ZFGC

Projects => Other Projects => Topic started by: Mamoruanime on November 25, 2009, 07:57:13 am

Title: [SCREENS] Surface
Post by: Mamoruanime on November 25, 2009, 07:57:13 am
(http://yoroshii.org/Mamoruanime/Surfacelogo.gif)
Game Name:Surface
Genre:Action Adventure RPG
Players:1
Input Method:Keyboard, Joypad
Plays Like:Megaman,
Blaster Master,
Metroid
Development Stage:Engine
Development Tool:Blitzmax
Development Credits:Creator:
 Mamoruanime
Programmer:
 Mamoruanime
Sound Designer:
 Surasshu

Progress Log
Click the icon to see the update.
12/8/09
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6790)(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6792)
12/9/09
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6798)(http://yoroshii.org/mamoruanime/Surface/noteicont.png) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6801)
12/13/09
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6804)(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6806)
12/14/09
(http://yoroshii.org/mamoruanime/Surface/fileicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6819)
12/19/09
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6848)(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6850)
12/20/09
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6857)
12/24/09
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6913)
12/28/09
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=qoo8iXW9jSk)(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=hjXg8-qjFIw)
1/2/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6972)(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=SRbgdLB_9ak)(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=-d84xfXI1pQ)
1/10/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=7162;image)
1/11/10
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=YFzyGJjOHrA)
1/15/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=7179;image)(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=0p3P9-Gseyo)
1/17/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=7211;image)
1/22/10
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=imVcbIZPAB0)
1/28/10
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=wt-NwIJvNdQ)
1/29/10
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=usMjkXZ_u4k)
1/30/10
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=xmXAW-GjGQs)
2/03/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=7305;image)(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=7307;image)(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=VwvIpf9Eg3c)
2/09/10
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=Do1AALuh0t4)(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=H32qK-hYRN0)
2/14/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=7409;image)
2/18/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=7459;image)
2/19/10
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=ZCmWsAoUmw8)(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=JAm0lhohNqw)
2/20/10
(http://yoroshii.org/mamoruanime/Surface/vidicon.PNG) (http://www.youtube.com/watch?v=lEQBKeGJyD4)
2/23/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=7530)
2/24/10
(http://yoroshii.org/mamoruanime/Surface/picicon.PNG) (http://www.zfgc.com/forum/index.php?action=dlattach;topic=29298.0;attach=7532;image)


Recent Video:
http://www.youtube.com/watch?v=lEQBKeGJyD4


Title: Re: Surface
Post by: Cassyblanca on November 30, 2009, 10:21:01 am
Can't see the images (they're blocked on this new crap... again :|), but I'll be back home by the end of the week.

Got any plans 'n !@#$% you can show, beyond the mockups and stuffs I can't see? D:
Title: Re: Surface
Post by: Mamoruanime on November 30, 2009, 10:27:54 am
Nah; I'm pretty much doing this one solo out of my head. Prototyping is fun ;p.

Also, map file format I've created is complete. =3
Title: Re: Surface
Post by: Cassyblanca on November 30, 2009, 10:32:10 am
And probably incomplete, knowing you :3

Don't post if you're not going to say something D:
Title: Re: Surface
Post by: Mamoruanime on November 30, 2009, 10:34:17 am
Too late. Also completely complete. Just working on some stream stuff now.
Title: Re: Surface
Post by: FrozenFire on November 30, 2009, 06:26:45 pm
The hero guy kinda reminds me of bomber man.  XD

Anyway, I like these:
It'll mix the action element of Megaman, Exploration element of Metroid, and add a few RPG elements as well.

Puzzles will include pushing, lifting, and rotating blocks, and other fun things along those lines.
Sounds like win to me. ^_^
Title: Re: Surface
Post by: Mamoruanime on December 01, 2009, 02:39:46 pm
Working on the jump-in/jump-out (JiJo) level designer now that I've got the format finished. Weee~

The hero guy kinda reminds me of bomber man.  XD

It's the ball behind his head XD I'm gunna change that eventually.
Title: Re: Surface
Post by: DJvenom on December 01, 2009, 03:08:08 pm
Hey, don't post mockups and ideas in concepts!
Title: Re: Surface
Post by: Mamoruanime on December 02, 2009, 12:56:53 am
Hey, don't post mockups and ideas in concepts!

roflroflrofl

Anyway; 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*
Title: Re: Surface
Post by: Moldrill on December 02, 2009, 05:46:10 am
(Sounds/looks) (interesting/good) and (reminds me/inspires me) (of/in the same way that) (Cave Story/Cave Story did)

 :D Understood?
Title: Re: Surface
Post by: Mamoruanime on December 02, 2009, 06:40:43 am
I understand you completely =3
Title: Re: Surface
Post by: FrozenFire on December 02, 2009, 07:34:52 am
(Sounds/looks) (interesting/good) and (reminds me/inspires me) (of/in the same way that) (Cave Story/Cave Story did)

 :D Understood?

Cave Story FTW!  XD

If this ends up anything like Pixel's masterpiece (a.k.a. Cave Story) I will absolutely love this game.


... 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*

Do you have any kind of intro to the story you could share? Ya know, something that doesn't give the the goods away but at least gives an idea of what the game is/will be about..?

I like stories. ^_^
Title: Re: Surface
Post by: Cassyblanca on December 02, 2009, 07:41:27 am
You should re-upload your pictures in the first post as attachments, so I can see them in spite of the shitty internet restrictions here on Manas AB :|
Title: Re: Surface
Post by: Mamoruanime on December 05, 2009, 06:13:36 am
Still working on the map system, but so far so good. Only a couple of small issues have sprung up but it's writing fine and the reader is almost done. After that's tackled, I'll start designing a test room, and then the player.
Title: Re: Surface
Post by: Moldrill on December 06, 2009, 11:04:02 pm
I love you.
Title: Re: Surface
Post by: Mamoruanime on December 07, 2009, 10:17:30 am
Preview of a tileset I'm working on for my test room :P
Title: Re: Surface
Post by: FrozenFire on December 07, 2009, 10:53:42 am
Is that the actual size or did you make it smaller for the "preview"?
What will be the res of the game?
It seems very small, unless that is going to be in the background?
(Gahhh! Stop with the questions!! :P)

I'm liking it though! Can't wait to see more!
Title: Re: Surface
Post by: Mamoruanime on December 07, 2009, 11:15:18 am
;3 background
Title: Re: Surface
Post by: FrozenFire on December 07, 2009, 11:31:37 am
;3 background

Wow, if that is background then that makes this beautiful! O.O
That is the perfect amount of detail.
I officially love this now.


EDIT:
Oh dang, this post makes me a Kokiri! (whoopdeedoo)
Title: Re: Surface
Post by: Mamoruanime on December 08, 2009, 02:40:11 am
Added some more to the tileset. Here's a preview of what it can do so far :p

Also; I've *officially* finished up the map reader. Had to add some more things to the writer, so I've been going back and forth on that. I'm now going through and adding the draw routines to the tiles. Then on to the animation class, and by that time the map system SHOULD be complete. Beyond that, I'll make the in-game level editor (only available to dev team if I make one), and begin making the game.
Title: Re: Surface
Post by: FrozenFire on December 08, 2009, 03:36:36 am
 :o !!!

OH MAN! Gonna have to change my pants!

(No no, not really. Just wanted to emphasize exactly how great this is without going *fap fap fap!* like everyone else... DANG IT! I just did it! ::))


Seriously though, that is BEAUTIFUL!
Title: Re: Surface
Post by: Mamoruanime on December 08, 2009, 06:48:35 am
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.
Title: Re: Surface
Post by: FrozenFire on December 08, 2009, 09:55:47 am
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.

I do know enough to say that this DOES look like much to me.

Very good success; very cool. Well done.  :)

Btw, you're really getting stuff done fast!


And WHY THE HECK isn't anyone else posting comments on this besides me anymore? Seriously. I mean, SERIOUSLY.
Title: Re: Surface
Post by: Mamoruanime on December 08, 2009, 09:57:20 am
Well; I've finished the image stuff (easy code, just lazy), and now I'm making this allow me to modify the map in real time so I can start working on the player~ yayyy~

EDIT:

Actually; I'm going to work a bit on the menu object, just so I have some control during the design process. Just simple stuff letting me choose options and stuff.
Title: Re: Surface
Post by: Darunia on December 08, 2009, 01:50:23 pm
Not exactly my favorite gfx style but, the clouds and moon really look good. ;)
Title: Re: Surface
Post by: Mamoruanime on December 08, 2009, 09:38:27 pm
Not exactly my favorite gfx style but, the clouds and moon really look good. ;)

It may change, not sure yet. I like the low-color style throwback to the NES games, but I also enjoy multiple different color variations. I'm playing around mainly with getting as much color out from low detail as possible :P
Title: Re: Surface
Post by: FrozenFire on December 08, 2009, 09:48:11 pm
I like the graphic style because it reminds me of the games that I played early on in my childhood. Ah, memories. ^_^
Maybe I'm just one of those "older" gamers, but I often like the pixel style or the retro looking games.

For example, Lyle in Cube Sector is one of my favorites because of the graphics style. Not to mention the music style is perfectly old-school. I just like that kind of stuff.


I guess it's not quite the same, but there's something about Mammy's graphics that hits the spot.
Title: Re: Surface
Post by: Mamoruanime on December 08, 2009, 09:52:35 pm
Indeed; I love the oldschool style.

A good example of what I'm eventually going to get the art to is Moldrill's avatar. It has a low color count, but a high level of animation detail. I think that style is amazing, and a definite modern/retro crossover.
Title: Re: Surface
Post by: Moldrill on December 08, 2009, 09:53:19 pm
Not exactly my favorite gfx style but, the clouds and moon really look good. ;)

Let me change the quote to suit me.

Quote
Exactly my favorite gfx style and, the clouds and moon really look good. :D

And yeah, my friend on a different forum made that avatar. I love it.
Title: Re: Surface
Post by: Mamoruanime on December 08, 2009, 10:08:37 pm
The "hero" of Surface will more than likely get a redesign by the end of the development, but for now I'm simply concerned with simple designs :p

Also, I should note that I have my menu system pretty much finished.
Title: Re: Surface
Post by: Mamoruanime on December 09, 2009, 02:34:24 am
Update;

Menu system is finished, blah blah blah. Pretty dynamic the way it is now. I was initially going to use linked lists for the values, but they were messy, so I decided to use arrays (again). Since there's no junk data in the array at all, it seemed suitable. I'll never end up with a null value, so blah.

Update screenshot attached.
Title: Re: Surface
Post by: Mamoruanime on December 10, 2009, 01:40:14 am
Another update, showing the start of the room design process. It's clunky, but it's for me and me only >=^p

Shows the working menu system, and the start of the map making process. Fun stuff right thar.

EDIT: Uploaded a bit of music I'm working on for it.
Title: Re: Surface
Post by: Mamoruanime on December 12, 2009, 09:21:13 am
Another update:



This is also officially my largest Blitz project so far.
Title: Re: Surface
Post by: FrozenFire on December 13, 2009, 12:57:56 am
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.

Yay for progress!

Quote
This is also officially my largest Blitz project so far.

