players would see the plane coming and just run from the bomb before it exploded and those planes would be kinda useless.
Also, a capture-the-flag mode would be nice Grin

Anyway...you're awesome!

Yeah, the bombs in that gif moved like that just because I wanted to show something as quickly as possible and didn't bother to actually make a proper bomb. So is here:

So, as you see, the terrain destruction works ok!

However, as I worked with the planes and bombs, I realized that there's another big problem I need to overtake before doing anything else. Currently, every item has a dynamic ID that is used to determine what happens to what in the on-line gameplay. However, since the IDs are dynamic and change when an item is destroyed (like, if I have IDs going from 1 to 9 and number 3 disappears, the IDs after it are lowered accordingly), sometimes the slight lag/other things may cause the game to pick the wrong item or no item at all when calling the clients. This causes all kinds of problems, when you carry a bomb and the other players see the bomb still lying where it was, and so on, bombs exploding seemingly randomly when a player uses an item with the same ID in another client.

So, the way to fix this is of course to change the ID-handling from dynamic and clientside to serverside and non-dynamic. Doing some kind of an ID-handler isn't a problem, but since every ID should take only a byte, I should avoid not making the IDs raise over 255. We'll see how that goes! After that, I'll start working on the things I said yesterday. So let's make a neat to-do list:

  • Fix the object IDs!
  • Make the players respawn properly!
  • Give the miners the ability to dig!
  • Allow changing of class mid-game (I'll explain this a bit later)
Logged

Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #56 on: January 25, 2011, 01:25:46 PM »

Hehey! That ID thing wasn't nearly as bad as I anticipated - it's done now. Next I need to distribute all item positions and instances to players who join mid-game, after which the items ought to work properly - unless I've missed something. I also added respawning!

But hey, since some people asked, I decided to make a little test version for you! It's quite bare-bones, but you can still play it alright! Since some of the item-handling is still broken, airplanes and bombs have been taken out (sorry Concerned), and due to that the characters can only move and shoot. It should still offer some fun (hopefully). Also, due to the restrictions the Fighter-class is totally overpowered! Choose the other classes only for fun.

TEST VERSION GET!
Logged

Aquanoctis
Level 6
*


View Profile WWW
« Reply #57 on: January 25, 2011, 01:35:00 PM »

Playing as I speak.
It's very nice!
One thing I would say is that you may want to disable the ability for the cybermason people to destroy blocks when he's dead as you can still do this as you wait to respawn.

EDIT: I didn't realise all classes could destroy blocks =]
« Last Edit: January 25, 2011, 01:52:06 PM by Aquanoctis » Logged
P-Flute
Level 2
**


View Profile WWW
« Reply #58 on: January 25, 2011, 01:49:19 PM »

WOOOH TEST BUILD.  Even though there's not much there, this is showing a lot of promise.  At first I was kind of iffy on not having mouse-aiming and all that, but I think the direction limiting actually sort of makes things interesting!

Have you thought about adding a strafe/aim button, for shooting at multiple angles without having to move around as much?
Logged
Eclipse
Level 10
*****


0xDEADC0DE


View Profile WWW
« Reply #59 on: January 25, 2011, 01:52:59 PM »

HA! Just pwned Hempuli AT HIS OWN GAEM Cool that's how much I rock.
And this game rocks too, it's already a very, very fun mini deathmatch. Cannot wait to see more of it.
Keep rockin' Beer! Hand Metal Right
Logged

<Powergloved_Andy> I once fapped to Dora the Explorer
Pages: 1 2 [3] 4 5 ... 20
Print
Jump to:  

Theme orange-lt created by panic