r0ber7
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« Reply #140 on: March 12, 2016, 03:25:13 AM » |
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I revived this project. And made another level. Then I found many bugs.
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r0ber7
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« Reply #141 on: March 28, 2016, 04:00:38 PM » |
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Today I did a forest level, with some elves and a few darklings.
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r0ber7
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« Reply #142 on: March 29, 2016, 03:43:06 PM » |
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I tweaked the forest level some more, and now it won't load. So it's back to bug hunting for now. I also want to cut off a lot of unnecessary codebase. Optimization and elmination are needed.
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Pixelologist
Level 1
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« Reply #143 on: March 29, 2016, 03:48:52 PM » |
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Both your signature and avatar are broken jpegs.
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r0ber7
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« Reply #144 on: March 29, 2016, 04:17:43 PM » |
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Thank you, I had not considered it. It has been a long time since I visited these forums. :-)
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r0ber7
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« Reply #145 on: April 19, 2016, 04:08:35 PM » |
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The way I compile currently is by running GLBasic v12 on an old Windows laptop, which I've got hooked up to the ethernet. It compiles for Mac, using OS-X uni.
This is tedious (having to work with two computers) so I've tried setting up GLBasic v14 in a VirtualBox, but to no avail.
For now I only make minor changes to the code, and I'm making levels. I added a castle to the forest level shown above. I'm also planning an ocean level, with lots of boats and squid.
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r0ber7
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« Reply #146 on: April 28, 2016, 03:17:03 PM » |
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I've made a lot of progress these days. This is because I installed Crossover, making development a lot easier.
<3
- tweaked the shield particle effects - added earth magic animations - tweaked jump gravity - fixed a bug in the menu - fixed broken colour customization of wizard - added details to existing levels - fixed enemy spawning - edited a bunch of levels
I still cannot directly compile for Mac. It gives the error "create process failed", which probably has something to do with Crossover. Maybe I can adjust the bottle settings.
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r0ber7
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« Reply #147 on: March 12, 2017, 01:51:28 AM » |
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Just posting to say I've started work on this once again. I've changed the map selection screen and grass now moves once an animated entity touches it.
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r0ber7
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« Reply #148 on: March 24, 2017, 01:57:27 PM » |
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As development continues, I wonder what to post here. I am still making levels, and tweaking character movement, camera movement, and so on. Making some new graphics here and there, all that. It just hardly seems news worthy. It seems like only if I make an entirely new enemy or drawing, it would be something I could maybe share. How do you guys do this?
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Ninja Dodo
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« Reply #150 on: May 03, 2017, 11:54:39 PM » |
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As development continues, I wonder what to post here. I am still making levels, and tweaking character movement, camera movement, and so on. Making some new graphics here and there, all that. It just hardly seems news worthy. It seems like only if I make an entirely new enemy or drawing, it would be something I could maybe share. How do you guys do this? It's a tricky one. I haven't updated my devlog in a while, mostly because right now everything is kind of broken and half-finished, but development continues. I think I could show some incremental progress on various things but it also takes a lot of time to compile a good devlog entry that isn't this just "here's a GIF of a thing I'm doing". Although maybe I should just post more GIFs as well. Also though at some point you definitely have to steer towards wrapping it up in some way, maybe cutting some features, but finishing *something*. Still, kudos on sticking with it!
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r0ber7
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« Reply #151 on: May 04, 2017, 07:00:44 AM » |
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Also though at some point you definitely have to steer towards wrapping it up in some way, maybe cutting some features, but finishing *something*. Still, kudos on sticking with it! Thank you for the reply. My game is in the same state, half-finished and a bit buggy around the edges. I definitely agree with you on finishing something. That's why currently I'm only reducing and debugging, not adding new things. The refining and polishing takes some time though. Also, gifs are a good idea, I usually upload to YouTube but that's not as portable and quick.
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r0ber7
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« Reply #152 on: May 05, 2017, 04:19:39 AM » |
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Made a gif. And a youtube.
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r0ber7
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« Reply #153 on: May 30, 2017, 06:21:19 AM » |
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Recently made adjustments to the menu map level select. You know, like a world map. It's nothing fancy but it's not ugly either and it does the job. Still a ways to go, but sometimes it's good to celebrate the little things too.
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r0ber7
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« Reply #154 on: June 12, 2017, 01:37:29 AM » |
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Map may change in the future. Could be that I remove the second mountain.
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r0ber7
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« Reply #155 on: July 17, 2018, 11:42:22 AM » |
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Finished building the first boat level. I've made a screen recording of me playing it. Fixed a whole lot of bugs in the process as well. Forgive me for the audio quality, it is a bit low.
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r0ber7
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« Reply #156 on: November 16, 2018, 02:17:01 AM » |
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Steam release date set: 21 January 2019. Now Steam is reviewing my application. Also, check out the new website: redwizardisland.com
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r0ber7
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« Reply #157 on: November 23, 2018, 12:12:31 AM » |
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The Steam store page has been approved so I set it to 'coming soon'. You can view the page here. I think I will change the logo to something a bit more "flashy" and colourful, but overall I am quite happy with it.
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ARF Initiative
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« Reply #158 on: November 23, 2018, 03:18:14 AM » |
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Really nice work. Kind of like it! Could be interesting if the character could do some kind of bigger spell while you are pressing the left mousse button.
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r0ber7
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« Reply #159 on: November 23, 2018, 03:36:51 AM » |
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Really nice work. Kind of like it! Could be interesting if the character could do some kind of bigger spell while you are pressing the left mousse button.
Thanks for the reply. The size of the fireballs gets bigger the longer you press the mouse button. Maybe I can indicate that in the mouse cursor.
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