In that case, good luck! Though I'm sure you won't need it.

Definitely looking forward to this. :)
Title: Re: Surface
Post by: Mamoruanime on December 13, 2009, 05:26:24 am
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
Title: Re: Surface
Post by: शेफाली on December 13, 2009, 05:34:25 am
Am I the only one who can't see any attachments in this thread?
Title: Re: Surface
Post by: Mamoruanime on December 13, 2009, 05:37:02 am
Probably D:

Here's the hotlinks for the 2 I just posted-

http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6804

http://www.zfgc.com/forum/index.php?action=dlattach;topic=35381.0;attach=6806
Title: Re: Surface
Post by: FrozenFire on December 13, 2009, 07:59:41 am
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

I see the attachments  :P
and ooooo! Level design stuffs!

So, is this going to be moved to WIP since it's now a WIP? Cuz it makes sense.
Title: Re: Surface
Post by: Mamoruanime on December 13, 2009, 08:06:11 am
I'll be moving it sometime soon :P Just need icons for my update list
Title: Re: Surface
Post by: Mamoruanime on December 14, 2009, 05:26:31 am
Moved over to WIP, and added an attachment log on the first post for anyone who wants to view active updates without sifting through the thread :p
Title: Re: Surface
Post by: Moldrill on December 14, 2009, 05:45:53 am
Every time I'm reading this topic and seeing how much work you're actually getting done, I think of the Queen song 'Don't Stop Me Now'. :P

Very inspirational Mammy. On an unrelated note I'm pumped for this so again, keep it up.
Title: Re: Surface
Post by: FrozenFire on December 14, 2009, 05:50:29 am
Alright! An oldschool tune (on the first post)! ;p

Is that a WIP track or is it finished?
It's great in giving that good old feeling, but I think it could be a tad more interesting.
It really depends on its use though.

I like how you're updating on the first post with the icons an all.


And the Queen song, lol! Yes, Mammy really shredding it up with his project. ;p
I'm definitely looking forward to more progress on this, as always.
Title: Re: Surface
Post by: 4Sword on December 14, 2009, 05:55:46 am
From the Other WIP Rules:

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.

Otherwise the project seems nice, and the updates seem pleasant. Not sure if what you were asking me about on MSN a night or so ago about math and graphing was related to this project, but if so that's cool too.
Title: Re: Surface
Post by: Mamoruanime on December 14, 2009, 05:57:28 am
Oh D: I forgot the requirements changed. Snap. lol

Although; It's a tad difficult to show different parts of the game for a proper WIP game, since you have to program an engine first :P It's beyond concept if you're working on an engine. I'm working with a development tool that doesn't have an engine *premade* like GM does, so I'm having to write all of that somewhat from scratch :p

Anywho; I'm movin' it back to concepts for now.
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 14, 2009, 03:49:00 pm
Attached is a small map editor workprint. You can play around and add one of two tiles. Certain menus are disabled, as they are incomplete (IE adding new tile types, and such).

Inside the default map is 2 rooms (each room is exactly 336x256) side by side. I'm testing to see if saving/loading works on other machines (loading is automatic atm), as well as FPS on various machines.

The controls for the demo are the following:

W: Scroll Map Up
A: Scroll Map Left
S: Scroll Map Down
D: Scroll Map Right

Up: Above Menu Option
Down: Below Menu Option
Enter: Select Menu Option

Left Mouse: Place Tile
Right Mouse: Select Highlighted Tile

Also note- There may be errors. May be lots of errors. Who knows. I've been making it pretty open to various conditions, but there's a lot of code behind it and it's easy to lose track of certain things :P So if it crashes on you, I apologize. I'd appreciate it though if you could replicate your error at least once more time before posting it. If you try to do it again and you can't replicate it, then it wouldn't help letting me know there was an error due to me not knowing what caused it :P

EDIT:

Reuploaded file with larger FPS text as well as a special "QUAKE IT!" button :P Go ahead, you know you wanna press it.

Also I realized I missed like 3 posts in here :P

To Moldrill- Thank you for the awesome words of awesomeness! :D
To FrozenFire- Wip track :P It's also probably not going to find its way into any gameplay. It'll more than likely be part of a cinematic of some sort.
Title: Re: [Screenshots] Surface
Post by: Xiphirx on December 14, 2009, 08:00:35 pm
Hey, how did you manage to resize 2D arrays? D:
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 15, 2009, 02:25:40 am
^_~ classified information


















jaaas kidding.

I'm not using 2d arrays at all :P In fact, I've made a somewhat intricate system of objects that build up to the actual map object.

Essentially it goes like this-

GameRoom - Actual room object the game references.
---MapFile - The type housing all of the essential data
------MapTile - Houses all unique tiles and respective properties
------MapRoom - Places unique tile IDs on a 1d array
Title: Re: [Screenshots] Surface
Post by: Xiphirx on December 15, 2009, 03:17:06 am
Haha seems like you got more advanced than me D:

Seems like I need to learn more D:!
Title: Re: [Screenshots] Surface
Post by: FrozenFire on December 15, 2009, 03:25:31 am
It's feeling solid so far. Nice work Mammy.

I must say, I enjoy quaking it. ^_^
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 15, 2009, 04:15:29 am
I'm going to be working on the rest of the map stuff throughout the night tonight and I'll hopefully have a complete map designer by Wednesday :P

After that, I'll be working on the player character. Then hopefully a demo :P

Also Xiphirx- Here's my debug output; hopefully it'll give you an idea of ways around the 2d array mess :P

Code: [Select]
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
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: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 1
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 0
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 0
Tile: 0
Tile: 1
Tile: 1
Tile: 1
Tile: 1
Tile: 0
Tile: 0
Tile: 0
Tile: 0
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roomX: 0
roomY: 0
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Dimensioning _maproom[1] as a new object...
roomID: 1
Tile: 0
Tile: 1
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roomX: 336
roomY: 0
Layer: 0
Closing the stream...
End Reading Room File...

EDIT: Some more somewhat pointless non-new-post-worthy updates-
Finishing up the menus as well as their new functionality. I'm now able to add new unique tiles to the map, so there's more than just 2 placeable ones now. I'm working out a new menu item type that will return a value instead of link to a new menu (which is what the current ones do), which is incredibly useful when having menus to edit a certain object. I'm also setting up the input box dialogs, which are also useful.

Things should be complete on the map side of things shortly. Then I can begin work on the game itself.

EDIT2: Ugh scrapped the additional stuff I did in the menu >_<;; I spent like 2 days working on a new menu type that didn't work out the way I wanted... I'm going with the easier route now D: Anyway more progress soon to follow. Plus I work this weekend, and weekends are my most progressful times :D
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 19, 2009, 09:47:07 am
Just wanted to throw up a new screenshot!

Got my tile selector finished, so now when creating a new unique tile, you can select the image from the tileset.

This means here shortly I can start doing some hardcore work on the game itself :p

I should also note that this is essentially a small amount of work to do exactly what I was going for over the past few days that I had to scrap <_<;; I was taking a different approach to it and decided to can that.

EDIT:

Another screenshot showing this in action :p
Title: Re: [Screenshots] Surface
Post by: Xiphirx on December 19, 2009, 08:42:02 pm
Uh, I suppose you get the width of the room, the number of tiles and wrap around?
Title: Re: [Screenshots] Surface
Post by: Moldrill on December 20, 2009, 02:08:02 am
I can do so much as to wonder what the H and P bricks do.
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 20, 2009, 03:04:04 am
Uh, I suppose you get the width of the room, the number of tiles and wrap around?

Yup- the room itself contains an array of tile IDs. Each "room" inside of a map is simply a block of tiles, and the height and width of the room is set. You assemble maps by placing numerous rooms together to make larger, more immersive areas :P The need for coordinate based tiles isn't there, because the rooms themselves hold the only coordinates, and the tiles fill in the rest using logic.

I can do so much as to wonder what the H and P bricks do.

H = Hurt Block :P
P = Push Block (which isn't going to be a part of the tile system in the end result. It'll be an actor object.)
Title: Re: [Screenshots] Surface
Post by: Moldrill on December 20, 2009, 05:38:15 am
Touching a hurt block hurts you? :-[
Title: Re: [Screenshots] Surface
Post by: DJvenom on December 20, 2009, 05:42:52 am
It triggers a giant dump truck to come in, which unloads a payload of candy from "Hurt" candy company!
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 20, 2009, 05:47:55 am
Touching a hurt block hurts you? :-[

lol I hope you know that those tiles are representational :P

If I were to compare it to something in Cave Story; it'd be the spike blocks that deal damage when you step on them.
Title: Re: [Screenshots] Surface
Post by: Moldrill on December 20, 2009, 05:54:19 am
Oh, I thought it was just going to be a block that as soon as you touched you get injured. If it's just spikes with an H block being your representational tile, then yeah that makes a lot more sense.
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 20, 2009, 05:57:51 am
Yeah; in normal tilesets it could be anything from spikes to electical wires to well; anything really :P...

Well; I started to edit this post because I feel inclined to reveal some of the story... but I've decided not to. You'll all need to find out for yourselves >=^o

Here soon I'll get to the point to where I can't provide regular *updates* after every big change, since big changes will soon involve game events that I don't want to spoil :P Eventually it'll just be demos with the occasional screenshot.
Title: Re: [Screenshots] Surface
Post by: Nabeshin on December 20, 2009, 10:40:26 am
Between this, DJ's project, OoT2D, and the other Zelda stuff going on, the site feels like it has some life again. Good times.

And as if that weren't enough, the project looks excellent, Mammy. Looking forward to this one.
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 20, 2009, 11:00:26 am
Why thank you ^_^!

I'm preparing to start work on the actor system now, which means soon to follow will be a proper demo. In preperation for the actor system, I've officially completed the ability to jump in and out of edit mode during the game.

I've assembled a simple test level for me to work on while I'm creating the player. A screen is attached (yeah yeah same ol same ol).

A small list of things I still need to do for the map system, that I've shelved until I need to work on them (since it wont really change anything)-

Title: Re: [Screenshots] Surface
Post by: FrozenFire on December 20, 2009, 05:18:16 pm
Woah! A lot has happened in the two days I've been gone. Well, not really gone, just wiping my laptop's hard drive and reinstalling windows, etc. The updating took forever.

Anyway, on topic, this is beginning to look very tasty! :P
Nice work Mammy. I'm still taken back by how fast you're making progress on this.
Title: Re: [Screenshots] Surface
Post by: Moldrill on December 20, 2009, 08:12:47 pm
Do want story bits revealed/concept art/screenshots with enemies

 ;)
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 21, 2009, 09:10:06 am
Do want story bits revealed/concept art/screenshots with enemies

 ;)

no/no/soon :D

XD

EDIT:

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.

Tomorrow being Tuesday, and me being at work with nothing to do, I'll probably have some more screens tomorrow.

Also because I feel like doing it; I'm going to post a sprite. Actually; I'm posting a sprite that will be seen quite a bit in the game.

A DOOR. *snickers and sneers about the teaser being something as stupid as a door*

...Actually I was going to post the first room, but I don't really want to reveal much.


