| Progress Log Click the icon to see the update.
|
It'll mix the action element of Megaman, Exploration element of Metroid, and add a few RPG elements as well.Sounds like win to me. ^_^
Puzzles will include pushing, lifting, and rotating blocks, and other fun things along those lines.
The hero guy kinda reminds me of bomber man. XD
Hey, don't post mockups and ideas in concepts!
(Sounds/looks) (interesting/good) and (reminds me/inspires me) (of/in the same way that) (Cave Story/Cave Story did)
:D Understood?
... working on a story now.
I'm not going to spoil anything really though. I'm going to be devving a demo once I get a working engine done, and that'll reveal the story. *shrugs*
;3 background
I come bearing success!
May not look like much, but! This image shows that the system is writing rooms, reading rooms, and displaying rooms as well!
The "0"'s are the IDs of the unique tiles, and it's displaying them beautifully at 60fps.
Next up! Loading the tiles from the MapTile array using the ID as an index, loading their image positions.
Not exactly my favorite gfx style but, the clouds and moon really look good. ;)
Not exactly my favorite gfx style but, the clouds and moon really look good. ;)
Exactly my favorite gfx style and, the clouds and moon really look good. :D
Another update:
- Camera system is finished. Game objects follow the camera accordingly.
- Dialog system is still WIP. System parses through the text and splits it into dialog. Able to show menu options in the dialog.
- Map construction is still WIP. Game is able to scroll through the map, and select tiles accordingly for modification.
This is also officially my largest Blitz project so far.
Well; another milestone :p
Had a breakthrough with the level designer, and I can now start doing some hard work on it.
Also; 4th screenshot, meaning this is a full fledged WIP now :p
5th screenshot is showing off uh camera movement and such
Game Requirements:
2. After first appearance, a topic should primarily consist of one or more of the following:
a. Demo - something a user downloads, more than a walking demo.
b. Trailer - shows actual gameplay, not just still images in a video.
c. Screenshots - 2 new screenshots each month, consisting of different parts of the game.
3. Each topic's title should be tagged either [Demo], [Trailer], or [Screens] based on Req #2.
Reading Room...
Header...
ID:0
NameStringSize:5
Name:Debug
Rooms:2
Tiles:2
Finished reading header...
Reading Tiles...
Dimensioning _maptile[0] as a new object...
TileID:0
Tiletype:0
Tilesetpos:0
TileHP:0
TileAnimSize: 0
Dimensioning _maptile[1] as a new object...
TileID:1
Tiletype:1
Tilesetpos:1
TileHP:0
TileAnimSize: 0
Finished reading tiles...
Reading Rooms...
Dimensioning _maproom[0] as a new object...
roomID: 0
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
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Tile: 1
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Tile: 1
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Tile: 1
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Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
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Tile: 0
Tile: 1
Tile: 1
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Tile: 1
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Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
roomX: 0
roomY: 0
Layer: 0
Dimensioning _maproom[1] as a new object...
roomID: 1
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
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roomX: 336
roomY: 0
Layer: 0
Closing the stream...
End Reading Room File...
Uh, I suppose you get the width of the room, the number of tiles and wrap around?
I can do so much as to wonder what the H and P bricks do.
Touching a hurt block hurts you? :-[
Do want story bits revealed/concept art/screenshots with enemies
;)
or are you just going to horde your 'xperiments like ill-gotten pornography? :(^this :p
Finished up the tileset for the first area. Also created the Animation type so I can actually animate things. It loads a set of frames from a file, then the game cycles through it. Simple stuff, but neat.
Am I the only one who can't see any attachments in this thread?I have the same problem D:
I think the first example of the fade is the one that works best overall.
What's up with your internet being unstable? :-\
(http://img5.travelblog.org/Photos/2584/245030/t/1959743-The-crazy-guy-s-sane-brother-0.jpg)
:P Everything's subject to change mr watson :P
Still you can make the hud a bit more visible. Those black outlines are way to thin. Especially for the resolution of the game.
