Ant
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« Reply #40 on: May 22, 2012, 09:17:27 AM » |
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Ah yeah bit of last minute hiccup there when I was adding the code to determine the player's speed. Just updated the inDev with an hour or so of minor things, mostly little bugs here and there and the following items were added: offal, frozen offal, bandages, medikit, baseball bat. Got a lot of work on in the next couple of days so probably won't get much done on the game for a bit. After that I'd quite like to get the changeable clothes system in for the hero then concentrate more on adding to the streets and forests.
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Ant
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« Reply #41 on: May 31, 2012, 12:18:32 PM » |
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Well I got a lot of great feedback on Straima, mostly about bugs, from the folks that found out about the game via Pixel Prospector so I thought I'd end the month updating that. Straima r7- GUI: Options screen now has arrows to make it clear how and when to change settings. Changing settings via the F-keys now informs you of changes via text. Added shift, alt, ctrl, return and space to the keybind options.
- Music: Switched the sound system from Super Sound to Caster so there shouldn't be any more oddities when closing the game.
- Bug fixes: Spent a fair bit of time fixing a whole bunch of bugs mentioned.
- New Object: Clockstopper - Stops the timer for 2 seconds, useful for encouraging dangerous paths during a speed run.
- New Object: Breach Blocket - A block that is destroyed by projectiles or straima stomps.
- New Object: Glooma - Hides anything that's obehind it.
- New Dude: Fasu - Moves in one direction, can travel over anything.
- New Dude: Rolla - Rolls around with very basic AI (i.e. will attempt to jump over holes in floor).
- New Levels: pincushion descent, dissolvelet, aphotica, rollin rollin boingin, fasumaw.
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Ant
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« Reply #42 on: June 16, 2012, 01:43:11 AM » |
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« Last Edit: July 15, 2012, 12:35:57 PM by caiys »
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Ant
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« Reply #43 on: July 15, 2012, 12:55:02 PM » |
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BomberTREE
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« Reply #44 on: July 15, 2012, 01:30:00 PM » |
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WHOA, where have these updates been?? Everything looks so fun to play.. great job :D EDIT: Straima was alot of fun, pretty hard though! Great music! Famikumo is beautiful!! It lacks sound of course, but it's still a lot of fun to play
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« Last Edit: July 15, 2012, 01:35:06 PM by kitheif »
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noah!
Level 6
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« Reply #45 on: July 16, 2012, 11:59:48 AM » |
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Aww, you gave up on Famikumo? I really like the idea behind it, and right now the game has loads of untapped potential...
Well, you have a month or so until AGBIC officially ends, so...you know, if you ever wanna pick the project back up... :-)
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Ant
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« Reply #46 on: July 17, 2012, 10:57:16 AM » |
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Oh wow I thought the AGBIC ended today, didn't realise it was a two month jam. I guess I might as well keep working on it for another week or two since I've got 90% of the core coding done, just need to work on the content stuff now... @kitheif cheers, that's most kind of you.
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Ant
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« Reply #47 on: July 18, 2012, 09:51:04 AM » |
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Cheers Meckz. I did plan on adding different themes for each round but I'd quite like to get back to cracking on with Save the Last Bullet. I think all it needs right now is music/sounds, add in random enemies/walls to deathmatch and different weapon options which should take a week or two. I'll probably add some other minor stuff like a few more enemies, more ship upgrades and a bit of decoration to give the robot theme a better feel but I'll leave the different themes for a future update.
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Ant
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« Reply #48 on: July 24, 2012, 01:02:32 PM » |
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Famikumo r2Sorry TIGers but I think I'm done with Famikumo, I'm just not much into shmups and I really want to dive back into Save the Last Bullet for a good while. I added some alternate weapons so there's 8 in all and added all the Survivor enemies into Deathmatch, except for the bosses, most of which guard the powerups.
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Ant
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« Reply #49 on: July 29, 2012, 12:51:59 PM » |
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Save the Last Bullet: inDevAdded a clothing system for the hero. Clothes are randomised at character creation, you can't change them ingame yet but hopefully I'll get round to changing this soonish. Added the Intellect and Karma stats, though Intellect doesn't do anything right now. Karma will have a positive/negative mod on the main luck-based events like random area events. Karma will be much more changeable than the other stats and is based on your decisions in some situations, like choosing to save a hostage. I don't really want Karma to force you to play a particular style, instead the aim is to add an extra gameplay element. So for example, some random events can only occur if you have a very high or very low karma. Generally having a low karma will lead to more dangerous events but the payoff is greater. Added the ability to equip Accessories via the inventory screen. These will provide general bonuses to stats and special effects and so forth but you can only wear up to 4. Killing rabbits will get you the Rabbit Foot which is the only accessory right now, wearing it ups your karma a small amount. I also added a 'good' random area event to test it out where there's just a pile of bodies that have a chance of having random items.