Title: Re: [Screenshots] Surface
Post by: Cassyblanca on December 23, 2009, 09:36:41 am
THE DOOR IS EVERYTHING! ALL THAT ONCE WAS, AND ALL THAT WILL BE!
THE DOOR CONTROLS TIME AND SPACE, LOVE AND DEATH!
THE DOOR CAN SEE INTO YOUR MIND!
THE DOOR CAN SEE INTO YOUR SOUL!

<.<... <3

So, Travis, you wanna share some of your streaming map ideas with me one of these days, or are you just going to horde your 'xperiments like ill-gotten pornography? :(
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 23, 2009, 10:13:05 pm
or are you just going to horde your 'xperiments like ill-gotten pornography? :(
^this :p

Anyway; I've set up the actor system for the game. Working on the player actor now.

Also setting up an actor control system that will pass on the abstract actions to a target object.
Title: Re: [Screenshots] Surface
Post by: FrozenFire on December 23, 2009, 10:56:57 pm
That's some sexy door ya got there. Can't wait for more tasty graphics! :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.

I like what I'm reading. :)
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 24, 2009, 06:37:11 pm
Another screen =3

Animation system has been tested and works great (tweaked a tad), and...

Well; just have a looksie :D
Title: Re: [Screenshots] Surface
Post by: Mamoruanime on December 26, 2009, 06:17:52 am
This demo I'm not going to put on the main page, since it's simply a show of good faith. It's just showing that I'm working on the player right now. I just started working on his action events, and collisions are buggy still. Either way, you can move back and forth, and fall off of ledges and stuff. *yay* lol

What this demo has that's new-


Anyway; this demo isn't about critiques or anything set in stone. Just a show of faith in case I don't have many presentable updates in the next few weeks. I want to get the player pretty close to finished before my next demo, so it's going to take up a lot of the progress time. It's different from the map system during development, because there's not really much I can screen cap and put on here for it. Certain people will receive regular demos though as usual :p

Also; you *will* get stuck if you walk directly into a wall. If that happens, simply hit F2, right click a blank tile, then draw over the one that's stopping you.



Title: Re: [SCREENS] Surface
Post by: FrozenFire on December 27, 2009, 02:46:03 am
*plays around with the latest beta*

Heh heh, I made the player fall endlessly. I'm so cruel. :P
I checked out some of those tiles and options and it really looks like things are shaping up.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 27, 2009, 04:28:22 am
Lol a lot of the options as it stands right now aren't needed, but you can add tiles and what not. I didn't spend much time on the tile selector mainly because I needed it immediately after wasting 2 days working on it unsuccessfully XD But!~ That much doesn't matter to me too much; the final product won't have the level builder. I'd rather see people make their own.

I've also decided to change some stuff in the map system. Namely how music works (not in quite yet). I'm going to handle those through seperate files. I've given every map a unique ID, and music will be selected with that.

I've also changed how I'm going to handle the weapon with the player.
Initially I had set up a state for each individual action (_STATEWALKFIRE, _STATEJUMPFIRE, etc) however for the sake of flow in the game, I've decided those are arbitrary actions, and that the gun's actions should never break for the player. Games like Megaman and Metroid restrict weapon usage to specific player actions, however that breaks the general flow of play (if you're hurt, you can't fire.). I'm going for something more fluid, so firing your weapon will not be restricted to specific states unless specified in the gun object's code.

Not to mention that saves me a lot of time coding for those actions <_<...
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 27, 2009, 09:09:30 am
I'm uploading another demo of sorts; not really because I have to, but because this is like 10 minutes of work past the first one, and I should have really just waited on uploading. I was worried some of the stuff I needed to do would be too difficult for me to do in a timely manor, but I managed to do it <_<

A lot of the stuff is buggy yet, and some of the collisions aren't there yet.
Either way; no worries of getting stuck.

You can jump by hitting A. It's clunky right now, but I just wrote it like 2 minutes ago. There's no collision detection for above the player when you jump, so if you land in a floor tile, you'll end up to the nearest available Y position.

Same routine as the last build- Not putting it up on the update list. I'll save that for when the player is done :p
Title: Re: [SCREENS] Surface
Post by: Wasabi on December 28, 2009, 11:48:19 am
Am I the only one who can't see any attachments in this thread?
I have the same problem D:
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 28, 2009, 03:19:37 pm
O.o;;;;;

I wonder if the permissions are set correctly for moderators. People have downloaded them just fine :P

<_< Should work fine now

For those who don't care to download anything;

http://www.youtube.com/watch?v=qoo8iXW9jSk

Rewriting some of the jump stuff though. Mainly adding impulse motion as apposed to iterating X/Y in each state. Helps for some stuff :p
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 29, 2009, 03:48:18 am
Another vid showing some more player progress.

This is much easier than doing screenshots for every little thing ;p
http://www.youtube.com/watch?v=hjXg8-qjFIw
Title: Re: [SCREENS] Surface
Post by: DJvenom on December 29, 2009, 04:33:00 am
Screenshots, Demo, Story, Art, Footage... and still a concept? Move this !@#$% to other development, and rewrite your damn rules to not be so nazi-ish, staff :]
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 29, 2009, 04:34:56 am
Lol actually I think it fits well enough in the rules now to be a WIP, but initially when I first moved it to WIP it was like 1 thing short :P... I kinda forgot to move it over after I've made this much progress <_< and I'd rather let a mod look it over and move it this time around for the sake of not being wrong again XD
Title: Re: [SCREENS] Surface
Post by: Wasabi on December 29, 2009, 06:34:49 am
Well looks like it fits fine with the rules now that I can see the attachments.
Title: Re: [SCREENS] Surface
Post by: DJvenom on December 29, 2009, 07:06:32 am
Zelda WIP?
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 29, 2009, 07:11:37 am
Appears to be fixed now :P
Title: Re: [SCREENS] Surface
Post by: 4Sword on December 29, 2009, 07:19:33 am
I fixed it. In regards to whether or not the project had enough to go with when and whatnot, when its topic was first made it didn't have enough screenshots for the Other WIP board. It later accumulated at least 4 screenshots which would then be enough for the project to be moved there. Because of its classification [Screens] all it needed was one or two screenshots a month (the rules are kind of lenient with this) after that and it'd be fine.

Once there gets to be a certain amount of screenshots, a project can be classified as [Screens] without the required monthly updates. It's just a measure to ensure that projects like that have progress rather than stall out and pollute the board. Additionally, if there is at least a demo or trailer (which shows interactive progress) then the project can be reclassified. The mentality is that projects with a trailer or demo have sufficient progress enough to be on the board.

/me goes back to working on the Project of the Month and Community Project on his computer.
Title: Re: [SCREENS] Surface
Post by: Wasabi on December 29, 2009, 07:34:58 am
Whoops, wrong board ;p
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 29, 2009, 10:26:58 pm
Working on the player item system now. I'll hopefully have at least a couple of weapons coded in within the next couple of days. Probably only 2 though. The weapons require planning on a deeper level than the rest of the stuff have for the sake of flow-of-play.

Unlike games like Cave Story or Metroid, you don't just *obtain* weapons by finding them, but instead you obtain them in the same way you would in Megaman, so I need to plan the weapons around the bosses.

This is also going to be developed in tandem with the other collision types.

From there, I'll start working on my game controller, which will track player information. Once that's done I can start adding damage and such to the player.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 02, 2010, 07:14:40 am
Okay; no pic update this time, but I'm still working on the item system. It's taken a bit longer than I had initially expected (planning), but I think I've got it down now. My base Gun type is just about finished, I just have to add images to it. So far the general structure is simple and expandable, so I can probably pump out quite a few. ATM I'm figuring out how I want to handle the players assignment of guns. Once I get all of that worked out I'll have a screenshot. Might be tonight, but don't hold me to it.

I've also fixed up the camera a little bit. No more odd delay when the player walks :P

Edit: Screenshot added :p

I don't have any projectiles for it yet, and I need to sync up the animations, but yeah.

Edit2:

I've added a fade system for room transitions.

http://www.youtube.com/watch?v=SRbgdLB_9ak

Edit3:

Added a new fade option.

http://www.youtube.com/watch?v=-d84xfXI1pQ
Title: Re: [SCREENS] Surface
Post by: Drewdelz on January 02, 2010, 03:27:25 pm
This looks like a fun little project to work on. Good job thus far Mamo. :)
Looks like it'll be fun to play, too. :P

Fade lewks kewl. :D
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 03, 2010, 04:31:26 am
It's gettin there anyway :P

I was working on some more things I had intended on finishing tonight, but I accidentally left my external HDD at home :(
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 04, 2010, 05:42:58 am
Another update-

I'm actually backtracking again to rework the player controls. I actually think it'd be best if I finish that before I move on to the next step for the sake of not losing track of my progress.

I have decided to fully integrate the impulse system, and add better physics to the player. This means rewriting most of the player code and centralizing collision detection. It's really not that bad of a task; I've almost finished already. Just gotta work out some more bugs :P... I'm not entirely satisfied with how the movement is in the previous videos, but already the changes I have made work wonders on that. I should have a vid up soon.
Title: Re: [SCREENS] Surface
Post by: Sinkin on January 04, 2010, 10:31:09 am
I think the first example of the fade is the one that works best overall.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 04, 2010, 05:40:07 pm
I think the first example of the fade is the one that works best overall.

Really? I wasn't too terribly impressed with how that one turned out after looking at it a bit XD

I was thinking about doing another fade type too later on as well just to have a variety.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 06, 2010, 12:43:50 am
Okay well; I've successfully migrated the collision code and swapped out movement systems to work on impulses. There are still some collision issues with this, but they should be worked out very soon.

I'm going to finish up the player weapon system, and other various character related things. I'll hopefully have a screen for everyone soon :P
Title: Re: [SCREENS] Surface
Post by: Kingknight on January 06, 2010, 02:10:36 am
This game mostly reminds me of Megaman. A lot of old looking Megaman games... I luv those <3

Anyways... this game is looking pretty promising, I really like the fading sequence! Keep up the good work Mammy!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 09, 2010, 05:11:05 am
Not really any major updates the past couple of days due to work schedule and busy home stuff, however I have been doing some tweaks.

I've rewritten a lot of the player code, so that works a lot more fluidly. I'm having to backtrack a lot to finish up some other things like the actual design portion of the room editor, and I'll be writing some more collision code as well. Fun fun.

EDIT: Oh yeah; gun stuff is almost done too :P I've also started working on the first boss area's tileset too.

EDIT 2: I got the gun working :P

EDIT 3: I'm having issues uploading the new update video :x My internet isn't stable enough to keep it going.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 10, 2010, 09:13:19 pm
Well; I made quite a bit of progress last night with physics and some other stuff, so I'm pretty stoked about that. Unfortunately, since I couldn't upload that vid you guys have no clue what stuff I needed to have progress on regarding physics :p

Anyway, also due to the fact that I can't upload a vid, here's a less intriguing screenshot of the weapon being used, and a little bit of the particle system going off :P
Title: Re: [SCREENS] Surface
Post by: FrozenFire on January 10, 2010, 11:09:37 pm
As far as I can tell from the screen shot, the shooting looks nice. I hope you can get a video up of the shooting and physics soon though. What's up with your internet being unstable? :-\
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 10, 2010, 11:20:16 pm
What's up with your internet being unstable? :-\

Neighbors have comcast and a wireless router, therefor they're stuck in the internet spoofing crap that I had issues with months ago :P You go to activate your service, and it keeps going back to the activation page. So yeah; can't leech off of them anymore. Using my phone for net now, but it wont stay connected for more than 10 minutes at a time before it redials :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 11, 2010, 10:35:40 pm
Okay! Good news everyone :D

My neighbors fixed their interwebz, so now I can upload the new stuff!