... This is now officially the longest I've worked on a project solo without breaking to hit another project :pNow pat yourself on the back. XD
That makes this 2 major things- my largest Blitz game, and my first 3 month solo project :P
Added a hud to Surface, and did some more *under the hood* stuff. So far I'm somewhat satisfied with it. I'm going to add back colors to the hud as well so it's not completely transparent.
Finished up some work on the HUD. It's not 100% done, however the artwork is done (and is probably going to be final with that), and new functionality is in (E-tanks).
The background system was completely rewritten, since the one in the previous videos was just "for display only", and wasn't modular enough for practical use.
A few other things have been done internally (which is where 90% of the work has been), so there's not really much to show right now. A lot of cleanup work and misc functions that I need have been written.
As of right now, I need to rethink the way the game reads collision data for the player, since currently the further to the bottom right you move, the slower the game runs. This is due to the game having to cycle through all of the collisions in a room to find the exact collision point. I'll fix this by splitting up collision data into smaller groups.
More stuff coming soon, and some potential good news.
(http://yoroshii.org/Mamoruanime/flote.png) | Enemy Name: Flote Enemy HP: 1 Actions: Moves towards player slowly. Variations: Bomb Flote Strategy: Keep your distance. Once it's in firing range, jump towards it and shoot it. |
OOF
The enemy is tres cool. Again, I'll compliment the way damage (and OOFs, apparently) are tossed from the character. It's a nice effect.
Looking good Mammy, looking really good.
Nice music! Part of the soundtrack :P
Nice Mammy, I'm lovin' this so far, homie.
Few questions:
Are those going to be the tles your using? or are those just for testing purposes?
Is it going to have some intense Mega-man like music? Please say yes
How are babies made?
Is.. Platformman(?) going to have a plethora of weaponry?
How does photosynthesis work?
I think the OOF is kind of cool. It makes me think of those old Batman series with Adam West, that had those "POW!" and "BANG!" things coming on the screen.OOF
The enemy is tres cool. Again, I'll compliment the way damage (and OOFs, apparently) are tossed from the character. It's a nice effect.
Haha yeah the "OOF" was me testing some collision stuff. It'll be eventually replaced with little stars or something when you hit your head on a blockable tile while jumping.
Chlorophyll?How does photosynthesis work?
BOREOPHYLL
Anyway :pAre those bombs they drop and you shouldn't be touching them or are it power ups.
http://www.youtube.com/watch?v=usMjkXZ_u4k
Here's the Flote variant.
Man I really can't wait! Lemme know what you need sprited!
Wicked music, makes me think of the old NES and SNES era. Oh those were god old days. I hope this is the music of your game. But I had hoped to see something of that Boss you promissed. I know I'm impatient, so sue me :P
>B3 the music in the vid only scratches the surface of how awesome his chiptunes are
>B3 the music in the vid only scratches the surface of how awesome his chiptunes are
*facedesk*
Anyway, yeah interestingly old-school tunes ^^
... I'm also planning on redesigning the player's artwork. Bomberman-head just isn't doing it for me anymore :pHonestly, I wasn't going to say anything, but the Bomberman head wasn't doing it for me either. Glad you're going to change it. I'm also glad to see some upward shooting action! XD
D'aw thank yous :D
On a side note; I've come up with the first boss's design :P I might show it off in that vid should I win this <_< >_>
Wow, that one looks cool no matter what.Ooo! I agree!
Btw Mamoruanime, you update crazy-mad-mother-monkey fast!
That boss room looks really good.
Travis, you can't put dicks in your game, that's inappropriate.I wasn't aware you were making a cameo appearance.
Wow, that weapon is hot :P
Get it? 'Hot'! Maybe it is just not funny.
... Surasshu just finished the Area 1 theme =3 ...
And I can't stop listening to it D:!!! It's amazing.
Either you've got everything moving slow at the beginning, or those "Flotes" are causing you a lot of lag.
LRN2FRAPSEither you've got everything moving slow at the beginning, or those "Flotes" are causing you a lot of lag.
Nah, the recorder draws a bit too much on the system, so the lag is only ever apparent when that's going. The way it runs in the beginning is how the entire thing runs for me when I'm using the recorder :P (camstudio D:)
LRN2FRAPSEither you've got everything moving slow at the beginning, or those "Flotes" are causing you a lot of lag.
