cougarten
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« Reply #20 on: December 10, 2009, 06:39:23 PM » |
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do you shoot everything in sight on aproach? (would spoil the NPC thing, but hey!)
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J. R. Hill
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« Reply #21 on: December 10, 2009, 07:46:17 PM » |
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Nah unfortunately for you I'm making more of an exploration game than a SHMUP.
Battles will probably be first-person from the tank's cockpit.
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hi
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Blaizer
Level 1
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« Reply #22 on: December 10, 2009, 07:54:50 PM » |
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Cool dude. I ran it on FULL GRAPHIX without lag!!!!!!
Lol.
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J. R. Hill
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« Reply #23 on: December 10, 2009, 07:56:12 PM » |
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Cool dude. I ran it on FULL GRAPHIX without lag!!!!!!
Lol.
Is that even possible??
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hi
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J. R. Hill
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« Reply #24 on: December 11, 2009, 04:20:04 PM » |
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I've decided I may or may not also include a minigame that's a medieval SHMUP with oryx's stuff.
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hi
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J. R. Hill
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« Reply #25 on: December 16, 2009, 06:01:04 PM » |
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Tanks for your patience! This is what the interior of the tank looks like, sans controls and the tank's gun hanging over the background. I hope tocky doesn't mind I totally butchered his tiles for this. Anyone know how to do mode7 gfx or a link to a tutorial?
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hi
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J. R. Hill
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« Reply #26 on: December 17, 2009, 07:51:05 AM » |
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Tiny update to the demo version (you can now exit the game ), going to crack into the battle system this weekend.
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hi
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MrRoboman
Level 0
That egg just hatched a man!
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« Reply #27 on: December 17, 2009, 07:59:09 AM » |
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Cool! I like the idea of first person battles. Will you enter a battle by touching an enemy or something?
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J. R. Hill
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« Reply #28 on: December 17, 2009, 12:09:20 PM » |
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Cool! I like the idea of first person battles. Will you enter a battle by touching an enemy or something?
I was originally going to do it where you could enter the cockpit at any time and get a 360 degree look around in mode7 style, but now I'm realizing that'd be too hard to reconcile with AGS scripts (or at least it'd take longer than I have in this compo) So basically I'm going to have it more like an RPG's random encounter system.
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hi
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SirNiko
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« Reply #29 on: December 17, 2009, 01:23:45 PM » |
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Played the demo. Unfortunately, I didn't realize I could right click to get more functions. It would be nice if the cursor changed somehow (flash color, change icon?) to indicate "You can interact with this, dummy! Figure out how!".
The movement is very good: I click somewhere and the tank figures out how to get there, and doesn't get stuck along the way. If I tell it to go where it can't, it gets as close as possible. That's pretty darn good.
Maybe it'd be nice to add a little strip on the top of the screen to indicate "Hey, if you mouse over here, the menu will drop down". This could also be used for storing whatever HUDS you have, like a life bar, number of shells, or just a counter to indicate how many innocent lived you've snuffed out like candles in a hurricane.
A good start so far!
-SirNiko
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J. R. Hill
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« Reply #30 on: December 17, 2009, 01:48:34 PM » |
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Played the demo. Unfortunately, I didn't realize I could right click to get more functions. It would be nice if the cursor changed somehow (flash color, change icon?) to indicate "You can interact with this, dummy! Figure out how!". The cursor animates (if you're on an option other than "go") when you can interact with things (right now it's only a few spots around your house) But I get what you mean, I might have it change to a brighter green or something too. There'll definitely be a quick tutorial at the beginning of the actual game, and I'll probably put a small bar at the top so you can tell there's a menu hiding up there. Thanks for the feedback!
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hi
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J. R. Hill
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« Reply #32 on: December 18, 2009, 02:15:53 PM » |
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How can AGS not have switch?? Oh the else ifs I will write...
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hi
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Melly
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« Reply #33 on: December 18, 2009, 02:21:55 PM » |
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that looks like an interesting use of the assets. I'll be trying this out soon for sure.
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J. R. Hill
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« Reply #34 on: December 18, 2009, 02:29:08 PM » |
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that looks like an interesting use of the assets. I'll be trying this out soon for sure.
There isn't very much at all to try out right now.
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hi
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SirNiko
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« Reply #36 on: December 19, 2009, 08:18:21 AM » |
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"Cool job, JRHill!"
Keep it coming! Looking forward to the next demo.
-SirNiko
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J. R. Hill
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« Reply #37 on: December 23, 2009, 10:32:59 PM » |
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Working on Tankman outside the tank, after I get the three major components (walkin around, tankin around, shootin around) done, I just have to flesh out my map ideas and write a bunch o dialog.
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hi
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theparticleman
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« Reply #38 on: December 27, 2009, 11:31:52 AM » |
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How can AGS not have switch?? Oh the else ifs I will write... No switch? What the...? Sometimes you can replace switches with a good use of polymorphism. Is AGS object oriented? I don't even know. If it isn't object oriented it probably won't let you create a dictionary of delegates (or function pointers or whatever) either. That would be my second suggestion for replacing a switch statement. Well, if neither of those suggestions work then good luck with the else ifs.
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J. R. Hill
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« Reply #39 on: December 27, 2009, 01:21:48 PM » |
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How can AGS not have switch?? Oh the else ifs I will write... No switch? What the...? Sometimes you can replace switches with a good use of polymorphism. Is AGS object oriented? I don't even know. If it isn't object oriented it probably won't let you create a dictionary of delegates (or function pointers or whatever) either. That would be my second suggestion for replacing a switch statement. Well, if neither of those suggestions work then good luck with the else ifs. It's object-oriented with C++ language. At least as far as this entry is concerned the only use I have for switch so far would be to do randomly seeded dialogs for looking at certain things/talking to certain people. So what I want to do is switch(Random(10)) { case 0 : blah(); //..etc.. } instead of int num = Random(10); if (num == 0) blah(); else if (num == 1) blorg(); //etc
Which is more of a style thing than anything. But I guess that's the life of a hardboiled computergician.
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hi
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