Some collisions are still awkward since the new movement system switch, but I'm hitting them one at a time.
http://www.youtube.com/watch?v=YFzyGJjOHrA
Title: Re: [SCREENS] Surface
Post by: Kingknight on January 11, 2010, 10:49:45 pm
(http://img5.travelblog.org/Photos/2584/245030/t/1959743-The-crazy-guy-s-sane-brother-0.jpg)

Nice work! Can't wait to play. Nice physics. Yeah, as you said only thing that seems a problem here are the collisions.
Title: Re: [SCREENS] Surface
Post by: FrozenFire on January 12, 2010, 03:20:36 am
(http://img5.travelblog.org/Photos/2584/245030/t/1959743-The-crazy-guy-s-sane-brother-0.jpg)

^ Pic says it all.

I like the animation of the player when he walks with the gun. This is reminding me more and more of Cave Story and Megaman all the time (not so much Metroid just yet)!

Good progress; looking forward to your next update (well, as long as the update has pics and or video :P).

Oh, and yay for internetz fix! ^_^
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 13, 2010, 08:48:31 am
Yeah it seems to be running pretty stable now (the internet :P) so w00t.

I still need to work on a lot of scattered things yet, especially the rest of the map editor. I'm in the process of finishing the input system so I can go ahead with the data input aspect of the editor. Then perhaps I can add object placement from there. I know progress is pretty random in terms of what I work on at any given time, but that comes with having so much to get done with having so little time to do it <_<;;

On a side note- This is now officially the longest I've worked on a project solo without breaking to hit another project :p

That makes this 2 major things- my largest Blitz game, and my first 3 month solo project :P

Now my longest running team project has to be NaviBlast, which has been going on for 5 years now :P

EDIT: Input system is done. Now I'm just applying it to the menu system.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 15, 2010, 12:09:40 pm
A new screen up for y'all!

Nothing much really; just implemented the hud. Mucho gracias to Windy for some math helpz!
Title: Re: [SCREENS] Surface
Post by: Kingknight on January 15, 2010, 08:59:52 pm
w00t like the new HUD ^_^
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 15, 2010, 09:21:55 pm
danke- bar colors aren't in yet either btw XD That's why it's white.

I'm working on a few things with the bars now (colors are in but there are some other things I need to do with it that I'll show off soon enough)
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 15, 2010, 10:31:33 pm
Okay; another quick vid.

This one just showing the hud, and some more of the particle system.

http://www.youtube.com/watch?v=0p3P9-Gseyo
Title: Re: [SCREENS] Surface
Post by: Zaeranos on January 15, 2010, 10:37:07 pm
I don't know. Maybe expected more from you Mammy, but I don't really like the HUD. Well the form is nice and all. The size could be a little bit bigger. But what bothers me the most is the poor visibility of the HUD. Especially over those orange tiles. Only the red bar is good visible. For the rest you really need to strain you eyes to see what is there.

My point being, the HUD could be greatly improved if it became more discernable.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 15, 2010, 11:00:16 pm
:P Everything's subject to change mr watson :P

Also those tiles will never be used in game :P they're beta room tiles. I don't think I've seen an appealing beta room yet for any game :P
Title: Re: [SCREENS] Surface
Post by: Zaeranos on January 15, 2010, 11:08:34 pm
Still you can make the hud a bit more visible. Those black outlines are way to thin. Especially for the resolution of the game.
Title: Re: [SCREENS] Surface
Post by: FrozenFire on January 15, 2010, 11:45:26 pm
: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.

I agree that those black outlines are a tad bit thin. When you make the changes, I think you change that and I also think you should add a background to the bar and not just have it completely transparent. That way people can easily see how much ammo or whatnot that they have used.

The engine and the particle system look like they're working good. Also, congrats on..
... This is now officially the longest I've worked on a project solo without breaking to hit another project :p

That makes this 2 major things- my largest Blitz game, and my first 3 month solo project :P
Now pat yourself on the back. XD
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 16, 2010, 01:19:19 am
Straight from the youtube vid description-

Quote
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.

:P Gotta remember guys; it's all tentative. Player graphics, hud elements, tiles, everything. Now isn't the time to give C&C over graphics since development simply isn't to that stage yet :p The way the hud's designed is irrelevant for right now since the graphics are simply the outlet for the internal work the hud does. It's so easy to switch around and modify that it's not a dealbreaker to have temporary graphics.

Wait until I have full demos for that stuff; but for right now I'm not really looking for crits on graphics. :P

I should also note; that the ammo system isn't in at all, so that part of the hud's not done either. Just give it more time.
Title: Re: [SCREENS] Surface
Post by: Nabeshin on January 16, 2010, 02:13:56 am
I always like the extra little touches, so I'll say that I like the way the damage bar shows damage as a dark section, then depletes the dark section. I also like how the +10s and -10s fly in a different direction every time, rather than all appearing above his head.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 16, 2010, 04:36:40 am
Thank ya

I almost forgot to mention (which actually I don't get why it slipped my mind)- that font in there is by no means final either; that's just the default blitz font scaled down. When I'm ready to start working on fonts I'll make one specifically for that.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 17, 2010, 06:15:13 am
Okay; small update-

I've rearranged the hud a bit, and I'm working on something a tad different with it than simply the bar. More than likely I'm going to go with an E-tank sort of system ala Metroid, and shrink the actual health bar down a bit. Full size numerical health, but tiny bar. Sorry Niek; just don't want a huge HUD :P... Tiny like Cave Story is nice, and large and obscuring is annoying.

Anyway; that's where I'm at right now. Busy night tonight at work so I'll try to get it done before I'm off my shift, but no promises.

EDIT:

Okay; new hud set up. Ignore the gun spot; there will be more stuff there once I've got the ammo system in. I'm 100% satisfied with this new hud though.

Another thing- Ignore the tiles in this room <_<;;... They're a bit mismatched at the moment because I need to do a number of things with them. Color-correct, add new tiles to room file, etc.
Title: Re: [SCREENS] Surface
Post by: FrozenFire on January 17, 2010, 08:34:55 pm
I just wanted to say that I like the new HUD. ;)
Title: Re: [SCREENS] Surface
Post by: Kingknight on January 17, 2010, 11:11:01 pm
I like the new HUD a lot. Perfect size, nice pallete.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 21, 2010, 02:17:54 am
I just rewrote the background system for the sake of making it dynamic (the one showcased wasn't entirely finished), and I finished up some other code that's been needing to be done (functions like distancetopoint() and other things that I needed to have).

I need to rewrite the way the game reads individual tiles collision data, because the further you get into the room (obviously it starts from 0 on the left to a higher number on the right), the slower the game runs. Right now, at the furthest position to the right of the room FPS goes down to about 45, which just will not do :P

EDIT: Okay; I think I know how I'm going to go about tile collisions...

Each map is made up of various rooms, equaling exactly one screen size. I'm going to rearrange the way I store the collision data so I can check on a per-room basis.

EDIT 2:

Another miniature update; I think I found a musician for this :3
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 22, 2010, 01:50:00 pm
New vid-

http://www.youtube.com/watch?v=imVcbIZPAB0

Quote
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.

EDIT:

Working on some more internal functions I need. I've also removed the player's old jump routine and I'm working on getting the impulse system implemented into that (it wasn't before; the walk state utilized it, jump however did not.)

I've also been working on some gameplay details; weapons, bosses, concept art, tiles, etc. Things that I'll need soon enough. I'm probably going to code a few enemies in after I get the new impulse based jump state finished.

EDIT 2:

Rofl... well the jump state went from like 40ish lines of code down to like 9 :P impulse system's definitely making things a lot more efficient.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 28, 2010, 04:10:49 am
Apologies for the lack of regular image/whatever updates; I've been doing internal work mainly so there's nothing to show off yet. I've also come up with a first boss design, but like I said before I'm not going to reveal that sort of stuff right yet. A few people have seen it, and it's not gotten any negative feedback on it yet :P I've also got his entire pattern down in my head, so it should be a fun fight.

I should also note that I've fully implemented the impulse system into all of the players states, and I'm just moving over the collision stuff over to a single location.

Anyway; works great so far. Once I get some graphics in for some of the other stuff I've added in I'll make another video for y'all.

Here's something not too terribly revealing!

Enemy Strategy #1:
(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.


http://www.youtube.com/watch?v=wt-NwIJvNdQ
Title: Re: [SCREENS] Surface
Post by: Nabeshin on January 28, 2010, 10:00:21 pm
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.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on January 28, 2010, 10:15:02 pm
Looking good Mammy, looking really good.

Nice music! Part of the soundtrack  :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 29, 2010, 03:30:27 am
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.


Looking good Mammy, looking really good.

Nice music! Part of the soundtrack  :P

Thank you :P The music isn't part of the game though XD that's just an audioswap from youtube (I hate silent videos :P)
Title: Re: [SCREENS] Surface
Post by: ZonZon9000 on January 29, 2010, 04:49:56 am
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?
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 29, 2010, 05:00:08 am
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?

Few answers :P
First one!-Nah; they're testing only. I've got a few tilesets I'm working on that are much more detailed.
Second one!- All I can say is, The music (EEK!) (which means, yes <_<)
Third one!- Photosynthesis.
Ford!- Surfaceguy is gunna have a ton of weapons, each with available upgrades :P
Title: Re: [SCREENS] Surface
Post by: DJvenom on January 29, 2010, 05:02:49 am
How does photosynthesis work?
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 29, 2010, 08:52:46 am
How does photosynthesis work?

BOREOPHYLL

Anyway :p

http://www.youtube.com/watch?v=usMjkXZ_u4k

Here's the Flote variant.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on January 29, 2010, 09:08:08 am
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.
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.

How does photosynthesis work?

BOREOPHYLL
Chlorophyll?

Anyway :p

http://www.youtube.com/watch?v=usMjkXZ_u4k

Here's the Flote variant.
Are those bombs they drop and you shouldn't be touching them or are it power ups.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 29, 2010, 01:03:29 pm
They're bombs :P I haven't added the flash to the animation yet (they'll flash at a set interval, and go faster the closer they are to exploding), although by the time you actually see one of those in the game the pickups will be well established enough for the player to know better :p
Title: Re: [SCREENS] Surface
Post by: DJvenom on January 30, 2010, 04:47:18 am
Man I really can't wait! Lemme know what you need sprited!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 30, 2010, 08:05:04 am
Man I really can't wait! Lemme know what you need sprited!

