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Doktor_Q
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« Reply #1260 on: May 17, 2011, 06:07:41 AM »

Today, I finally made a prototype of a turn based combat system, with some basic AI.
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BadgerManufactureInc
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« Reply #1261 on: May 17, 2011, 03:04:20 PM »

Today I finally uploaded some old screen grabs of w.i.p. 3d flash shooters:









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gimymblert
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The archivest master, leader of all documents


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« Reply #1262 on: May 17, 2011, 06:18:23 PM »







Hand Shake Left Addicted Hand Metal Right
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Riley Adams
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I don't actually use Ubuntu much...


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« Reply #1263 on: May 18, 2011, 01:11:04 AM »

Kinect point cloud render thingy:

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Richard Kain
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« Reply #1264 on: May 19, 2011, 06:39:49 AM »

I finished coding a pre-loading sequence for the haxe game engine I'm working on. You declare a list of all the resources you need in the root object, and it will load them all in before proceeding. Now I just need to attend to details like the progress events.
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dek
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« Reply #1265 on: May 19, 2011, 08:53:03 AM »

Kinect point cloud render thingy:



Oh god, wow. I am not sure If I am fully comprehending what I see, but If it is what I think, that must be black magic!
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superflat
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« Reply #1266 on: May 20, 2011, 10:18:10 AM »

Today I finally uploaded some old screen grabs of w.i.p. 3d flash shooters:

Looks great  Kiss - will you be porting to Molehill at some stage?
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mcc
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« Reply #1267 on: May 22, 2011, 12:16:48 AM »

My first flashpunk applet!!!

...it doesn't do much.
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My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
XRA
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« Reply #1268 on: May 22, 2011, 02:38:30 AM »

Today I finally uploaded some old screen grabs of w.i.p. 3d flash shooters:

 Epileptic  great stuff !
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Theophilus
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« Reply #1269 on: May 22, 2011, 04:42:21 PM »

My first processing applet. Doesn't do anything really, but I learned.
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Richard Kain
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« Reply #1270 on: May 23, 2011, 12:42:57 PM »

I finished coding a pre-loading sequence for the haxe game engine I'm working on.

I had been having an issue with testing this on my local webserver environment. It seemed to work on a local WAMP installation, but would choke on my devserver. I found out that the issue was the file and folder permissions on the devserver, the actual Haxe code was fine.
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BadgerManufactureInc
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« Reply #1271 on: May 24, 2011, 10:35:43 AM »

@Superflat: Looking into Molehill, max number of objects was one main reason I abandoned these projects  rather than lack of competency or of course ambition :D

@XRA: Thanks for the praise man Smiley I do wonder how much ego has to play in people finishing their projects sometimes, but the extra support is much appreciated.

I'm glad I shared these secret projects.  More to come soon Smiley
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baconman
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« Reply #1272 on: May 27, 2011, 03:29:25 AM »

Today I "index carded" a Zelda overworld generator that shows some fairly promising potential. It's also (theoretically) flexible enough to make worlds from 6 x 3 screens all the way up to 10 x 9 screens; although "optimally surprising" at 8 x 6 screens.

It includes desigs for:

-Coastline, Mountain, Woods, and Plains areas
-Vanilla screens with enemies
-Secrets via: Bomb, Candle, Statue, Pushblock, and Whistle
-Major Gift secrets (choice between Heart Container, 2nd Potion, and 100$ (shlinks)
-Minor Gift secrets (10$/30$)
-Door Repair Charges
-Docks that take you from one coast directly to the other
-6-outcome "Gambling Games" with intentionally unbalanced design
-Theme shops and Secret shops (and of course, the Top Secret Shop)
-Sword Upgrades
-Bomb Expansions
-Repeat-a-Screen mazes with "safe-outs" and 6-outcome solutions for navigating them (and self-included hint shops)
-Up to 12 dungeons!! (6 open, 6 hidden - or at least their entrances...)
-Fairy Springs
-Warp Zones

...now I just need to get around to softwaring this thing. (Too.)
« Last Edit: May 27, 2011, 03:51:39 AM by baconman » Logged

Richard Kain
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« Reply #1273 on: May 27, 2011, 11:18:45 AM »

Today I "index carded" a Zelda overworld generator that shows some fairly promising potential.

The original Legend of Zelda is a treasure trove of interesting game design elements to learn from. Studying it is always a worthwhile endeavor. I've always dreamed of making a Zelda-like myself. What were you planning on using for your actual implementation?
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baconman
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« Reply #1274 on: May 28, 2011, 07:38:39 PM »

Today I "index carded" a Zelda overworld generator that shows some fairly promising potential.

The original Legend of Zelda is a treasure trove of interesting game design elements to learn from. Studying it is always a worthwhile endeavor. I've always dreamed of making a Zelda-like myself. What were you planning on using for your actual implementation?

