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TIGSource ForumsCommunityDevLogsNobu: Fat Revenge!
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Author Topic: Nobu: Fat Revenge!  (Read 35574 times)
TurboLento
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« Reply #20 on: February 09, 2012, 10:51:23 AM »

Just like to stop by and say that cover art looks amazing Smiley
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Tiago_BinaryPig
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« Reply #21 on: February 10, 2012, 02:23:29 PM »

Just like to stop by and say that cover art looks amazing Smiley

Thanks. I am glad you liked it Smiley


Update time :

- Improved the weapon/bullet code.
- Fixed a problem with the bullet's lifespan timer.
- Sketched more animals, plants, weird stuff.
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Tiago_BinaryPig
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« Reply #22 on: February 11, 2012, 05:22:42 PM »

Today i was only able to add one small but very important new feature:

- Zoom in/out added to the editor. It's very handy and i should have done this since the beginning.
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r0ber7
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« Reply #23 on: February 12, 2012, 09:52:43 AM »

should have done this since the beginning.

Smiley I've updated my editor many times. Every time I think the same thing. Careful, don't make too many levels until you've got a good editor. Else you'll have to redo all the levels. >_>
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Tiago_BinaryPig
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« Reply #24 on: February 12, 2012, 10:24:50 AM »

should have done this since the beginning.

Smiley I've updated my editor many times. Every time I think the same thing. Careful, don't make too many levels until you've got a good editor. Else you'll have to redo all the levels. >_>

Ahaha. Fortunatly, my editor has a cool feature, if i change anything in the editor, the previous levels are not affected. But yeah, as i am doing more and more levels, i found out that i need more and more features. I can't think that far ahead even if i wanted to.
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Tiago_BinaryPig
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« Reply #25 on: February 12, 2012, 05:05:41 PM »

Today's updates :

- New editor feature, zoom in/out;
- Made a level to see how everything would look placed together.
« Last Edit: May 31, 2012, 03:28:43 AM by KopanoGS » Logged

Windybeard
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« Reply #26 on: February 13, 2012, 01:48:40 PM »

This game is looking awesome! i love the snake he looks great. I use to love playing a game called "kung fu chaos" on the original Xbox and the cover art reminds me of it and thats a very good thing.

Cant wait to see more!
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Tiago_BinaryPig
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« Reply #27 on: February 14, 2012, 07:28:50 PM »

This game is looking awesome! i love the snake he looks great. I use to love playing a game called "kung fu chaos" on the original Xbox and the cover art reminds me of it and thats a very good thing.

Cant wait to see more!

Thanks alot!
About the game, looks great and super fun to play, have to give it a try someday.


To sum up the past 3 days (have been quite busy unfortunatly):

- Made more animations;
- Finished the sake box power up code. It was missing the activation part, decided to get rid of it so i don't need to think about it anymore.
- Tested the animations in-game.
- Added a limit to the camera's movement (x and y) so it matches the editor.
Right now the map size is around 10000x2000.
- Played around with my logo. Changing the font, etc.
- I have came up with some better ideas for the enemy's AI. More complex...

I think that's all. It's quite late (3.3am) and i can't think right, lol.

Till next time.
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eyeliner
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« Reply #28 on: February 15, 2012, 08:59:17 AM »

The box is ugly. You can do better, I'm sure. Scrap it and redo it, please.
The snake looked cool. I'd prefer to see a bandanna instead of a string in his head, but that's a minimal thing.

In motion, probably there wouldn't be this kind of scrutiny and the animations would probably be ok, like you said.

The level seems competent for a starting level. Nice amount of jumping, verticality and it's quick.
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Tiago_BinaryPig
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« Reply #29 on: February 15, 2012, 10:11:04 AM »

The box is ugly. You can do better, I'm sure. Scrap it and redo it, please.
The snake looked cool. I'd prefer to see a bandanna instead of a string in his head, but that's a minimal thing.

In motion, probably there wouldn't be this kind of scrutiny and the animations would probably be ok, like you said.

The level seems competent for a starting level. Nice amount of jumping, verticality and it's quick.

Thanks for the comment. I'm going to take the box comment and try to improve it, if it looks that bad. I don't want to have ugly things in my game

The level, after testing in-game is kinda small. Going to double the width to 20K.
Right now it's 10000x1800. Too small...

But yeah, it's nice for a first level like you said Wink

Thanks again, back to work!
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Tiago_BinaryPig
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« Reply #30 on: February 15, 2012, 06:42:05 PM »

Today's updates are :

- Realized i was drawing everything (on/off screen), so i made a if check, using the camera, so only what is inside the screen is drawn/updated. With this, i went from drawing 500 assets (in the map i posted here) to less than 100 at a time.

- Tested a cloud smoke applied to every entity(ammo boxes, animals, etc). Need to improve the animation, but it adds that ninja feel to it, instead of having them popping out from nowhere.

- Cleaned/improved chunks of code.