>;3 pretty much anything you're feeling up to making. If you want, I can send over a list of object states as a guide for what needs to be sprited for each object (not all states need to be done, but it's a good guide anyway). There are a number of enemy ideas I have, however the ideas are strictly their movements, actions, roles, etc. Actual graphical design is completely up to you :P

I also need some more tiles done, and I can send you what I've got done so far :P

EDIT:

I've actually gotten quite a bit of progress done tonight. I modified the bomb sprite animations to flash, and now they speed up the closer they are to exploding. I've also slowed down certain animations on some objects, because they were running a little faster than I was wanting them to in the actual builds.

On the spriting side of things, I've designed the 2nd boss. Should be a fun fight when I'm done coding it ;3
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on January 31, 2010, 02:21:28 am
Yet another video; this one pretty much just shows the change in animations I mentioned before-

http://www.youtube.com/watch?v=xmXAW-GjGQs


EDIT: I just fixed a performance issue with the collision checking. The one I mentioned in an earlier post where the game would slow down if you were standing at the lowest right room at the lowest right tile. It actually runs 60fps in the IDE on this machine now, whereas before it'd run at 58/59 fps from the IDE, and down to 45fps at the lowest right place in the room.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 02, 2010, 07:40:00 am
Congratulations Mammy with the PotM of January 2010.

The video looks good. I'll be patiently waiting for that boss video now.  :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 02, 2010, 07:47:48 am
The video would be a composition of various concept screens (yes; a boss <_<) and other stuff. I'm still working on some other things I'd like to show in it too :P (excuse to make new tilesets! :D w00t)... I'll also be using it to reveal the sound designer :P

I have a few that are actually ready to show now, >;3 but I'll wait until I have that vid up.

Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 03, 2010, 01:43:04 pm
Newest enemy is almost done; I'll have a video up as soon as it's ready. It's a bit of a throwback to Blaster Master, but with a small twist :)

EDIT:

Okay; enemy finished. Well, one of the enemy, and one of the modded Flote. Vid will come later when I can record one, but for now here's some screens-
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 04, 2010, 05:04:38 am
Hate to triple post; but this is a progress update so yeah >=o.

http://www.youtube.com/watch?v=VwvIpf9Eg3c

^The turret in action.

Also still working on the stuff for the promo vid.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 04, 2010, 06:49:06 am
Nice vid. With the turret, where you manually adjusting the firing angle of the bombs or is there some kind of algorithm behind it. I think it also requires that the player needs to be able to shoot in a upwards angle or not?
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 04, 2010, 09:06:11 am
There's an algorithm behind it :P

Also yeah- the player will be able to shoot upward; I'm just holding off on that until I can rewrite the gun object's code :p All of the graphics and such are done for it, I just haven't gotten to it yet.

Also! Promo vid is done, but I'm waiting on the composers final word before I make it available to the public :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 04, 2010, 09:18:42 pm
http://www.youtube.com/watch?v=58iZgsP8hM0

^_^
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 04, 2010, 09:37:49 pm
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
Title: Re: [SCREENS] Surface
Post by: Nabeshin on February 04, 2010, 09:50:38 pm
Wicked music, wicked tileset. I'd compliment the composer, but anyone who can make music like that already knows they're a badass.

Officially not looking at this thread anymore until the game. ;)
Or, will try. But I'll pop in now and again with posts such as "Whoo, so excited!"
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 04, 2010, 10:04:16 pm
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

:P That particular song is an NSF made by Surasshu; it won't be in Surface, but it's a good example of how awesome his work is :P

I'm in the process of redesigning one of the bosses I made, so I'm not quite to the point that I want to show it off yet :p
Title: Re: [SCREENS] Surface
Post by: FrozenFire on February 04, 2010, 10:11:55 pm
YEYEA! Nice PotM vid. It's obvious that this game is gonna be solid gold.
Title: Re: [SCREENS] Surface
Post by: Wasabi on February 05, 2010, 06:02:16 am
Haha, awesome music :D I'm glad you got someone good at making chiptunes rather than orchestral like me, fits the game a lot better.
Tell him to hang round here more :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 05, 2010, 06:46:11 am
>B3 the music in the vid only scratches the surface of how awesome his chiptunes are.

Actually, if you go to youtube and type in "Surasshu", you'll get quite a bit of his music on there. It's pretty awesome.
Title: Re: [SCREENS] Surface
Post by: TheDarkJay on February 05, 2010, 07:44:41 pm
>B3 the music in the vid only scratches the surface of how awesome his chiptunes are

*facedesk*

Anyway, yeah interestingly old-school tunes ^^
Title: Re: [SCREENS] Surface
Post by: FrozenFire on February 05, 2010, 11:12:02 pm
>B3 the music in the vid only scratches the surface of how awesome his chiptunes are

*facedesk*

Anyway, yeah interestingly old-school tunes ^^

ROFL! Off topic, I once did a "facedesk", but it wasn't because of something funny, it was because I sneezed, and since my natural reaction is to throw my head forward when I sneeze, I smashed my forehead on the surface of my desk. It hurt like crazy and blood was literally flowing down my face... and yes, sadly, that is a true story.  ::)

Anyway, on topic, what I really wanted to post about was how much I love the old-school chiptune style, because I forgot to mention that in my last post. Even though that track (in the vid) isn't going to be in the game, I'm really looking forward to playing an already amazing game to some more crazy-good Surasshu chiptunage. 8)
Title: Re: [SCREENS] Surface
Post by: Mirby on February 05, 2010, 11:16:01 pm
I once smacked the back of my head against some concrete after falling back from leaning in a chair. That hurt.

Still, looks great Mammy!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 06, 2010, 04:36:12 am
Adding something to my TODO list>>

I'm going to be rewriting my menu system. It needs to be streamlined for me to progress any further, and as it stands right now it's waaay too overcomplicated for what it does. It shouldn't take too long, but damn it's annoying to have to back track to that :P

The main reason for this is map development. I'm to the point now to where I can start making rooms for the game. As it stands right now, the menu is too overcomplicated to work with (hard to add new menu items that do things like keyboard input, etc). A streamlined menu system will allow me to work on maps quickly and efficiently. There are certain aspects of the current menu system that just aren't practical for use beyond what I have it doing now. At the time, I didn't realize that'd be a stumbling block later on.

EDIT:

GameState manager is now finished. A lot of code was migrated to it. Better support for the game loop, and now it allows me to do things like room transitions painlessly :p...
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 09, 2010, 05:00:55 am
Significant enough of an update to make a new post-

I've finished my GameState manager, which will allow me to perform some changes to the game's behavior depending on what goes on in the game loop. Doing so meant rewriting the game's main loop into something very manageable. Also allows me to distinguish draw layers, etc.

I've also rewritten the menu system. It's not entirely finished, but it's functionality is a LOT better, and a lot less confusing to work with. Supports multiple types of menus, so I can easily generate an image menu (item menu, tile selection menu for development, etc) if I need to.

Weapon system has been rewritten for the most part as well. The player now has the ability to shoot upwards. I still need to work on some more graphics for this, so bear with me on that one :P...

I'm also planning on redesigning the player's artwork. Bomberman-head just isn't doing it for me anymore :p

http://www.youtube.com/watch?v=Do1AALuh0t4
Title: Re: [SCREENS] Surface
Post by: FrozenFire on February 09, 2010, 07:40:16 am
... I'm also planning on redesigning the player's artwork. Bomberman-head just isn't doing it for me anymore :p
Honestly, 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
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 09, 2010, 08:39:46 am
Another update-

http://www.youtube.com/watch?v=H32qK-hYRN0
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 09, 2010, 08:51:34 am
Looks nice, have to get used to the new head first. I also think that for shooting up you might want to have a max angle or something instead of straight up.

But Mammy, I am a bit disappointed. You promised if you got PotM that you would show a vid of a boss. Now I would settle for anything (even a WIP), just to get a glimpse of a boss' magnitude.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 09, 2010, 08:58:25 am
Nah I'm not having angular shooting :P Up Down Left Right will suffice.

As for the boss thing; an exact quote is-

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 <_< >_>

I never promised a boss :x just said I might show off the design I had made. I've since scrapped that design because it just doesn't fit with the direction I'm planning on taking the game anymore. Either way; I've attached the WIP sprite for the boss I was talking about anyway :p


Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 09, 2010, 09:27:43 am
Wow, that one looks cool no matter what.
Title: Re: [SCREENS] Surface
Post by: FrozenFire on February 09, 2010, 09:38:24 am
Wow, that one looks cool no matter what.
Ooo! I agree!
Also, great artwork update!

Btw Mamoruanime, you update crazy-mad-mother-monkey fast!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 09, 2010, 08:32:37 pm
Btw Mamoruanime, you update crazy-mad-mother-monkey fast!

:P wasn't really that quick-- I had the first Surface Gun Rewrite video up for a while, but youtube was performing maintenance that stopped it from going live. By the time it was finally able to, I was pretty much done modifying my player sprites, and rewriting a bit of his draw code :p
Title: Re: [SCREENS] Surface
Post by: Mirby on February 10, 2010, 11:28:10 pm
HE LIES! He actually stopped time and did it all then. In two seconds, he'll upload the finished product. His beard will also be 3-4 times longer.

Nah, I kid. Still, great work, Mammy!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 13, 2010, 11:33:19 am
Keeping you all posted-

I'm pretty much still working on the new menu system full time right now. I've really gotta get it down and perfect before I can move much further D:

It's a pain in the ass <_< but the damned menu will get done shortly anyway. It is almost done, but I've got to devise a way to organize the events the menu items trigger.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 14, 2010, 09:50:39 am
So anyway; you guys wanted a screen of the first boss?

The old one (as I mentioned) was canned. Taking things into a different direction. Here's a more accurate, and up to date version.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 14, 2010, 10:54:17 am
Wow that one looks also awesome. Is it called "Big Daddy Float"  :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 14, 2010, 11:29:21 am
Lol it's not actually a flote; I'm just using the eye as a recurring theme :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 17, 2010, 10:35:40 pm
Okay few tings-

I've been working on Area 1 specific enemies; lots and lots of them :p So far I have a roster of about 7 or 8 now are currently designed and waiting to be coded. I've also been working on some of the puzzle elements as well, which will be making their way into most if not all of the areas in the game.

The 2nd weapon's graphics are now in, and are also waiting to be coded as well.

I'm still working on that new menu system, but I've found a bit of a muse in the graphics and enemies :P I'm really enjoying that aspect of things. I've set up a certain atmosphere for area 1 that I'd like to convey and I think it'll go nicely.

I'm also going to have to start porting things over to openGL. I wasn't really looking forward to having to do that, but for specific things I kind of need to. Most importantly is portability of the software--- I want people on Mac and Linux machines to be able to play this. Secondly is the ability to manipulate images with little to no slowdown. The heat effect I posted in the Screenshot thread for example brings down the FPS to about 20 on my machine. That won't do :P...

Anyway this is where I'm at right now :p Chuggin away
Title: Re: [SCREENS] Surface
Post by: Mirby on February 17, 2010, 11:02:23 pm
Looks great, and hope you can solve the problems, Vile. I mean, Mammy.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 17, 2010, 11:31:25 pm
:p Well; I've (in the amount of time between my last post and this one) ported over Surface to GL, so in theory it should run now on Mac and Linux machines. I just need to compile it natively to test it.

