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TIGSource ForumsCommunityDevLogsMoonQuest
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eigenbom
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« Reply #1340 on: January 24, 2013, 02:49:01 PM »

Cheers, it's weird how adding melee and a jumping spider makes the game suddenly feel ... alive.
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poe
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« Reply #1341 on: January 24, 2013, 03:26:54 PM »

It definitely looks more alive (and fun) to me now that it has an enemy!
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kleiba
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« Reply #1342 on: January 24, 2013, 05:51:24 PM »

Are spiders only going to be able to jump? I think if they had a nice crawly animation they would look even creepier. Like, if they would just sit there for a while but then suddenly decide to start running toward you.
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Quarry
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« Reply #1343 on: January 26, 2013, 04:30:36 AM »

90 pages in and we have combat!
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Thecoolestnerdguy
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« Reply #1344 on: January 26, 2013, 02:54:16 PM »

90 pages and 65474 views!
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pluckyporcupine
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« Reply #1345 on: January 26, 2013, 04:45:58 PM »

Grats on getting combat in! It's looking great! Grin

Anything special planned in terms of enemies?
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eigenbom
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« Reply #1346 on: January 26, 2013, 06:30:13 PM »

The spider is just a placeholder atm. I'll be designing all the enemies at some stage, but there will definitely be spiders of some sort that leave sticky spider webs around, drop from ceilings (ala Spelunky), and walk around as well as jump. Smiley

About the development: the combat has taken a while to add, but now it's all fairly simple stuff to implement within the game engine. The build after next will contain actual content, which I've been delaying until I had all the fundamental features down.

@jonhki I've got a few ideas for enemies. I want to try to avoid the normal rogeulike tropes, but otoh I do like a good skeleton, spider, or bat. One idea that I don't think I've mentioned in this thread, is I want each enemy to be somewhat unique. For example, you might encounter a room full of skeletons, but each will be slightly different in terms of speed, health, etc., some may have special properties (e.g., teleporting, flammable, ...), and some may have different items or armour. The degree to which this is realised just depends on the time I have. Wink (e.g., It would be nice to have an AI that can give strategies to enemies based on what properties/items they have.)

@tcnd Yeah, I remember getting 10k views, it was a great day. Smiley
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happymonster
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« Reply #1347 on: January 27, 2013, 01:09:06 AM »

I agree that more unique enemies related to the moon theme if possible would be good. Smiley
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eigenbom
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« Reply #1348 on: January 28, 2013, 02:15:32 PM »

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Code_Assassin
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« Reply #1349 on: January 28, 2013, 03:49:36 PM »

snip

Yo collision all mass'ed up bruh.

Too much entities in one space. Mak eyes hurt.
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Thecoolestnerdguy
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« Reply #1350 on: January 28, 2013, 04:09:31 PM »

SNIP

NANANANANANANANANANANANANANANANAN SPIDER MAN!


(spider man? No your stupid, this is Batman's song [sigh]. Spider man's song is :  SPIDERMAN, SPIDERMAN, DOES WHATEVER A SPIDER CAN...)


Oh, ok  Embarrassed



snip
Yo collision all mass'ed up bruh.

Yeah, what's wrong with it? Isn't it Box2d? I thought that kind of problems didn't happen on Box2d, at least if you're not doing thing the wrong way (like making a super huge or tiny object).
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eigenbom
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« Reply #1351 on: January 28, 2013, 04:16:06 PM »

chillax bros
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C.D Buckmaster
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« Reply #1352 on: January 28, 2013, 05:06:51 PM »

Moonman's perpetual grin seems really unnerving when he's standing a couple of meters from what could only be described as a fuckton of spiders.
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poe
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« Reply #1353 on: January 28, 2013, 05:09:54 PM »

Moonman's perpetual grin seems really unnerving when he's standing a couple of meters from what could only be described as a fuckton of spiders.

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eigenbom
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« Reply #1354 on: January 28, 2013, 05:34:56 PM »

Moonman's perpetual grin seems really unnerving when he's standing a couple of meters from what could only be described as a fuckton of spiders.