Nah, the recorder draws a bit too much on the system, so the lag is only ever apparent when that's going. The way it runs in the beginning is how the entire thing runs for me when I'm using the recorder :P (camstudio D:)
You're just jealous because !@#$% you.LRN2FRAPSEither you've got everything moving slow at the beginning, or those "Flotes" are causing you a lot of lag.
Nah, the recorder draws a bit too much on the system, so the lag is only ever apparent when that's going. The way it runs in the beginning is how the entire thing runs for me when I'm using the recorder :P (camstudio D:)
Fraps can suck my big black DICK D:!!! :P
Still, looking pretty good so far, Travis.
Only one of those is in your possession.
Still, looking pretty good so far, Travis.
My big black DICK or Surface? :P
Only one of those is in your possession.
Still, looking pretty good so far, Travis.
My big black DICK or Surface? :P
Zing.Only one of those is in your possession.
Still, looking pretty good so far, Travis.
My big black DICK or Surface? :P
*tries to hide the black guy*
orite D:!
Anyway :p
I'm gunna modify the weapon a bit to where instead of the flames going *straight up* like they do when you aim up, they'll bend slightly in the direction you're facing.
Music is awesome!
I forget, does blitzmax have any kind of built in collision system? Or did you have to program one?
can you explain the megaman elements?, right now it looks like a metroidvania.Wow really? To me I could only see the Megaman qualities, and none of the Metroid qualities besides the different futuristic guns.
Right now it looks like a Cave Story-esque sexfest. And I want in.Me too.
Any news on when a demo will come out?
Actually, for me the only thing that looks megaman-ish are the graphics, which remind me more to cavestory than megaman, but what I mean with elements are gameplay elements, as in, there will be levels? boss at the end of certain region that you adquire one of their ability? thats my doubt.can you explain the megaman elements?, right now it looks like a metroidvania.Wow really? To me I could only see the Megaman qualities, and none of the Metroid qualities besides the different futuristic guns.
Actually, for me the only thing that looks megaman-ish are the graphics, which remind me more to cavestory than megaman, but what I mean with elements are gameplay elements, as in, there will be levels? boss at the end of certain region that you adquire one of their ability? thats my doubt.can you explain the megaman elements?, right now it looks like a metroidvania.Wow really? To me I could only see the Megaman qualities, and none of the Metroid qualities besides the different futuristic guns.
Actually the initial concept was based around one major principle-hmm well the reason I mention metroidvania is for the similarity to Cavestory( the starter of modern metroidvania) hmm, for example the fire gun effect remind me to cavestory snake gun:
There were 8 areas readily accessible from a hub world (the Surface), each with a boss who gives you a weapon.
This has since changed, since it really doesn't work... :P
As also planned even in the original, Megaman elements will be area structure. Obstacles/events that follow the same pace as a Megaman title. For example; the player may wander into a room with disappearing platforms, or perhaps even an elevator platform that throws out a series of enemies until it reaches the top. The idea is to replicate the exploration element found in games like Metroid and Castlevania, while maintaining a level of action found in Megaman. Bosses will give the player a new ability, instead of a new weapon. Weapons will be found in each game area.
Although I don't know how right now it could look like a metroidvania, since I've yet to show any form of room transitions, which is basically the entire reason for saying a game is metroidvania style D:. Right now it should simply look like an action game.
As for a demo- Who knows :p... I want to wait until I have the entire first area completed before I release any form of demo. In theory area development should be pretty rapid, and once I'm to that point I should be able to just pump it out. I've already finished almost all of the enemies for the first area, and planned out just about every aspect to it I want to add. I have all of the music for it as well, including the boss theme... So yeah once I'm to that point it'll be pretty quick.
I'm probably going to leave the amount of demo's down to a minimum though. Realistically I want to try to present a story in a certain way that demo's kind of stomp all over :P
I recommend you seeing this mockups from Ptoing's game, they might help you get inspired inGo back to WoTP to jack off/jack off to Ptoing. Don't wanna see that !@#$% over here. Fuckin' ridiculous...