There's really no problems or anything, I'm just procrastinating on developing the new menu system :P It means major rewriting in terms of the amount of content I had in the last one. It's given me an opportunity to prepare the first area of the game anyway.

I should also mention that Surasshu has started on the Area 1 theme, so that should be done sometime soon.
Title: Re: [SCREENS] Surface
Post by: Xiphirx on February 18, 2010, 04:56:37 am
Kamina Glasses (I dont know what they are, but I know what they look like) look pretty good on the little dude :D
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 18, 2010, 05:01:47 am
Thank j00 :D

XD I have like 3 heads for him, but those ones are my personal favorites for right now D:
Title: Re: [SCREENS] Surface
Post by: Wasabi on February 18, 2010, 05:15:47 am
what graphics system were you using before? directdraw?

And may I say the boss looks pretty awesome! Although it looks like it has flowers growing from its sides :P

Can't wait for a demo and some more of that retro music =D
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 18, 2010, 05:25:53 am
I was using the DirectX7 systems from the max2d module, but I want to tap into some of the features GL offers :P

I'm hoping to have something soon; Honestly it's to a point that it's playable. I haven't coded in a lot of the collision types yet, and like I said before I need the new menu system to work more on the levels, but yeah.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 18, 2010, 08:02:06 am
That boss room looks really good.
Title: Re: [SCREENS] Surface
Post by: Kingknight on February 18, 2010, 10:16:16 pm
Kewl. :o
Title: Re: [SCREENS] Surface
Post by: FrozenFire on February 18, 2010, 10:21:21 pm
That boss room looks really good.

I agree. I still can't believe how great this game is looking! Keep up the amazing work Mammy.
Title: Re: [SCREENS] Surface
Post by: Mirby on February 18, 2010, 10:42:23 pm
Mammy is talented, that's for sure...
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 19, 2010, 12:48:49 am
New screen; couple new enemies.
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 19, 2010, 01:20:29 am
Travis, you can't put dicks in your game, that's inappropriate.
Title: Re: [SCREENS] Surface
Post by: Windy on February 19, 2010, 06:27:11 am
Travis, you can't put dicks in your game, that's inappropriate.
I wasn't aware you were making a cameo appearance.
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 19, 2010, 06:55:49 am
That's why I said he can't. I didn't authorize it. D:
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 19, 2010, 07:48:11 am
I don't know about those new enemies. They are of a somewhat none descriptive form. But apparently Min sees himself in them, which is probably due to the machine gun one is wielding.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 19, 2010, 07:52:08 am
Yeah =3

They don't do much (deliberately) =3

That's all I can say really; just "=3"

http://www.youtube.com/watch?v=ZCmWsAoUmw8
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 19, 2010, 11:02:59 am
Okay; yet another update (that was quick D:)-

New gun. Note that I don't have ammo in yet, so I'm just firing away. The player will not be able to fire as many times in a row as I am :P

Anyway; this is the Heat Gun. Damage ratio is the same as the standard weapon, however, this has the potential of doing 3 hits of damage on a single target, and will have upgrades increasing the firepower.

http://www.youtube.com/watch?v=JAm0lhohNqw
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 19, 2010, 11:07:37 am
Wow, that weapon is hot  :P





Get it? 'Hot'! Maybe it is just not funny.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 19, 2010, 11:49:12 am
Wow, that weapon is hot  :P





Get it? 'Hot'! Maybe it is just not funny.

No worries; I got it =3 your joke was SMOOOKIN hot :D


EDIT:

Surasshu just finished the Area 1 theme =3

EDIT2:

And I can't stop listening to it D:!!! It's amazing.
Title: Re: [SCREENS] Surface
Post by: FrozenFire on February 20, 2010, 01:04:22 pm
Oh dang, I really like the fire. It almost looks overkill (even if you won't be able to fire that much), but I like that. MOOOOORR FIRE!

... Surasshu just finished the Area 1 theme =3 ...
And I can't stop listening to it D:!!! It's amazing.

I don't supposed you'd like to put up a sample for us? Maybe in your next update vid? XD
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 20, 2010, 07:21:49 pm
Over the top weaponry is what I'm doing for =3 Wait until you see the upgrade I have planned :D
Title: Re: [SCREENS] Surface
Post by: Mirby on February 20, 2010, 07:30:20 pm
Mammy's only making this because he has a desire to blow !@#$% up. That's why.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 20, 2010, 10:46:40 pm
Had some fun killing a ton of Flotes with the weapon. Made a vid <_<

Just something for fun.

http://www.youtube.com/watch?v=lEQBKeGJyD4

PS: Area 1 music by Surasshu D:
Title: Re: [SCREENS] Surface
Post by: Mirby on February 20, 2010, 10:54:35 pm
see? I told you!
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 20, 2010, 10:57:29 pm
Either you've got everything moving slow at the beginning, or those "Flotes" are causing you a lot of lag.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 20, 2010, 10:58:37 pm
Either 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:)

Only on this PC though. On the 3 others I use for testing it runs fine ;3

It does record a lot smoother though now that I've switched to openGL.
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 20, 2010, 10:59:45 pm
Either 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:)
LRN2FRAPS
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 20, 2010, 11:00:41 pm
Either 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:)
LRN2FRAPS

Fraps can suck my big black DICK D:!!! :P
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 20, 2010, 11:01:55 pm
Either 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:)
LRN2FRAPS

Fraps can suck my big black DICK D:!!! :P
You're just jealous because !@#$% you.

Still, looking pretty good so far, Travis.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 20, 2010, 11:02:35 pm

Still, looking pretty good so far, Travis.

My big black DICK or Surface? :P
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 20, 2010, 11:03:34 pm

Still, looking pretty good so far, Travis.

My big black DICK or Surface? :P
Only one of those is in your possession.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 20, 2010, 11:05:10 pm

Still, looking pretty good so far, Travis.

My big black DICK or Surface? :P
Only one of those is in your possession.

*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.
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 20, 2010, 11:05:57 pm

Still, looking pretty good so far, Travis.

My big black DICK or Surface? :P
Only one of those is in your possession.

*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.
Zing.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on February 20, 2010, 11:32:51 pm
Looking really good Mammy. And the music -> SWEET  XD
Title: Re: [SCREENS] Surface
Post by: Wasabi on February 21, 2010, 12:31:02 am
Music is awesome!

I forget, does blitzmax have any kind of built in collision system? Or did you have to program one?
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 21, 2010, 08:05:53 am
Music is awesome!

I forget, does blitzmax have any kind of built in collision system? Or did you have to program one?

It has one built in, however I'm using one that I threw together that seems to run faster :P

EDIT: Ammunition systems are in now. I'm also working on getting the font finalized. The current one will distort depending on it's x/y coordinates. That's a blitz thing. Basically writing my own text function that loads from an image.

Title: Re: [SCREENS] Surface
Post by: FrozenFire on February 23, 2010, 01:53:46 am
Hey Mammy! Thanks for putting the music in the vid!! It sounds great!

Everything just keeps getting better and better; I can't believe how epic this project has become!
Title: Re: [SCREENS] Surface
Post by: Kren on February 23, 2010, 02:07:06 am
can you explain the megaman elements?, right now it looks like a metroidvania.
Title: Re: [SCREENS] Surface
Post by: Breedlove on February 23, 2010, 02:12:55 am
Right now it looks like a Cave Story-esque sexfest. And I want in.

Any news on when a demo will come out?
Title: Re: [SCREENS] Surface
Post by: Kingknight on February 23, 2010, 02:23:02 am
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.

Any news on when a demo will come out?
Me too.
Title: Re: [SCREENS] Surface
Post by: Kren on February 23, 2010, 02:26:37 am
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.
Title: Re: [SCREENS] Surface
Post by: Kingknight on February 23, 2010, 02:31:22 am
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.

Ah, now I understand. Yeah mostly the graphics are megaman-ish.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 23, 2010, 05:11:02 am
Actually the initial concept was based around one major principle-

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
Title: Re: [SCREENS] Surface
Post by: Kren on February 23, 2010, 06:19:06 am
Actually the initial concept was based around one major principle-

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
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:
(http://www.miraigamer.net/cavestory/images/snakelvl2.gif)
and the tiles color in which cavestory works with Dark yet simple backgrounds and colorful but not white solid tiles and sprites, same goes with the tiles cavestory using squaretiles you using squaretiles (for example in the boss map), again I am not saying it is wrong or sumething but thats why it reminds me to metroidvanias :P.

About the megaman elements, try to take them alittle bit to the next level, for example add different/original area structures not only megaman ones.

I recommend you seeing this mockups from Ptoing's game, they might help you get inspired in tilesets:
(http://ptoing.net/utitle4.png)
(http://www.ptoing.net/nesmock_2.png)
(http://www.ptoing.net/nesmock_3.png)
(http://ptoing.net/uhead_mock3.png)
(http://ptoing.net/uhead_mock4.png)
(http://ptoing.net/uhead_mock6.png)
(http://ptoing.net/uhead_mock7.png)
(http://ptoing.net/uhead_mock8.png)
(http://ptoing.net/uhead_mock9.png)
(http://ptoing.net/uhead_mock10.png)
(http://ptoing.net/uhead_mock11.png)
I think they are more around there... I am just posting them so it helps you go away from cavestory style, ptoing mockups reminds me more of megaman that your game, mostly for the tiles and colors.

btw, is the little guy in your game using TTGL glasses o.o.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 23, 2010, 06:38:33 am
Yeah; with the cavestory snake gun thing--- I'd say to a certain extent they're similar, but my fireball pretty much draws from another famous weapon in game history (and I'm sure CS had this in mind too)-

(http://i49.tinypic.com/jkazh3.png)

Although I've pretty much stepped away from CS style a long time ago. I think the similarities are only in the beta tiles I have in the previews. Overall, I have more frames, colors, and subtle details in my graphics then CS's do. If I had to compare the two in terms of retro, I'd say CS is NES as Surface is to SNES. Granted I don't use things like alpha transparency, and I try to maintain a level of simplicity in the development, I'd say it's not really accurate to say it's too much like CS. About the only real thing that's similar at this current point in time are the controls :P

I do admire it's graphical presentation though; but I want to take it to another level that just wasn't there in CS.

With the Megaman stuff again- Yeah :P going above and beyond what MM had was always the intention :P The things I mentioned were just examples of megaman style action elements.

Not really a fan of ptoing's stuff though :\ Not so much the artwork, but the general presentation. Color choices are somewhat unpleasing and hard on the eyes.

I appreciate the input though; I'm actually quite surprised at how many responses I've had with overall inspirational graphics and stuff; it's pretty motivating :D

Also yes; he's wearing Kamina's glasses. One reason that applies to EVERYONE >;3-

(http://api.ning.com/files/3ua75cGBZuKpofsQj6mcIuhKz8OMS*HnzD7vRgBzzF4_/KaminaMotivational.jpg)

(seriously though; it's only temporary.)
Title: Re: [SCREENS] Surface
Post by: DJvenom on February 23, 2010, 06:58:46 am
I recommend you seeing this mockups from Ptoing's game, they might help you get inspired in
Go back to WoTP to jack off/jack off to Ptoing. Don't wanna see that !@#$% over here. Fuckin' ridiculous...
(http://www.zfgc.com/forum/Themes/midnight/images/warnwarn.gif) Actually DJ this post was a bit ridiculous.  You are entitled of your own opinion of WotP, but there are better and less harsh ways to state your opinion.  Please use these in the future.  Thanks.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 23, 2010, 10:17:10 pm
Okay- got the new font in (holy !@#$% that was tedious), and added the ammunition systems to the HUD drawing routines.

