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TIGSource ForumsCommunityDevLogsPointStar devlog (PC/MAC/iOS)
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rundown
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« Reply #40 on: September 26, 2013, 05:46:45 AM »

Slow development atm. But I found some spare time to create this effect. This will make certain timed events more exiting.


A quake in the space station will occur when something is unstable or blowing up.
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rundown
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« Reply #41 on: October 01, 2013, 10:46:04 AM »

Today I fixed some bugs, and optimized my codes.
Now it works with the newer compiler. Found out what was causing the problem. I had these wierd break errors.
Glad this problem is gone. Now my game won't have sudden framedrops because of the older version of AIR I was using.


Also i'm almost done with everything I initially meant to put in this game. I'm so close!

things done:

Adjustable array of basicly everything
Decent movement with maths (velocity, mass,...)
Level Interactivity
Pixel perfect collision
Box collision
Circle collision
Particles paralax
Saving data
adjustable screen settings
Quicktime events
Mobile prototype


Things to do:
AI
« Last Edit: October 01, 2013, 12:29:27 PM by rundown » Logged

rundown
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« Reply #42 on: October 02, 2013, 12:08:39 PM »

Started on the AI.
Still basic but it works.


I'm thinking of making it a spiderbot. Wich will jump in your direction when you are near.
And you might need him to trigger some kind of block to open a door.
« Last Edit: October 02, 2013, 02:57:57 PM by rundown » Logged

rundown
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« Reply #43 on: October 03, 2013, 04:27:30 AM »



Creepy crawlers!

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rundown
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« Reply #44 on: October 04, 2013, 03:42:01 AM »

I was freaking out today. This morning as I just started my computer the game was running on 15fps. Not on the 60fps like it normally plays. I accidently wrote some wierd code last night that didn't really served purpose but had some big calculations. I must have bin really tired yesterday!
All fixed now!

Anyway, back on track! I'm making more enemy types. You guys are in for some awesome ones!
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Ruxar
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« Reply #45 on: October 04, 2013, 04:32:41 AM »

Looks good, maybe change the shoulder pads colour a bit. They blend into the black backgrounds and you can't really make them out.
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rundown
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« Reply #46 on: October 04, 2013, 11:19:29 AM »

Looks good, maybe change the shoulder pads colour a bit. They blend into the black backgrounds and you can't really make them out.

Didn't really noticed this until you said it. I might give it some contour.

Meanwhile. i'm developing a new kind of enemy.

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somin
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« Reply #47 on: October 04, 2013, 11:24:59 AM »

Aw, he's happy to see you Smiley
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« Reply #48 on: October 06, 2013, 10:11:32 AM »

This looked really cool, and I wanted to try the demo out, but your indiedb demo points to a 404 error  Sad Have you taken it down for good, or is it an error?
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rundown
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« Reply #49 on: October 06, 2013, 10:27:21 AM »

This looked really cool, and I wanted to try the demo out, but your indiedb demo points to a 404 error  Sad Have you taken it down for good, or is it an error?

Yea I took it down. Might post a new one soon though!
one where you would be able to test the enemies.

meanwhile!

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ZeppelinCaptain
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« Reply #50 on: October 06, 2013, 10:40:44 AM »

This looked really cool, and I wanted to try the demo out, but your indiedb demo points to a 404 error  Sad Have you taken it down for good, or is it an error?

Yea I took it down. Might post a new one soon though!
one where you would be able to test the enemies.

meanwhile!



Okay, I'll look forward to that demo then!

Ooh, and enemy sprite in-game! The jumping enemy just looks so happy, as somin said Grin The landing animation seems a bit awkward though, maybe you could have it bend its legs when it's falling?
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rundown
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« Reply #51 on: October 06, 2013, 10:54:46 AM »

This looked really cool, and I wanted to try the demo out, but your indiedb demo points to a 404 error  Sad Have you taken it down for good, or is it an error?

Yea I took it down. Might post a new one soon though!
one where you would be able to test the enemies.

meanwhile!



Okay, I'll look forward to that demo then!

Ooh, and enemy sprite in-game! The jumping enemy just looks so happy, as somin said Grin The landing animation seems a bit awkward though, maybe you could have it bend its legs when it's falling?

Might be because of the gif. Because he actually lands with his feet spread. The gif is only at 12frames per second while the game runs at 60.
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rundown
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« Reply #52 on: October 07, 2013, 07:50:41 AM »



Hyper angry AI! Figured out how to do both axis. Had some problem implementing this guy in the game. He also stops when you are to far away.

Also optimized my codes!!



Look at that framerate.
« Last Edit: October 07, 2013, 08:57:37 AM by rundown » Logged

rundown
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« Reply #53 on: October 07, 2013, 11:10:47 AM »

I feel like with each sprite I make, i'm getting better.





But for some reason the gif still won't show how the landing is.
Damn you licecap!
« Last Edit: October 07, 2013, 02:40:48 PM by rundown » Logged

rundown
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« Reply #54 on: October 17, 2013, 06:15:48 AM »

Made a flooding mechanic today. This will become toxic gas that is released or something lava like.

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rundown
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« Reply #55 on: October 19, 2013, 10:01:46 AM »

Worked on some coding today. Made it so that I can choose when to show the quake effect.
it's only in certain areas I chose in the level editor.
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rundown
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« Reply #56 on: October 29, 2013, 03:43:47 PM »



Making blades. There will be a blood spatter where you hitted with the blade eventually.
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rundown
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« Reply #57 on: November 04, 2013, 10:03:10 AM »

As of tonight 12pm  PointStar or .* Will be one year in development.

I had this idea to simulate a mirror maze in my platformer. I came up with this.


also, pushing blocks is now possible
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rundown
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« Reply #58 on: November 04, 2013, 05:07:30 PM »

Party hard! One year old now!

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eigenbom
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« Reply #59 on: November 05, 2013, 01:47:33 PM »

Keep up the good work! Can you tell us what this game is about and where you see it going?
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