Well that's fine, they're good controls. Can't wait to see how this turns out. Swear to god if you don't finish this project I'll probably die a little inside. If you make this big you could sell it, any interests in doing that? I'd totally shell out some bottlecaps for this.
o.o oh wow get your wotp hate somewhere else.I recommend you seeing this mockups from Ptoing's game, they might help you get inspired inGo back to WoTP to jack off/jack off to Ptoing. Don't wanna see that !@#$% over here. Fuckin' ridiculous...
Hmm ok yeah I understand that, I want to see how the new tiles looks like P:. btw I didn't knew you were paying Susshu D:, kinda sucks, but as long as he compose kickass songs it is worth it.
I get that. I'll donate if it's as fun as I think it's going to be. Even if it isn't I'll still probably donate. Also who is this Surasshu composer of yours? Older ZFGC member?
those lasers kind of remind me of something.
(http://farm4.static.flickr.com/3554/3367482829_9bc0fb95f3.jpg)
maybe you should take a look at these battletoads screenshots for inspiration:
(http://gameinformer.com/cfs-filesystemfile.ashx/__key/CommunityServer.Components.PostAttachments/00.00.04.77.48/battletoads.gif)
(http://www.iovideogioco.com/wp-content/uploads/2009/06/windowslivewriterretrogameofthedaybattletoadsinbattlemani-10801battletoads-nes21.png)
(http://www.texturemonkey.com/HCG/blog/Battletoads_%2812%29.jpg)
Oh !@#$% you, and your BlogSpot. :|
You'd have much more control using a blog hosted by me. Plus plugins. :(
Because it wouldn't have been quick and easy to have me set you something up. :/Oh !@#$% you, and your BlogSpot. :|
You'd have much more control using a blog hosted by me. Plus plugins. :(
XD but I don't need the extras... Just something quick and easy so it doesn't draw too much away from dev time :p
Because it wouldn't have been quick and easy to have me set you something up. :/Oh !@#$% you, and your BlogSpot. :|
You'd have much more control using a blog hosted by me. Plus plugins. :(
XD but I don't need the extras... Just something quick and easy so it doesn't draw too much away from dev time :p
Man, I'm done offering you !@#$% like this. You always !@#$% go with something else anyways.
Layer Manager Finished
I've been working on a layer manager, since I (stupidly) haven't coded one in yet. It's actually completely finished now, and gives me a bit of flexibility when it comes to drawing things in an organized fashion. This is pretty much my progress for the day.
Weapons Menu Design and Z3
Haven't had much time to develop much of anything this week outside of the things mentioned in the previous posts, however I have had a lot of time to think of different things.
I've decided on a design for the players menu; which will allow the player to choose their weapons and such. If the player presses the menu button (aka "whatever that key is mapped to"), a circular menu will appear around the player showing the weapon icons. While the menu button is held, the player will be able to choose which weapon they want, and view various other information via icons from this circular menu. I figure this is a good way to avoid full box menus that games like Mega Man, Blaster Master, Metroid, Cave Story, etc have that obscure the screen. I'm trying to avoid that sort of break from gameplay.
I'll have some mockups ready sooner than later; we'll see what happens.
Beyond that, I'm thinking about joining in on Z3 over at zfgc. This project's first developments were shown there, and it just kind of makes sense. I'll try to get a demo out for that. Looking forward to the months to come :P
Major Sadface
(http://4.bp.blogspot.com/_C05RbXBzrxQ/S5InX9xwaPI/AAAAAAAAACQ/5ilmNuneKso/s1600-h/FdUpLayers.PNG)
So I started porting over a lot of the existing draw routines to the layer manager draw code... Major :('s on this one, since somewhere along the line I messed up the layering, and have to go back through this !@#$% yet again to get it correct. Seriously; this has got to be the most tedious thing I've ever had to do.
Sadface screenshot included :(
Disregard Sadface >;o
So yeah, I was worried I'd have to go through all of my code again and modify the layers and what have you. Nah. Not the case.
Turns out, I was simply missing a few parameters in my new queue'd image type that I needed to draw certain images.
All of that's fixed, and I just need to fix some other draw types (shapes mainly) to work with the layer system.