Next major task now-

I need to rewrite the draw system. Basically I need each object to queue up an image to draw. It's the only way I can think of to efficiently manage draw layers. It'll be pretty neat when it's done, and it will give me quite a bit of flexability.
Title: Re: [SCREENS] Surface
Post by: Mirby on February 23, 2010, 10:19:09 pm
Is font changing as tedious as when hecking FF1? I had to manually change every letter... that is annoying. So I feel your pain Mammy. Lookin' good, and good luck!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 23, 2010, 10:34:43 pm
Well; I'd say it's considerably more tedious :P

I had to sprite out each individual letter, size it properly, create the display function (which is a pain in the ass), etc

It's so much easier when like GM does most of that for you D:
Title: Re: [SCREENS] Surface
Post by: Mirby on February 23, 2010, 10:36:20 pm
Ah... I only had to sprite out each letter. Granted it was twice (once with the GS font, and then with the EXE font when I decided to do that instead), but still. I feel a little of your pain.
Title: Re: [SCREENS] Surface
Post by: Breedlove on February 23, 2010, 11:03:16 pm
I think everyone is seeing the comparison between Surface and Cave Story is because it has similar (albeit more detailed like you were saying NES, to SNES) sprites. Just the direction of the art might seem a little bit like Cave Story's. Or also because they're both Metroidvania games with weapons that look like they play the same. I'm not saying they do having never played your game, it's just the way it looks. I can also see how it's heavily Mega-Man as well though. Especially those enemies, floater or something you said?
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 23, 2010, 11:10:00 pm
Flotes :p

But yeah; I can see where comparisons are being made, but really they're going to play out quite differently :P About the only real draw is the controls as I mentioned before; which as it stands right now are pretty much the same.
Title: Re: [SCREENS] Surface
Post by: Breedlove on February 23, 2010, 11:20:42 pm
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.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 23, 2010, 11:32:24 pm
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.

:P no real plans on selling it, although I know that once I get this to a point that it's near finished, I'm going to accept donations on the website. Reason for that is mainly to help pay for dev time on Surasshu's part as well as website costs (bandwidth, etc). When it come to that point I'll let everyone know.
Title: Re: [SCREENS] Surface
Post by: Kren on February 24, 2010, 12:57:01 am
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 recommend you seeing this mockups from Ptoing's game, they might help you get inspired in
Go back to WoTP to jack off/jack off to Ptoing. Don't wanna see that !@#$% over here. Fuckin' ridiculous...
o.o oh wow get your wotp hate somewhere else.

Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 24, 2010, 01:02:06 am
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.

Nah not paying Surasshu (we both know it's gunna be a freeware indie game), but we have an agreement worked out that if I do take any funds for it they'll be split 25/75 :p Personally I'd like to be able to give back to his contributions :P
Title: Re: [SCREENS] Surface
Post by: Breedlove on February 24, 2010, 01:59:58 am
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?
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 24, 2010, 02:30:38 am
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?

I won't open donations until people have actually been able to play a bit of the game first (be it the first area demo or the full release). I would hate to open up donations and not have the game finished though :P

As for Surasshu- He's actually not affiliated with ZFGC at all. Tracked him down after DJ used one of his songs in a video :P

New screenshot up- Basically just showing some of the new stuff added. There's now ammunition for guns (and there's a ton of those icons up), and health orbs (sprite temporary). Also shows the first weapon upgrade.
Title: Re: [SCREENS] Surface
Post by: DJvenom on February 24, 2010, 04:43:53 am
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)
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 24, 2010, 05:02:45 am
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)

Both of those things are my complete and total inspiration for anything I do ever in life at any given time :P
Title: Re: [SCREENS] Surface
Post by: Mirby on February 24, 2010, 08:40:57 pm
lolmammy. Really though, DJ knows where it's at! we need a retro style Battletoads game for WiiWare!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 25, 2010, 03:56:07 am
In the process of adding a new feature to the game tonight. I'm not gunna say too much about it, but I'll be uploading a video showing what it does once it's done. It involves weapons, and a sort of special ability.

I'll have more stuff to say when I get home D:

New screen (it's the one posted in the screenshot thread). Still working on some hud stuff so don't pick it apart too much :P... I'm indicating the weapon levels. Weapons don't run on EXP or anything; you just find upgrades to them in the game.

(http://www.zfgc.com/forum/index.php?action=dlattach;topic=29298.0;attach=7532;image)

I'll probably have some more to show shortly.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 27, 2010, 04:34:03 am
Created the blog :p

http://surfacedev.blogspot.com/

Gotta fill in the blanks still.

Also; apparently ( >;(!!! ), Windows 7 doesn't like openGL. I knew this back when Fini was having me test ZG, but w/e. It's an easy fix though; I just have to leave the option open to use either GL or DirectX.

Anywho; still chuggin along.
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 27, 2010, 04:40:32 am
Oh !@#$% you, and your BlogSpot. :|

You'd have much more control using a blog hosted by me. Plus plugins. :(
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 27, 2010, 04:46:05 am
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
Title: Re: [SCREENS] Surface
Post by: Cassyblanca on February 27, 2010, 04:47:55 am
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. :/

Man, I'm done offering you !@#$% like this. You always !@#$% go with something else anyways.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on February 27, 2010, 05:58:33 am
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. :/

Man, I'm done offering you !@#$% like this. You always !@#$% go with something else anyways.

O.o;;

I just simply prefer BlogSpot because I...-

A) Am familiar with it
B) Enjoy knowing that it puts the blog out to the public via Google's existing framework.
C) Already have a blogger account, and I can have it set up in 2 minutes.
D) Can track everything through my gmail account.
E) Don't have to log into various different accounts just to do a couple of things. At work, I use my gmail account for everything, so it's just more convenient.
F) Like having my youtube and blogs using the same account.

It's nothing against your offer; and I do appreciate it, but- it's just 90.99% easier for me to use Blogspot for this. When at work, being able to work off of one account makes things so much simpler for me.

Also new screenshot fooz;

http://surfacedev.blogspot.com/2010/02/new-menu-system.html

Check the blog
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on March 01, 2010, 12:29:31 am
Okay anyway;

(http://2.bp.blogspot.com/_C05RbXBzrxQ/S4j_lmPVqJI/AAAAAAAAABc/LjkFf_b1hhg/s1600/surf20.PNG)

I've been trying out my new menu system for a few "practical use" tests, and it's going quite well. The amount of flexibility I have with this one vs the old one is pretty astonishing.

The last menu system I had set up didn't allow me to create different forms of options; things like toggle switches or check boxes. This one however allows all of that, and pretty much anything I can think of.

At this particular moment, I'm beginning to port all of my previous map design functions over to this new menu system. It's a bit tedious, but it's a TON easier than I had initially feared. Even a lot of things I was doing in my old menu work better with far less code in this new system.

Anyway; just wanted to chime in regarding the menu development. I'm rather pleased with how smoothly this is all coming together.  (http://surfacedev.blogspot.com/2010/02/menu-update.html)
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on March 07, 2010, 05:31:36 am
TRIPLE POST >;(

Just wanted to pop in and say "This isn't dead; been making some progress", and dump the recent updates here.

Quote
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.

Quote
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

Quote
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 :(

Quote
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.

As I mentioned previously; all updates are done primarily on the blog, but I'll still pop in here from time to time to dump the recent entries.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on March 07, 2010, 07:52:09 am
Hmm, the screenshots aren't visible in the dump. But I can guess that with a circular menu, you mean something like the (weapons) menu in Twilight Princess and Secret of Mana.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on March 07, 2010, 07:57:08 am
Well; in terms of layout, yeah sorta like TP, except I don't really want the game to pause or have it obscure the action. It'd more or less just be option icons laid out within 64 pixels of the player. Secret of Mana's layout is pretty similar to what I'm going for. I'm still debating though.
Title: Re: [SCREENS] Surface
Post by: Mirby on March 23, 2010, 11:06:35 pm
*posts per request-thing or not*
Actually, I missed this update. I like that idea for SoM layout.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on March 31, 2010, 07:32:06 am
I've been being lazy on this project since the next things I have to work on are incredibly tedious <_< Either way, I've been mapping for it.

Also Pokemon's taken my soul. Once I'm done with that, I'm back on this full time.
Title: Re: [SCREENS] Surface
Post by: Mirby on March 31, 2010, 07:33:32 pm
Mammy, you'll never be done with Pokemon. Once it has you, you can NEVER ESCAPE ITS GRASP!

Regardless, at least you're still working on this. I need to get back to working on Relics of Nature's Fury... which reminds me...
Title: Re: [SCREENS] Surface
Post by: AoDC on May 01, 2010, 10:26:50 am
This is an incredibly late reply my good sir but your recent video looks like Soldat on steroids. That's a good thing. Sick concept art.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on May 01, 2010, 10:32:48 am
Soldat my tookus D:
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on June 14, 2010, 10:29:34 pm
http://surfacedev.blogspot.com/2010/06/original-surface-build.html

Just gunna leave this here <_< >_>
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on June 27, 2010, 06:52:19 am
Another update-

Working on an in-game area designer now based on the general ORE design by Xfixium. Basically coding the designer from scratch in Blitz, but outputting in generally the same manor. It will work just about the same, except it will have a bunch of additional data for room properties.
Title: Re: [SCREENS] Surface
Post by: Mirby on June 27, 2010, 07:03:19 am
in the same manor? This game has its own manor? Damn, it must be good! ;)

Still, that's pretty cool, Mammy! ^_^
Title: Re: [SCREENS] Surface
Post by: Sinkin on June 27, 2010, 08:18:11 am
Awesome. :D
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on July 09, 2010, 06:31:23 am
Epicboss concept go go go:

(http://yoroshii.org/Mamoruanime/epicboss.png)
Title: Re: [SCREENS] Surface
Post by: Mirby on July 09, 2010, 06:35:48 am
That is an epic boss idea!!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on August 26, 2010, 07:01:41 am
I now present you with a lossy image:

(http://yoroshii.org/Mamoruanime/surface.jpg)

Begin speculation NAO.
Title: Re: [SCREENS] Surface
Post by: Mirby on August 26, 2010, 07:05:27 am
IT'S MIKE JONES! owait

Looks frickin' awesome though, Mammy! ^.^
Title: Re: [SCREENS] Surface
Post by: Xiphirx on August 26, 2010, 05:41:16 pm
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...
Title: Re: [SCREENS] Surface
Post by: Wasabi on August 26, 2010, 10:45:16 pm
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...
I've got to agree, the character doesn't stand out very much from the blue.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on August 27, 2010, 11:36:17 pm
Nah; gunna have to deal with that one :P Looks fine in-game. Character doesn't stand out because of

lossy image

and the fact that you can't see the palette oscillating due to it being a still image. Also using an incredibly limited palette that won't change :P (which didn't really cross my mind when I first typed this post. 3 palette registers for the background image. Kind of a norfair style effect)

In other words; it's gunna stay.
Title: Re: [SCREENS] Surface
Post by: Xiphirx on August 28, 2010, 12:03:00 am
Zoomed in or not, the background is too bright.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on August 28, 2010, 12:06:21 am
Zoomed in or not, the background is too bright.

