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TIGSource ForumsCommunityDevLogsRed Wizard Island
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kamac
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« Reply #40 on: November 12, 2011, 11:36:55 AM »

Just asking,

Will it have some:

multiplayer?
Modding support?
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r0ber7
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« Reply #41 on: November 12, 2011, 01:03:44 PM »

Been thinking about multiplayer, but I haven't decided yet. For now, it's a straight line platformer, but it may become a wizard vs. wizard multiplayer too. Can't say, although I'll probably release it first as a single platformer.
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kamac
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« Reply #42 on: November 12, 2011, 01:11:29 PM »

Will it cost, or it's gonna be freeware  Waaagh!?
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r0ber7
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« Reply #43 on: November 12, 2011, 01:16:21 PM »

Considering the time I'm putting in, I'd like something in return. I'm thinking the price of a cappucino.  Coffee Demo will be free.

In other news, someone on the GLBasic forum just posted this. Smiley

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r0ber7
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« Reply #44 on: November 13, 2011, 04:22:21 AM »

multiplayer?

Hey, you got me thinking on this one... I really like the idea. I'm just not sure how much work it would be to implement. So that could mean it'd take some time, but I love the idea of wizard vs. wizard combat (kind of like Liero, except with wizards, how cool is that). I'm definitely taking this on, will update on how it goes (can't promise anything yet as to when, cause I have no idea about GLBasic and its network commands). I've done network coding in C before, so it shouldn't be that hard, but I don't know right now.
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r0ber7
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« Reply #45 on: November 14, 2011, 06:05:44 AM »

I checked out the GLBasic NET commands... Coming from c socket programming, these seem like a dream to me. If they're really as easy as they appear to be, I haven't praised GLBasic enough yet!

Multiplayer will have to wait until christmas time though, cause I'm coding this game with no budget at all. So I'll ask for GLBasic for christmas. Smiley (The network commands are only available in the paid version.) But I have a feeling that multiplayer will be awesome, and I can't wait to get started on it.

In other news.
- Tweaked jump mechanics (revised old standard parabole calculation into a proper physics based calculation)
- Added health for the enemies (bigger fireballs now do more damage, not always do they die in one shot anymore)
- Started on a bigger viking ship to transport you between islands. Work in progress.

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kamac
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« Reply #46 on: November 14, 2011, 07:53:05 AM »

Well, you'd have to buy it anyway if you wanted to sell your games  Gentleman
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r0ber7
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« Reply #47 on: November 14, 2011, 08:34:36 AM »

Indeed, but now I'll buy sooner. Wink Kamac, you seem to be a loyal follower, would you be interested in testing an alpha? Probably somewhere in december.
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kamac
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« Reply #48 on: November 14, 2011, 09:15:24 AM »

Why not  Shrug?
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r0ber7
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« Reply #49 on: November 16, 2011, 04:51:06 AM »

Why not  Shrug?

Alrighty.



Viking boat version 2.

I'm actually on a break cause I've got much work-related stuff going on, but I couldn't resist doing some pixels. Meanwhile reading a book on viking mythology, see if I can get inspiration for a storyline, and for the gfx.
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r0ber7
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« Reply #50 on: November 18, 2011, 06:31:59 AM »

Ok, I've got a grid warp now. It's not exactly what I had in mind, but it's a spiral warp of a grid anyway, so I'll post it here. Gotta test it out in the game to see if it looks right for a black hole spell.



Furthermore:

- added basic lighting for torches, fireballs, and campfires
- ghosts spit blood at you now
- some tweaking of the collision stuff for the wizard

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kamac
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« Reply #51 on: November 18, 2011, 07:19:21 AM »

Uuu. Nice  Wink

I'm looking forward to see it's effects in-game.
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r0ber7
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« Reply #52 on: November 21, 2011, 11:20:36 AM »

Not much development time until wednesday. Still, here's a jumping / landing anim I did for the viking chicken.

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r0ber7
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« Reply #53 on: November 23, 2011, 12:58:19 PM »

Today:

- Pixeled a font.
- Added game menu.
- Added viking chicken into game. Now running on standard enemy code, needs specific endboss code.
- Worked on the grid warp effect.

Right now doing some pixel work. Will release a new video this week, hopefully with the new black hole spell + viking chicken in it.
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kamac
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« Reply #54 on: November 23, 2011, 01:01:19 PM »

Okay. I'm waiting  Wink
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r0ber7
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« Reply #55 on: November 24, 2011, 04:04:39 PM »

And now, here's the spiral warp in game:





That yellow star is a temporary mouse pointer.
Still working on the warp gfx, but I'm satisfied for today.
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r0ber7
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« Reply #56 on: November 25, 2011, 05:03:45 AM »

Added a blur and fixed the tile border problem I noticed in the second image of the previous post. This whole thing eats cpu so if the wiz jumps + warp fps goes down. I think I can fix that by pre-calculating all the SINs and COSs.

Now with blur:


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kamac
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« Reply #57 on: November 25, 2011, 05:47:23 AM »

Looking good  SmileyHand Thumbs Up Right

Black hole could do a little more effective warp effect through. It's not too big.
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r0ber7
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« Reply #58 on: November 25, 2011, 08:21:53 AM »

Thanks. Smiley The graphics will be larger eventually. I'm not sure about the warp code itself. Took me two full days to set it up, not the easiest of ideas to carry out.
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« Reply #59 on: November 26, 2011, 08:54:00 AM »

Added new graphics to black hole warp, and also new code. I consider it more or less finished now. I'm very happy with how the whole thing turned out. Will post a new video of the warp effect, among other new things, tomorrow afternoon (my time).
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