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Zimonak
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« Reply #1940 on: August 30, 2012, 04:07:17 AM »

From simple idea:


To something playable (progress till today):


For interested ones:
#Title: EST Rakett (translation: EST Rocket)
#version 1.0.1 in progress, mainly improving gameplay
#puzzle game involving gravity and manipulating with planets
#10 levels
#current version is in Estonian
#participated in Estonian game making forum contest

« Last Edit: September 28, 2013, 02:11:00 AM by Zimonak » Logged
Untrustedlife
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« Reply #1941 on: August 30, 2012, 09:15:01 AM »

yesterday i finished up the inventory system in my game , ill post a screenie later, today i have to start on multiplayer, ill get server connecting done and chat and then add to single player, i need to start working more on the roguelike aspect... the development is going very well...
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Morroque
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« Reply #1942 on: August 30, 2012, 07:21:50 PM »

http://media.revasser.net/video/trig_testing_640x480.html

Trigonometry is amazing, unless you're an RPG hero, in which it kills you in seconds.
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EvanZ
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Epic Lemming


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« Reply #1943 on: August 30, 2012, 07:58:24 PM »

Worked on the upgrades for my arena shooter.
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SolarLune
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It's been eons


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« Reply #1944 on: August 30, 2012, 08:53:11 PM »

http://media.revasser.net/video/trig_testing_640x480.html

Trigonometry is amazing, unless you're an RPG hero, in which it kills you in seconds.

"Everybody died. The end." < LOL

Maybe you should give each 'turret point' a target object. Move the object toward the player, and shoot fire at the target. This way, it will be where the player was, rather than where he is. You could also slow down the fire. Of course, you should only change it if you think it's too difficult.

And yes, trig's pretty awesome for games.
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Azure Lazuline
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« Reply #1945 on: August 30, 2012, 08:55:18 PM »

atan2, the king of all math.
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Morroque
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« Reply #1946 on: August 30, 2012, 09:19:26 PM »

Maybe you should give each 'turret point' a target object. Move the object toward the player, and shoot fire at the target. This way, it will be where the player was, rather than where he is. You could also slow down the fire. Of course, you should only change it if you think it's too difficult.

I totally would if it were more object oriented, but sadly it isn't. I need to keep these objects and individually copypastable as I can for the other team members who aren't as big on coding as I am.

It's not visible on the gameplay spectrum, but I really only had sin(x) and cos(x) functions already available to me on this engine. I had to program atan(x) entirely on my own, which was tedious but rewarding enough. I actually used a tiny bit of Java to generate the arctan table to a fine enough degree, and I managed to get it just-less-than-linear in terms of complexity. (Sadly, those methods where you sum odd numbered fractions recursively didn't work out well from the "letting the rest of the game not lag" perspective.)

Some of the other math involved still eludes me, like extending/shrinking the opposite end of the tangent in order to lead the shot based on the hero's distance away in relativity to their direction and speed. (Basically, leading the target from a distance.) However, for the purposes of this particular project such things like that really shouldn't be necessary. I'd actually much rather have the individual bullets be easily dodged just by keeping in motion.
« Last Edit: August 30, 2012, 09:35:33 PM by MW » Logged
golemshaper
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« Reply #1947 on: August 31, 2012, 08:27:49 AM »

Today I created this piece of art for a cut scene in my game Two Brothers:


It's still missing the background and shading, but it's coming along!
http://www.kickstarter.com/projects/ackkstudios/two-brothers-0
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« Reply #1948 on: August 31, 2012, 11:12:35 AM »

Oh man, forgot all about this thread.

Today in Dungeon Hearts I added icons for enemies who get inflicted with status effects from the Archer's special abilities (all her specials are status-effect based, and she's the only one who can cause them).
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Untrustedlife
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« Reply #1949 on: September 01, 2012, 06:20:04 AM »

 Well i got multiplayer kind of working, first time doing multiplayer, its hard as hell to debug.. Who, Me?
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Maud'Dib Atreides
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« Reply #1950 on: September 01, 2012, 06:07:40 PM »

Well i got multiplayer kind of working, first time doing multiplayer, its hard as hell to debug.. Who, Me?

That's the best feeling in the world, isn't it

Especially when it's your first time
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Joshua
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« Reply #1951 on: September 03, 2012, 08:04:22 PM »

I thought I'd take a few minutes and do a quick edit of a pixel art piece in the Workshop section. Ended up working on it waaay longer than I thought, and pretty much redid it. I like what I ended up with, hopefully it's still helpful.

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SolarLune
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« Reply #1952 on: September 03, 2012, 10:04:33 PM »

Pretty beautiful. The purple feels a bit off - maybe if it were surrounded by black, or was a bit darker than the green of the leaves, or if there was some hue shifting going on in the darker areas (that way, the colors could 'bend' closer to the purple). Anyway, it's great!
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26PM
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« Reply #1953 on: September 05, 2012, 07:03:37 AM »

That is beautiful. Love it. Now I want to explore a world in that style.
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Joshua
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« Reply #1954 on: September 05, 2012, 11:32:59 AM »

@SolarLune
Thanks, I appreciate the compliments. The purple was supposed to be bounce/fill lighting. I was trying to find a color I liked, but it was getting late and I didn't want to sink anymore time into it. The hue shifting suggestion is a good point. Since the darker colors are similar in value, maybe I could reduce them to a single color? Hmm...

@26PM
Thanks for the kind words. I'm curious, what sort of exploration/gameplay do you see with this?
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26PM
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« Reply #1955 on: September 06, 2012, 10:20:34 AM »

@26PM
Thanks for the kind words. I'm curious, what sort of exploration/gameplay do you see with this?
[/quote]

Gameplay would be up to you, but I would be happy just to explore a universe made in this art style.
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Ozoh
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« Reply #1956 on: September 08, 2012, 12:12:53 PM »


Aww, that's so beautiful!


Today, I put together my first album release!
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Christoffer
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« Reply #1957 on: September 12, 2012, 02:45:49 PM »

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SolarLune
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« Reply #1958 on: September 12, 2012, 03:35:17 PM »

Vertex colors, right? Looks cool.
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owendeery
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« Reply #1959 on: September 12, 2012, 04:29:53 PM »

Geospheres in space are the best.
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