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TIGSource ForumsCommunityDevLogsVision.
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Hangedman
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« Reply #80 on: September 16, 2011, 07:52:05 AM »

Yup, I think so! Gonna stagger the animation a bit so it floats a bit and gusts to the last frame every now and then. Thanks to CPW and everyone in TIGIRC for the help.

Hopefully now I'll actually be able to work on the game, now that I have this one tiny problem fixed Panda
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
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jotapeh
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« Reply #81 on: September 16, 2011, 09:50:02 AM »

I'd eliminate some of the black lines in the 2nd and 3rd frames. makes the hair look like big noodles
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Belimoth
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« Reply #82 on: September 16, 2011, 10:32:12 AM »

I love the platforming in this Kiss
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Hangedman
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« Reply #83 on: September 16, 2011, 02:45:41 PM »

I'd eliminate some of the black lines in the 2nd and 3rd frames. makes the hair look like big noodles

 Big Laff Or dreads

Good point.

So anyway!

31 DAYS REMAIN

Menu is just about done! Shiny transition in and all. Levels been tweaked again. Almost time for arts nonstop. Tomorrow I go into the wilderness for a couple days.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Happy Shabby Games
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« Reply #84 on: September 16, 2011, 03:36:15 PM »

I always enjoy checking out your progress on this. Have fun in the wild! I need to escape the city soon...
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Hangedman
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« Reply #85 on: September 18, 2011, 04:32:37 PM »

29 DAYS REMAIN

One down, countless more to go.
Did a ton of work on the menu, groundwork for the options and etc, and so on.
Finished the animation as far as I can tell. In any case, I need to move on.


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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
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« Reply #86 on: September 18, 2011, 06:45:14 PM »

Quote from: Vision
HOLY CRAP YOU ARE BAD AT THS

ò_ó
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Hangedman
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« Reply #87 on: September 18, 2011, 07:09:31 PM »

hahaha

the platforming has been retweaked yet again, and the layout of maps (tweaked also) is intended to slowly show you what you can do (and now actually does), so the final product will be much more smooth

I may upload a test build of just the first area of the newest version of the game, to show how it has changed. But that will be once I get closer to my submission candidate version. Too much to do as it is.

One thing to always remember: always stop and look before you jump. People are fragile
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #88 on: September 23, 2011, 02:24:45 PM »

how are there ONLY 24 DAYS REMAINing holy crapsticks

Getting a little nightmarish. School is starting to get busy, and the deadline is bearing down on me like a bear that downs on me.

But I soldier on. Got the vignette code for regular instances just about done, got the menu code shaping up, and I'm thinking hard on how to have instanced events, NPCs moving/following a path, etc. Probably should have started on such things earlier, but oh well. I'm hoping to get all game done by 14 days, and then spend two weeks arting like crazy.

Thanks to all at the Dirty Rectangles meetup for their input. Gave me a lot to think about.

Tentative schedule:
As of 23 Days Left: Complete level beginning and end vignette system
As of 19 Days Left: Complete event system
As of 16 Days Left: Complete menus and auxiliary features and etc
As of 14 Days Left: Implement sound
As of 4 Days Left: Finish all graphics
As of 1 Days Left: Add final touches, fixes, minor testing

Submit early, and then keep working on it anyway.
« Last Edit: September 24, 2011, 09:14:33 AM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
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« Reply #89 on: September 23, 2011, 04:16:49 PM »

I really like this project!  Keep up the great work :D  Beer!
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« Reply #90 on: September 23, 2011, 05:44:38 PM »

I'm liking what I see here. I'm not sure why but retro-styled games always make me feel this warm fuzzy feeling inside. : )

I'll be checking up on this more often.
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Hangedman
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« Reply #91 on: September 26, 2011, 04:55:54 PM »

21 DAYS REMAIN

3 days of frustration and confusion, and 5 minutes of experimentation later and I have the answer. Going to have to revise my schedule a bit, but I can't worry about that now.
Primary tasks at the moment are filling in the text (busywork I can do anywhere but that needs doing) and adding the event system. With that in place, the game will functionally be done. The rest will be all polish and graphics.