Layers work fine now.
(http://4.bp.blogspot.com/_C05RbXBzrxQ/S5M4V4y3FAI/AAAAAAAAACY/X_RSNndSgSw/s1600-h/Layers.PNG)
This screenshot's a good example; or rather the best example I could provide at this particular moment. One thing to note is that certain things aren't in quite yet; namely the shadows that were behind the HUD, and the backdrop for the menu.
Why you ask!?
Well that's simple- I just simply haven't coded in layer support for color variation and shapes yet. In due time... In due time.
I now present you with a lossy image:
(http://yoroshii.org/Mamoruanime/surface.jpg)
Begin speculation NAO.
I've got to agree, the character doesn't stand out very much from the blue.I now present you with a lossy image:
(http://yoroshii.org/Mamoruanime/surface.jpg)
Begin speculation NAO.
MY EYEZ 80
Tone down the background please, it's hard to look at...
lossy image
Zoomed in or not, the background is too bright.
I would imagine it already goes darker as part of the oscillation process.^This. 3 Palette registers, each bring it down quite a bit. Again, look at Norfair plx thx.
I really love that you changed the hero sprite ;D, what do the grey blocks on the bottom are for? will the hud elements be there? or is it part fo the map?
I think going by a purposefully lossy screenshot meant to be a vague teaser for critiques is a horrible idea <_<What? I don't get what you're trying to say. Are you saying that people shouldn't critique a lossy screenshot, or you're regretting uploading a lossy screenshot and should have uploaded a lossless one?
...is that the farmer guy from Harvest Moon? :S
No incarnation of the Harvest Moon character has ever worn a red shirt, I'm afraid.
:/ Now we have to figure out if those diamonds are part of the HUD or if they are in the ice...
If they were encased in the ice wouldn't they have a slighty blueish overlay on top of them?
Makes me want to play Donkey Kong Country...Curious...I wasn't thinking the exact same thing but I thought two things right away:
*plans on bringing DKC2 GBA to work tomorrow*
And Surface? Sponsored? OMG THIS HAS NEVER HAPPENED BEFORE!! :P
Or is it...... *prepares unnecessary spoiler pun* COLD!? ^_~
Or is it...... *prepares unnecessary spoiler pun* COLD!? ^_~
spoiler? your song is titled with ice lol
Or is it...... *prepares unnecessary spoiler pun* COLD!? ^_~Cold? It is FREEZING! Freezing sweet is what I mean.
;3 well; Surasshu is an industry pro and does a bit of work on big-company projects (http://www.mobygames.com/developer/sheet/view/developerId,199896/) :P He's expected to excel at what he does XDNot wrong :D I just checked out his site, I loled hard when I listened to his DANGO FAMILY track XD Was not what I was expecting.
D: He pumps these things out quickly and they always turn out amazing, which makes me happy~
I am very lucky and very humbled to have him not only as a music designer, but as an online friend :p
DANGO FAMILY track
Yeah it's Clannad's ED :pDANGO FAMILY track
*shivers*
Just to make sure I'm not a dumbass, the big Dango family is from Clannad right?
;3 well; Surasshu is an industry pro and does a bit of work on big-company projects (http://www.mobygames.com/developer/sheet/view/developerId,199896/) :P He's expected to excel at what he does XDNot wrong :D I just checked out his site, I loled hard when I listened to his DANGO FAMILY track XD Was not what I was expecting.
D: He pumps these things out quickly and they always turn out amazing, which makes me happy~
I am very lucky and very humbled to have him not only as a music designer, but as an online friend :p
You serious? Junkboy's working for Notch now, he ain't got time for your silly games :P
We need SUPAH SCREENUS
Well it does make sense to do it that way :P I mean instead of making something render 300+ tiny images that never change, why not render 1 image with all of those images? :P
Well it does make sense to do it that way :P I mean instead of making something render 300+ tiny images that never change, why not render 1 image with all of those images? :P
It all depends on the game really. If all those tiles make a huge image with multiple layers, that could take up a lot of memory. Smaller maps without multiple layers would benefit from one shot image rendering. Always seems like a memory use vs. processor thing.