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Ant
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« Reply #50 on: October 09, 2012, 05:54:57 AM » |
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Save the Last Bullet r1Thought I'd make this the first release since I've now got most of the core mechanics done, there's still more core stuff to add but I can start working on content more now. - You can now get a team mate, give him duties to carry out and switch between the two. He will now also use resources, food, healing and electricity.
- The travel pane has been split into three now, Visit, Explore and Missions. Visit refers to particular areas of interest you've found, the only current one being Dock 17, Explore are the bigger randomised areas, and missions link to a specific area and will affect that area in some way. For example, when you now look at the damaged radio in the lodge you'll be given a new mission, which will unlock the Dock 17 area and create a trader there that sells the parts needed to repair the radio if selected.
- The forests area is now split into a honeycomb of rooms. This should make it easy to add random stuff like finding a river to fish in, a camp or cabin. Added rabbits to shoot as well.
- I changed the learning process so that you learn recipes/crafting by books obtained from a convenience store then taken to bed, though you can only learn one skill per night. There will probably be other ways of learning skills and whatnot but using books in this manner will now be the main way of learning.
futureA priority will be getting more enemies in. The infected will follow more of a body shock horror movie lines rather than traditional zombies, so I want to get in some weird mutant things. I need to add a way to get new team members as well, possibly by adding an Apartments area to explore. I'd also like to work on adding skills and status effects (e.g. a skill that increase the chance of spotting rabbits/dears in the forests and getting more food from them).
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Ant
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« Reply #51 on: October 09, 2012, 05:56:09 AM » |
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Ant
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« Reply #52 on: October 09, 2012, 05:57:16 AM » |
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Ant
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« Reply #53 on: October 09, 2012, 05:57:58 AM » |
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Untrustedlife
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« Reply #54 on: October 09, 2012, 06:14:34 AM » |
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Looks very nice, i work in GameMaker 8 aswell . Making my roguelike that lacks a name in it.
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@@@My Website@@@You bash the Rat in the stomach with the banana /////////// The rat is struck down
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Udderdude
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« Reply #55 on: October 09, 2012, 06:54:05 AM » |
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I tried Famikumo, it seems to have every amateur shmup design problem in the book, and then some. Obnoxious amounts of screen shaking, overuse of inertia, tiny sprites everywhere, visibility issues, randomness lifebar, etc. Needs some serious work IMO.
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ElVaquero
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« Reply #56 on: October 09, 2012, 07:39:36 AM » |
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It's like the Ludum Dare October Challenge was conceived just for you, haha. Love the general look and feel of a lot of these games, just pick one and ship it!!
Also, anything come of that ninja-fied Gunpoint type game? Love that idea...
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Ant
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« Reply #57 on: October 10, 2012, 01:42:28 AM » |
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@Untrustedlife / ElVaquero Cheers guys. Heh didn't know anything about that Ludum Dare challenge, but it always seemed like a lot of hassle pimping commercial games so probably won't enter. And no I haven't thought much more about the ninja game but it's something I'd like to do someday, even if it's just a scaled-down lo-fi version made for a game jam.
@Udderdude I don't see the problems your having for most of the stuff you listed. Can you elaborate on your points?
In regard to the screen shaking it's like that for a few reasons. Firstly thematically you're just a bloke in a spacesuit flying through space and for most of the dev there wasn't any sound so I felt a screen shake effect when hit was appropriate. I designed it so it's not actually a true screenshake, it's two transparent surfaces shown over the original so you will always see the 'true' surface which never moves, once you get an eye for it it only stops you accurately seeing the smaller bullets but you can usually guess their firing pattern and they don't cause much damage anyway (plus the shake is dependent on the damage so getting hit by smaller objects won't add to the shake). You can also buy an upgrade that halves the screenshake.
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oyog
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« Reply #58 on: October 10, 2012, 08:06:30 AM » |
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None of the things udderdude mentioned about Fumikumo bothered me except maybe "overuse of inertia". It has been an interesting thing to adapt to since I'm so used to being able to zip around with precision in shmups. I kind of wish I didn't take damage from hitting the walls but that's only because I'm still getting used to the feel of the controls.
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Ant
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« Reply #59 on: October 10, 2012, 12:47:55 PM » |
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I dunno, I guess I'm just very much used to it now, the only time I've ever felt the inertia led to damage as opposed to it being my own fault was sometimes when you reach the wall sections during a very fast portion of the level. Incidentally the same powerup that halves the screenshake also removes all inertia.
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