Quote from: poe
img

That post and img made my day Cheesy
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eigenbom
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« Reply #1355 on: January 29, 2013, 10:24:35 PM »

Update: I've uploaded version 0.3! This is the last of the tech demo builds. From the next build onwards, moonman will be an actual game. Smiley

Download moonman 0.3 (windows only)

I appreciate any and all bug reports or funny behaviours. Please refer to the readme.txt for instructions and keymappings. There are keys to spawn spiders, give yourself lots of loot, etc.

The bad news is that I'm taking a month long hiatus on moonman, in order to get my ios game finished and published. The good news is that once that's finished I'll be spending much more time on moonman, sprinting towards releasing the first commerical version in June/July. Exciting and busy times!

As always, thanks for reading.


Changelog for 0.3
-----------------
heaps of refactoring!
stalactite block
ctrl+click is right-click on mac, so removed water click function
Replaced cegui logging window with manual SFML-based window
show rectangle around selected block for mining
ladders!
block flashes on hit
leaves slope block
inpenetrable blocks on border
disabled block tinting
draw black rects for border chunks
fix: light shouldnt come through border chunks
disabled start-up image
vines are now climbable
added in-game menu
f2 - edit mode
added ‘save&quit’ to menu
dark outline render mode (fancy mode) now optional and disabled by default
tab hides all UI stuff
full cleanup of background renderer
fix: renderer was slow
spiderweb slight colour variant/tint
dont repeat jump with space, wait until it is repressed
fix: colours, minimal palette
items are picked up via collision with mm using physics system
inventory - can drag items into world
fix: background renderer was slow, not I cull occluded stars and use
vertexbuffers
MAJOR: removed cegui
refactored function calls into game events, e.g., EV_SWAP_ITEMS
refactored: Messages are now called Events
renderer: Snap all objects to nearest pixel to prevent jittering
MAJOR: Particles!
blocks register a “particle_colour” (default is just dirt colour)
fix: made world saving safer, by saving the world to a tmp file and then do a filecopy when its done   
MAJOR: can mine + place background blocks (called "walls") The hammer is used
to mine walls.
Added minimum damage threshold to blocks (so we cant mine diamond with our hands!)
Added spawn_block_on_destroy, so some blocks don't create block items when
destroyed (e.g., glass)
Added block attachment logic. E.g., grass is destroyed if the dirt below it is
destroyed. Also vines, stalactites, etc.
fix: can place non-collidable objects under self
pick axe is now good at picking stone and rock both
added life/death/respawn
Can kill all things with ‘k’
added health bar
all entities receive falling damage
added 'u' and 'y' keys to spawn mobs
mm damaged when spider collides with him
changed background (temporarily)
made a new game launcher








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pluckyporcupine
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« Reply #1356 on: January 29, 2013, 11:25:12 PM »

Woohoo! A new alpha!

I'm going to have fun with this. Smiley
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Thecoolestnerdguy
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« Reply #1357 on: January 30, 2013, 02:50:59 AM »

Download moonman 0.3 (windows only)


Download moonman 0.3 (windows only)

Why? Why? Whaaaayyyyy?!  Hand Shake Left Cry Hand Shake Right
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« Reply #1358 on: January 30, 2013, 08:47:10 AM »

Do the little spiders ever grow up?  The super pickaxe was great at everything, I love how it was even the best weapon because it could kill whole groups of spiders in one swing.

But not even the super pickaxe could stop the spiders when I was holding down U.

I found some bugs when I pressed the Y and U keys. 
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eigenbom
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« Reply #1359 on: January 30, 2013, 01:15:41 PM »

@tcng Hey dude, i just spent 30 mins trying to compile moonman on mac, but i couldn't get it working. seems like the latest sfml update broke something somewhere, and i can't be stuffed messing around with it right now. It's 8am and I'm about to start other work. I know it's not optimal, but be rest assured that moonman will be released on both pc and mac, so you'll get to play it someday. : )

@pixelulsar thx for testing it! in the real game there will only ever be a few entities on screen at a time, and probably a max of like 20. moreover, the computer will be able to spawn them so they don't overlap like that. but thanks for stress testing it. and no, the little spiders don't grow into big ones, but that's an awesome idea, that i'm going to steal. ; )
 
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