I hope I can still make it in time.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #92 on: September 29, 2011, 03:09:43 PM »

18 DAYS REMAIN

Super productivitio bros.!
Last couple days I couldn't focus on X programming problem. So instead I decided to implement sound. And then in fiddling, I solved X problem, and added sound. And changed the suddenly appearing text to the classic one-by-one with appropriate GBy beeps.

That means: the vignette and textbox systems are done, sfx are mostly implemented, and all that's left after this is events, arts, and menu.

SOMEHOW, I AM ON TRACK.

However, I am having a programming problem of a general nature that I hope someone might provide a simple solution to and I'd appreciate the help.
My sequential-letter-appearance thing is based on a simple timer relay.
What it's doing is counting to 52 and outputting the corresponding char from the array of chars. The only problem is, sometimes the array is shorter than 52. And it tries to run the function with a null char after the string ends, and the whole thing explodes.
My first idea was to concat spaces on the end with a forloop until it was 52 chars long.
But I couldn't get it implemented, and it's probably really awkward.
Anyone have any better ideas?
« Last Edit: September 29, 2011, 03:15:43 PM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
mokesmoe
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« Reply #93 on: September 29, 2011, 05:11:15 PM »

Is there any way you can check the length of the array and then count to that instead of 52? I bet you thought of that already though.
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Hangedman
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« Reply #94 on: September 29, 2011, 07:03:24 PM »

I bet you thought of that already though.

...

Panda Hand Point Right Facepalm Hand Point Left Tiger
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #95 on: September 30, 2011, 09:45:57 AM »

17 DAYS REMAIN

Had lots of intent to work last night, but my commute took twice as long as expected and collapsed to take the edge off the early morning.

Today I finished the textboxes, all problems solved. It was a bit of a kludge, based on the fact that hitting the end of the array always stuck a null on the end, no matter how I tried to stop it. But so it goes, it can always be polished up later.

Next: events, and music implementation.

Thinking about Link's Awakening has given me new vigour.
I soldier on.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #96 on: September 30, 2011, 02:43:12 PM »

I could post more screenshots, but there's not much to show: it's all just blockiness like the last test build. This is because the art will be the last thing to be done in the next 17 days, as I want the game to be functionally complete because...

...the 'DAYS REMAINING' is until the IGF deadline.

Of course, after the deadline, I will improve the art, add more sounds, music, details, functions, options, possibly more levels, more effects and so on.

When I get down to the arting in the next little while, I'll be posting lots of progress shots and etc.
« Last Edit: September 30, 2011, 03:07:46 PM by Hangedman » Logged

AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #97 on: October 03, 2011, 06:56:45 AM »

15 DAYS REMAIN
to the IGF deadline

Saturday night was a fantastic birthday party with some... interesting experiences. Especially for someone who doesn't drink/use drugs.
Sadly, the cold/rain/being up late/allergens/experiences did something to my immune system, and Sunday was spent fighting an oncoming illness, which has now hit me, albeit much weakened by my defenses. I seem to have headed it off, but that's two unproductive days.
Nevertheless, I should be ok for time.

I've got Tuesday off. Tuesday will be Vision Day. I will tackle the art wholesale and try to make a decent dent in it, and from what gets done then the rest will come more freely.
Will spam up my twitter with progress, and keep posting stuff up here as well.

For today, still shrugging off this illness, I will take it easy and work on text entry and debugging.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #98 on: October 03, 2011, 05:48:18 PM »

I intended to spend this evening implementing music and it took 5 minutes
And now I'm kind of out of it

Cut my losses and sleep off the rest of my sickness (Y/N)?
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
Hangedman
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« Reply #99 on: October 04, 2011, 04:58:26 PM »

14 DAYS REMAIN
to the IGF deadline

My illness remains. It has made it impossible to focus on anything today. No work done, whatsoever.

Very, very frustrating. Hopefully the easy implementation of music and sound will buy me some time.

I'll try to do some mindless work that needs doing tonight. But I can't guarantee anything at this point.
I'll just have to see how tomorrow goes.
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AUST
ITIAMOSIWE (Play it on NG!) - Vision
There but for the grace of unfathomably complex math go I
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