Well, the world area is divided into 4 types of terrain, as forementioned; and will build a map of according size. So given:

 Pixel 11 = Coastline (mirrored on right)
 Pixel 06 = Mountains
 Pixel 38 = Plains
 Pixel 0B = Woods

...the world would be created as so:

-SMALL-

 Pixel 11 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 11

-MEDIUM-

 Pixel 11 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 11
 Pixel 11 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 11

...and so forth.

In my cards, I have 25 of each type, and they each create an "offset room design" which creates openings in two directions. The Coastlines connect northbound (and loop), and inland; 4 of them also contain piers where you can launch and loop around with the raft (IE: it's just a tool). The Woods links northbound and eastbound, where the Plains connect northbound and westbound, naturally; and the Mountains (being at the top and all) connect eastbound and southbound. (The Northwest region is *intentionally* the most remote area of the map.) Where the areas merge, if *either* area establishes a connection, they're connected.

Each of the Mountains, Woods, and Plains has a looping "Lost/Maze" area with a self-contained advice shop. A random integer 1-6 determines both the solution outcome (simplified to 3 screens) and the dialogue of the advice shop. Only three of the directions loop, one way out is always a "safe out." The "Gamble Games" use the exact same type of randomizer, which is unfair by design, but still random enough to be fun.

Next, you clearly need the dungeons. Each of those three areas contains 4 each, labeled something like W-1 (Woods dungeon entrance #1). 1s and 2s are always open, and provide a sense of both nonlinearity and progression, whereas 3s and 4s are hidden. Now, which mix appears and how many you'll have to take on (at this point) is pure chance; but where software is concerned, you could easily seed a number of each type into existence. Each of them also has a pushblock-enabled "Warp Zone" like a simplified version of the "Take Any Path" rooms from the OG as well.

Then, you mix in some vanilla monsters-only screens, shops, all of those other factors mentioned above. About half of which are intentionally hidden one way or another. Note that while the Coastline seems omitted in design so far, it couldn't be further from the truth - the coast serves a few purposes of it's own, just different than stuff like the dungeons. Enemy groups appear on the grid (along with your starting position) based on their relative grid locations.
__________

It's a little down the road, but I'm well on the way to dungeon generation, too. The premise is to take basic "shapes" (IE: just like the OG game and Link's Awakening did), and formualte rooms with always-bombable walls. From there, insert the starting point (at the bottom), the ending point (surrounded by unbreakable walls, and linked to a boss room or two), a dungeon-specific item room. Then simply modify the enemy formations and contents of the rooms (lava streams vs. blocks vs. open tiles, etc.) based on which level you're on at the time; and then A* them together from start to wherever, adding a key every so often, followed by a locked door a few screens after. (And then just for kicks? An off-the-map treasure room, somewhere.)

Way easier to concieve and even logically structure than it is to program, though! XD
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baconman
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« Reply #1275 on: May 28, 2011, 07:46:51 PM »

The largest world would only omit a single screen of each type, give or take half a coastline:

 Pixel 11 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 11
 Pixel 11 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 11
 Pixel 11 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 06 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 38 Pixel 11
 Pixel 11 Pixel 0B Pixel 0B Pixel 0B Pixel 0B Pixel 38 Pixel 38 Pixel 38 Pixel 38 Pixel 11

 Pixel 11 = 18 = 9 x 2
 Pixel 06 = 24 = 8 x 3
 Pixel 0B = 24 = 4 x 6
 Pixel 38 = 24 = 4 x 6

...which is fine, since coastline is where the fun's at; and isn't necessarily critical to any part of the functional game. Wink

Sorry to double-post, but I can only handle so much postbox-rebounding.
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Sar
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« Reply #1276 on: May 29, 2011, 05:49:51 AM »

I can only handle so much postbox-rebounding.

Off-topic, but are you by any chance using IE? Whenever I try and post on forums in IE at work I get that problem, but it doesn't happen in literally any other browser I've ever used. There's a simple solution. ;-)
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Currently working on: Chronicle of Mars
Previous Projects: [Käfer|Tristan and Iseult(TIGS)]
Theophilus
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« Reply #1277 on: May 30, 2011, 01:32:35 PM »

Greyscale palette colorizing. Inspiration from this: http://en.wikipedia.org/wiki/List_of_video_game_console_palettes#Game_Boy_Color
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davidp
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« Reply #1278 on: June 01, 2011, 01:29:58 AM »

a custom actionscript 3 checkbox class for flashdevelop:
http://itsmelol.com/blog/?p=183
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Alistair Aitcheson
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« Reply #1279 on: June 02, 2011, 01:54:56 AM »

I've been working on the AI opponent for the iPad version of Greedy Bankers, and it now plays all by itself!

I uploaded a video to youtube showing the AI in action in its current state Smiley





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