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1309848 Posts in 58640 Topics- by 49759 Members - Latest Member: ActuallyAGoat

August 22, 2017, 04:38:49 pm

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TIGSource ForumsCommunityDevLogsCodename Rose Bot: A robotic platformer
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Author Topic: Codename Rose Bot: A robotic platformer  (Read 3126 times)
mankoon
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« Reply #20 on: March 22, 2016, 06:07:47 pm »

I kind of liked how abstract her face design was before.  I think what you did recently is more creative but Its harder to relate to her expressions. As for the hair, I like the first one but only because you have these pieces on the helm that make it feel more 3 dimensional where the newer one seems flatter.
As a side note I think it's good to explore your character as much as you'd like especially if its a point of enjoyment.  Then later work on her in game/sprite adaptation.
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ProgramGamer
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« Reply #21 on: May 07, 2016, 03:46:45 pm »

One day I will stop redesigning this character.

Today is not that day!

Also thanks for the feedback mankoon, I forgot to answer your post last time
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ProgramGamer
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« Reply #22 on: June 16, 2016, 03:28:30 pm »

I actually started work on programming this damn game.



I have a cube moving on a gray screen.

This is written in C++ with SDL2.

I'm using my sudden burst of motivation from work in order to work on this and it seems to be working out okay.

Also doodles lol:



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FK in the Coffee
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« Reply #23 on: June 16, 2016, 03:59:16 pm »

This is written in C++ with SDL2.

Whoa, that's quite the jump from GM

I take it you've been picking up on some programming this past year?
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ProgramGamer
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« Reply #24 on: June 16, 2016, 04:02:03 pm »

I've been trying to figure out C++ for almost my entire life lol GM has been a crutch for me so far.

...A good crutch mind you.

Also, yes, I've been picking up a lot of programming expertise on my one and only year at a university studying software engineering. (It's my only year because I failed btw but that's okay)
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ProgramGamer
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« Reply #25 on: June 17, 2016, 03:56:23 pm »

I've made several under the hood changes that should help me not screw up as much anymore.

...It's still a square moving left and right though.

Still, it's steady progress! :D
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FK in the Coffee
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« Reply #26 on: June 17, 2016, 05:07:52 pm »

Still, it's steady progress! :D
Any progress is good progress  Hand Thumbs Up Right
I'll definitely be following this!
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ProgramGamer
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« Reply #27 on: June 18, 2016, 05:33:48 pm »

Oh man it is hot where I live right now, but I managed to implement gravity and an invisible floor nonetheless so I'd say this is a success, especially considering the day that today was. A very busy day indeed.

Also the way that I'm doing my collisions right now is that, after moving around, I call a function that checks if I hit a wall or something. If I did, it returns the new x or y position depending on what function I called (I have two functions for the x and y axis). Is this a good way of doing things? I get the feeling that it could be better.

hm...
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ProgramGamer
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« Reply #28 on: June 23, 2016, 04:16:50 am »

Tile based collisions are tricky to implement so here's a Rozie smiley to keep you guys waiting.



Edit: I made this by taking a photo of a drawing and loading it into paint.net, messing with the lighting and contrast so as to make it monochromatic, eliminating artifacts and impurities manually with the brush and resizing it to give it some AA. What I'm just now realizing is that, with color, this would make a really cool art style for the game!! Opinions on this would be appreciated (as in, would you like to see it happen or not).

Edit 2: To clarify, I'm not changing the character designs again, this is just a doodle. but I would apply the same image processing to all my sprites to give them this very distinct look.
« Last Edit: June 23, 2016, 04:55:43 am by ProgramGamer » Logged

ProgramGamer
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« Reply #29 on: June 29, 2016, 04:40:30 pm »

Okay so today was spent fixing an issue where I would pass a pointer around a bunch of functions instead of using the scope of my object to do the job for me. I am a knowledgeable and experienced C++ ProgrammerTM.
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ProgramGamer
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« Reply #30 on: May 08, 2017, 04:40:35 pm »

Holy carp it's been almost 11 months since I've updated this thread.
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