- Added the trap's colision code (mines, explosive lines, etc).

- Changed a couple of things in the editor' script tab to function with all kind of entities (no need to change the code if a new entity type is created)


That's it for today!

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Tiago_BinaryPig
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« Reply #31 on: February 16, 2012, 08:01:01 PM »

Update time :

- Worked on the new AI. Now enemies that looked like ninjas move like ninjas!

And that's it. i Spent the entire day coding the AI to reach the end and realize that, if i thought about it for 5m, what took me 1 day would took 5m.
Programmer's life.....xD

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Tiago_BinaryPig
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« Reply #32 on: February 17, 2012, 06:42:24 PM »

New day, more updates :

- Made some concept art for the 3rd stage.
- Finished the new AI type by adding the particle effect and tweaking some other lines.
- Tweaked the AI system.
- Added the colision between the player's bullets and traps.

Till monday. Still don't know if i am going to code this weekend...
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Tiago_BinaryPig
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« Reply #33 on: February 23, 2012, 03:34:01 PM »

Hey world,

It's been almost a week since my last update.
Like i said, i wasn't going to code this weekend. Instead, i started doing some promotional stuff for the game. This week though, i went back to the game and continue my journey.

Here are the updates :

- Updated boss' class with the new colision system, ai system, etc.
- Created an inheritance class for each boss so it's easier to manage all the states.
- Implemented all the boss' animations in-game.
- Fixed the position for some animations (offsets).

I think that's it. It's quite hard to remember everything you do.
Anyway, i hope tomorrow to finish all the bosses, ai, colisions with bullets, etc.

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Tiago_BinaryPig
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« Reply #34 on: February 27, 2012, 12:17:59 AM »

Another day = more updates :

- Finished one of the bosses' AI.
- Finished implementing all the animation sheets.
- Started the final boss' AI.
- Started the new website for Kopano Game Studio and for Nobu: Fat Revenge of course.
- Music for the teaser trailer done.
- Editing of the teaser trailer almost done.
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Tiago_BinaryPig
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« Reply #35 on: February 29, 2012, 09:55:34 AM »

Today's update :
 - Finished all the bosses' AI.
 - Started implementing multiplayer (co-op). What's a beat'em'up without co-op? Nothing, so, i've decided to add this just for fun.

What needs to be done for the co-op :
 - Selection menu. Here is where the two players decide wich input they will use such as the keyboard or gamepad and decide the color of the character.
 - Implement the code to translate the selections made in the selection menu.
 - Fix the enemy' shooting system. When testing the two players, i saw that they were only shooting at player 1.
 - Make a second HUD.
 - Add a different save file for the co-op mode.
 
And i think this is it.

I am pretty much done with the engine. I'm going to work a little more today so next month i can concentrate on making all the remainning map graphics.

Btw, do you guys have any suggestions for the enemy' shooting system.
Should they shoot for the middle of the two players?
Should they shoot for a random player at a time?


Till tomorrow Wink
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SolarLune
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« Reply #36 on: February 29, 2012, 11:49:51 AM »

I coded my AI to shoot at the closest of the currently playing players. An enemy's AI could also alternate randomly or periodically between them. A good AI would basically shoot at the more imposing threat (closer player that's shooting at an enemy over a further one that's not). Or perhaps, for each enemy to 'man' a player, where in a situation with two players and two enemies, each enemy would concentrate on each player, thereby pushing them back.

For a side-scrolling game, simply firing at the closest player would probably be fine.
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Tiago_BinaryPig
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« Reply #37 on: March 01, 2012, 05:30:38 AM »

I coded my AI to shoot at the closest of the currently playing players. An enemy's AI could also alternate randomly or periodically between them. A good AI would basically shoot at the more imposing threat (closer player that's shooting at an enemy over a further one that's not). Or perhaps, for each enemy to 'man' a player, where in a situation with two players and two enemies, each enemy would concentrate on each player, thereby pushing them back.

For a side-scrolling game, simply firing at the closest player would probably be fine.

Those are very good ideas. I specially like the "enemy to 'man'" ideia.
Right now, the enemy is shooting to the closest player and if one dies, they will shoot to the live one.
But i think for a more difficult AI, i will choose the first idea.

Thanks alot Smiley
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Tiago_BinaryPig
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« Reply #38 on: March 02, 2012, 09:57:57 AM »

Today i just spent some time doing little thing here and there :

- Finished the co-op mode;
- Implemented independent resolution;
- Fixed the movement off all entities and objects. Now they move at the same rate regardless of the fps;
- Fixed the particle system.
- Fixed the bullet's  life span when the player catches a certain power up.

I'll make a video of the current build, showing off the co-op mainly, when i receive the several color palettes of the main character.

Later Waaagh!
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Sph!nx
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« Reply #39 on: March 02, 2012, 10:26:42 AM »

Sweet, the game is looking great so far!
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Regards,
Kenneth
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