mushbuh
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« Reply #20 on: April 22, 2013, 08:53:39 AM » |
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I keep on reading this as Indie, not NDE. Read it as N-DE
N.D.E. - Near Death Experience (or experionence) Natural Dimension Exclusion Noticeably Different Environment Null Devouring Experiment No Discernible Effect Never Die Excessively Not Dead Even more ui is tricky, i wonder how many people would hate me if i had no ui
I'd say if you can manage to communicate the needs with less UI then its cool for minimalisms sake. Having no ingame UI can work fine in some cases. But if you loose important information then it is a problem. But letting it out because it's tricky isn't a good idea ... whats your problem with it? Nice artwork btw... Since the only thing you really need to know is health, I think i can show that with the flippy-blurry-thingie effect I could add unlockable UI for other things, but not sure. I'll complain more about that later thanks! A GAME posting to tracking
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mushbuh
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« Reply #21 on: April 23, 2013, 01:49:55 PM » |
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just working on some tiles <3 btw im a cat dont hit on me~
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mushbuh
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« Reply #22 on: April 26, 2013, 07:50:38 PM » |
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i got sick but now im doing ludum dare- i finished some more tiles though
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mushbuh
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« Reply #23 on: May 01, 2013, 07:55:15 AM » |
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Finished ludum dare - getting back to work. I think I'm actually going to just use haxepunk and deal with the difference method names rather than trying to learn flixel (which hates me)
I hope to eventually - soonish - release some sort of little debug room for you guys to play with once I get the platforming done. top down is weird, man
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ericmbernier
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« Reply #24 on: May 01, 2013, 11:22:11 AM » |
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Finished ludum dare - getting back to work. I think I'm actually going to just use haxepunk and deal with the difference method names rather than trying to learn flixel (which hates me)
I hope to eventually - soonish - release some sort of little debug room for you guys to play with once I get the platforming done. top down is weird, man
I'll be picking up HaxePunk myself soon too. Maybe I'll see you on their forums! Though, as I wrap up my latest Flash game, I've been researching which toolset to use next, and it seems HaxeFlixel is much more active on GitHub than HaxePunk is. This fact alone is encouraging me to at least give HaxeFlixel a whirl.
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mushbuh
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« Reply #25 on: May 01, 2013, 12:12:12 PM » |
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Finished ludum dare - getting back to work. I think I'm actually going to just use haxepunk and deal with the difference method names rather than trying to learn flixel (which hates me)
I hope to eventually - soonish - release some sort of little debug room for you guys to play with once I get the platforming done. top down is weird, man
I'll be picking up HaxePunk myself soon too. Maybe I'll see you on their forums! Though, as I wrap up my latest Flash game, I've been researching which toolset to use next, and it seems HaxeFlixel is much more active on GitHub than HaxePunk is. This fact alone is encouraging me to at least give HaxeFlixel a whirl. That's true- it seems like there is hardly any work going on with flash or haxepunk right now- but I already know the basics of flashpunk so I might as well just dive right in. Heres a little template for flashdev if you use that https://github.com/oldmansutton/HaxePunk-FD-Template
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CryingGhost
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« Reply #26 on: May 01, 2013, 05:21:17 PM » |
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Looking good. I see you're using Haxe. Did you decide to go with HaxeFlixel or HaxePunk as well, or are you rolling your own engine (utilizing NME I assume)?
Trying out haxeflixel, I like it so far (i used as3 w/ flashpunk before) Testing out new palettes, I suck at colors - i can hardly tell hue What do you guys internet people think, left or right? I would definitely say left. Right hast to much contrast between colours.
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poe
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« Reply #27 on: May 01, 2013, 05:41:56 PM » |
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hey sexxxy kitty
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mushbuh
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« Reply #28 on: May 01, 2013, 07:08:08 PM » |
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that was painless WHERE ARE MY LEGS ARE GO?
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RedPandaWasTaken
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« Reply #29 on: May 02, 2013, 02:10:30 AM » |
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that was painless -snip- WHERE ARE MY LEGS ARE GO? I seriously expect you to make a NPC say that in the game's story mode, if possible.
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mushbuh
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« Reply #30 on: May 03, 2013, 06:27:26 AM » |
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that was painless -snip- WHERE ARE MY LEGS ARE GO? I seriously expect you to make a NPC say that in the game's story mode, if possible. totes 4 sho also I did some more stuff like make a level loader woah wow ogmo is cool yeah- wow Im having a dumb issue with hxp.scene but i will figure it out when im not sleep deprived. also I need to make more tiles music too OH goDDDDDDDDDDDDD
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RedPandaWasTaken
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« Reply #31 on: May 03, 2013, 01:47:26 PM » |
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-snip-
totes 4 sho
also I did some more stuff like make a level loader woah wow ogmo is cool yeah- wow
Im having a dumb issue with hxp.scene but i will figure it out when im not sleep deprived. also I need to make more tiles
music too
OH goDDDDDDDDDDDDD
Being game dev is suffering.
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mushbuh
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« Reply #32 on: May 03, 2013, 05:45:45 PM » |
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speaking of suffering I found a neato error with haxepunk, using hxp.scene.remove(this) on an entity with a text object as a graphic doesnt remove the text from site- , i have to set it to invisible afterwards.
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mushbuh
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« Reply #33 on: May 04, 2013, 02:07:32 PM » |
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Things -
improved upon the door system, you plop out under a door that takes you to the room you where just in
added collision - I got hung up on repositioning the player according to a complex way of finding your location by math.flooring where you are divided by tile height times tile height plus tile height... then kurtss was like "just set the speed to 0, ya dingus" so I did that. Considering all the games I made with collision i've never done it that way. Jeeeeezzzeeeeee
Got a music list system working- no issues that I was worrying about with haxe
Worked around my little text issue, i just move the text off the screen then delete the entity, so the text doesnt stay there (at least in windows- with flash the text actually left when i asked it to)
uhh what else
oh - running it in flash VS just neko screws up a ton of positioning with flash and layer placement - im going to focus on making the neko version the "presentable" one first, since upon release thats the version thats going to be distributed anyway...
next up - either adding a shader or adding jumping
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RedPandaWasTaken
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« Reply #34 on: May 04, 2013, 08:36:49 PM » |
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Next step: Adding tower defense mode dlc thing.
What shader effects do you have in mind?
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mushbuh
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« Reply #35 on: May 05, 2013, 04:54:36 AM » |
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Next step: Adding tower defense mode dlc thing.
What shader effects do you have in mind?
just something to make the ground look more like ground, and to be able to tell heights differently. Im also going to have to whip something up for the 'changing dimensions' effect as well.
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mushbuh
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« Reply #36 on: May 06, 2013, 06:20:10 PM » |
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I figured out how to make 3d maps from a bunch of 2d tilesets with lots of weird junk, i think. If it works ill write here about it, if it doesn't ill write about why it doesnt. Oh and I added jumping
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« Last Edit: May 06, 2013, 07:11:48 PM by mushroomized »
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mushbuh
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« Reply #37 on: May 07, 2013, 09:43:03 AM » |
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hehehehe
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ericmbernier
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« Reply #38 on: May 07, 2013, 10:07:27 AM » |
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Ha, nice. I recognize that console. HaxePunk still treating you well?
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mushbuh
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« Reply #39 on: May 07, 2013, 10:13:04 AM » |
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Ha, nice. I recognize that console. HaxePunk still treating you well?
Yeah, it's great. Only problem I am having is layers make no sense in haxepunk windows/nme builds
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