I edited my post to reflect something I didn't mention before- the palette oscillation that occurs with those tiles in particular.

Also, you're complaining about a limited palette. It's something that's not going to change, since it's set in stone by the software itself.

Look at games like Kirby, Mario 3, and others. Very minimal differences between background colors and the player. Only separation is a thin, 1 px outline. It's something that will need to be dealt with. The solid color of the player and the solid color of the backgrounds are usually so similar that zoomed out, and put in a lossy image (seriously; look at that image folks <_<) it's going to be difficult to see. That was the *point* :P

ITT lossy jpg is a format to use when critiquing work
Title: Re: [SCREENS] Surface
Post by: Kren on August 28, 2010, 12:49:29 am

buu you saved it as jpg D; now I can't do it D;.

Try using grey for the middle tone on the background and make the middle tone be the light tone. .. if not, try just making the middle tone black and the light tone be eiither the middle tone or grey.
 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?
Title: Re: [SCREENS] Surface
Post by: Xiphirx on August 28, 2010, 01:19:19 am
I still think you can make it better with a darker background. This isn't an issue of the color palette limitations, you can choose other colors in the palette to make it darker.
Title: Re: [SCREENS] Surface
Post by: Windy on August 28, 2010, 05:36:18 am
I would imagine it already goes darker as part of the oscillation process.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on August 29, 2010, 03:58:25 am
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 think going by a purposefully lossy screenshot meant to be a vague teaser for critiques is a horrible idea <_<


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?


They're for the hud :P It's actually going to the top of the screen instead of the bottom though. It'll hold map data on the far right, health data on the left, and a few weapon slots :P
Title: Re: [SCREENS] Surface
Post by: Wasabi on August 29, 2010, 05:24:46 am
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?
I don't see how that makes sense anyway, I can see the jpeg noise but it's not very apparent, unless it changed the background colour dramatically.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on August 29, 2010, 05:46:40 am
I'm saying I purposefully uploaded a lossy screenshot, and critiquing one is a bad idea. There's noise everywhere in that image giving a false representation of clarity. It's not the color that's the issue (as I've stated; me; being the one who looks at it at a development level), it's the image distortion.

It was meant as a small teaser, and not meant to be taken critically.

Also, I have to reiterate the palette oscillation. It brings the colors down one step for 3 frames giving a sort of heat effect. The fact that it's a single still screen is more reason not to critique it <_<;;

tl;dr: <_< if I need criticism on something, I'll ask for it :P otherwise, I can only say "I know what I'm doing with my projects" and be blunt about it :x Gets more annoying than anything else since it's like saying somethings broken that you've never seen in action :P
Title: Re: [SCREENS] Surface
Post by: Mirby on August 29, 2010, 05:54:02 am
I think he purposefully put the screen in lossy JPEG knowing you'd all respond like this, just to mess with you.

And as a teaser.

EDIT: I was right! YAAY~
Title: Re: [SCREENS] Surface
Post by: TheDarkJay on September 08, 2010, 03:37:36 pm
...is that the farmer guy from Harvest Moon? :S
Title: Re: [SCREENS] Surface
Post by: NotAlphaMan on September 08, 2010, 03:41:53 pm
This game does look beautiful. I would enjoy seeing pictures/screenshots that are not so blurry, though. Especially since the most recent picture seems to be a departure from the styles presented earlier on.

...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.
Title: Re: [SCREENS] Surface
Post by: TheDarkJay on September 08, 2010, 05:02:09 pm
No incarnation of the Harvest Moon character has ever worn a red shirt, I'm afraid.

But they often wear a red scarf that looks very similar...also that shirt looks like a poncho to me....

I mean, I can tell it's obviously not but damned if the way he looks doesn't remind me of the farmer from Harvest Moon for the GBC XD
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on September 09, 2010, 04:07:26 am
Lol it's not; I actually made him perhaps an hour before posting that screenshot? :P

I've got some more stuff I'm working on now for it. Honestly at the rate I'm going at now with graphics it shouldn't take too long for me to start working on the core engine :D (granted it's the 3rd incarnation of the engine D:).

I'm also in the process of working on my level editor; and the tiles you see on that screen are my test tiles :)

EDIT:

I'll have another teaser soon. Just finishing up Area 2's tiles now.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on September 12, 2010, 05:32:55 am
Another teaser~
Title: Re: [SCREENS] Surface
Post by: Xiphirx on September 12, 2010, 07:56:18 pm
:/ Now we have to figure out if those diamonds are part of the HUD or if they are in the ice...
Title: Re: [SCREENS] Surface
Post by: Jeod on September 12, 2010, 08:10:48 pm
If they were encased in the ice wouldn't they have a slighty blueish overlay on top of them?
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on September 13, 2010, 04:54:40 am
:/ Now we have to figure out if those diamonds are part of the HUD or if they are in the ice...

Yes you do >;D

If they were encased in the ice wouldn't they have a slighty blueish overlay on top of them?

Nope :P


~

I'm having an intense amount of fun with this btw
Title: Re: [SCREENS] Surface
Post by: Mirby on September 13, 2010, 05:01:33 am
Makes me want to play Donkey Kong Country...

*plans on bringing DKC2 GBA to work tomorrow*
Title: Re: [SCREENS] Surface
Post by: Theforeshadower on September 13, 2010, 06:24:43 am
Makes me want to play Donkey Kong Country...

*plans on bringing DKC2 GBA to work tomorrow*
Curious...I wasn't thinking the exact same thing but I thought two things right away:

Chill Penguin Stage from MMX
Crystal Snail Stage from MMX2
Title: Re: [SCREENS] Surface
Post by: Mirby on September 13, 2010, 06:27:17 am
This is probably a good thing, if it's reminding us of the ice stages in some classic games. ^.^

Nice work, Mammy!
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on September 27, 2010, 07:24:35 pm
Small "demo" of sorts. It's a palette system tech demo. It's sort of a stress test situation; I need to know how quickly you can cycle colors on your machines. Mine has no lag (full 60fps here) and this machine sucks.

http://yoroshii.org/Mamoruanime/surPalette.zip

Run the EXE in there; there are only 7 palettes to play around with.
Title: Re: [SCREENS] Surface
Post by: Mirby on September 27, 2010, 07:30:31 pm
Worked fine on my pos here.
Title: Re: [SCREENS] Surface
Post by: Zaeranos on September 27, 2010, 07:42:21 pm
I don't know where I am capable of seeing the number of fps, but punching left or right almost gives me an epileptic seizure. Sjees, talk about inducing headaches.
Title: Re: [SCREENS] Surface
Post by: Colbydude on September 27, 2010, 07:43:56 pm
Stress test works fine on mine. No frame rate drop at all.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on September 28, 2010, 12:51:57 am
:D Good. Good.


Then it begins >;3
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on October 01, 2010, 09:14:27 am
Woooh sponsored. Here's a WIP intro card that's nowhere near complete titled "Somewhere nearby, some dude found a tank."
(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs407.snc4/47034_430740123198_566673198_5135708_566611_n.jpg)
Title: Re: [SCREENS] Surface
Post by: Mirby on October 01, 2010, 09:43:00 am
I like the title.

And Surface? Sponsored? OMG THIS HAS NEVER HAPPENED BEFORE!! :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on October 01, 2010, 09:44:27 am
And Surface? Sponsored? OMG THIS HAS NEVER HAPPENED BEFORE!! :P

Totally did a few months back XD

I should also note;

Surface is being devved under the "MASU" name; that is.... MAmoruSUrasshu... Also food. Also "MORE n' MORE~"
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on October 10, 2010, 12:22:52 pm
Song Preview~
Title: Re: [SCREENS] Surface
Post by: Xfixium on October 11, 2010, 09:22:27 am
That's hot.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on October 11, 2010, 09:51:37 am
Or is it...... *prepares unnecessary spoiler pun* COLD!? ^_~
Title: Re: [SCREENS] Surface
Post by: pxl_moon (dotyue) on October 11, 2010, 04:59:38 pm
Or is it...... *prepares unnecessary spoiler pun* COLD!? ^_~

spoiler? your song is titled with ice lol
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on October 12, 2010, 01:55:52 am
Or is it...... *prepares unnecessary spoiler pun* COLD!? ^_~

spoiler? your song is titled with ice lol

XD I know

The tune's riddled with chilly themes anyway; kinda hard to hide :P

Surasshu's been working up a storm on the music; he has 3 NSF tracks finished so far and he's working on another atm :D

One public song release is entry #50 from Famicompo (http://www.elrinth.com/FCM7_Entries.zip) titled "Meccha Man".

Also; another teaser:
(http://yoroshii.org/mamoruanime/Area0.PNG)
Title: Re: [SCREENS] Surface
Post by: Zaeranos on October 12, 2010, 05:57:14 am
Or is it...... *prepares unnecessary spoiler pun* COLD!? ^_~
Cold? It is FREEZING! Freezing sweet is what I mean.
Title: Re: [SCREENS] Surface
Post by: Theforeshadower on October 13, 2010, 04:25:09 am
Wish I could make smexy NES music like that D:
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on October 13, 2010, 09:25:43 am
;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 XD

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
Title: Re: [SCREENS] Surface
Post by: Wasabi on October 13, 2010, 10:16:54 am
;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 XD

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
Not 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.
Title: Re: [SCREENS] Surface
Post by: Xiphirx on October 13, 2010, 07:12:34 pm
DANGO FAMILY track

*shivers*


Just to make sure I'm not a dumbass, the big Dango family is from Clannad right?

Title: Re: [SCREENS] Surface
Post by: Wasabi on October 13, 2010, 09:46:05 pm
DANGO FAMILY track

*shivers*


Just to make sure I'm not a dumbass, the big Dango family is from Clannad right?


Yeah it's Clannad's ED :p
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on October 18, 2010, 08:21:04 pm
And it's ~amazering~


Anyway I'm taking a small break from this for a little bit; I'm going to work on one of Surasshu's IPs. That being said; here's what I've completed in a day-

New engine structure is finished
New actor class is finished
New input manager finished
New tilemap system finished
New gamestate manager finished
New rendering system finished
New collision system finished

etc

All of this is being ported for that other project; so said "break" isn't going to be noticeable :P
Title: Re: [SCREENS] Surface
Post by: hawthorneluke on October 23, 2010, 09:39:38 pm
;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 XD

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
Not 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.

Off topic, I know, but I've got to say I prefer this version: http://www.youtube.com/watch?v=v_gMnxDYxw4 lol
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on October 24, 2010, 03:32:06 am
I totally like Surasshu's better but that one is cool too
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on November 01, 2010, 02:25:00 pm
Chiming in again:

Still working on that other project with Surasshu and Junkboy! All of the progress on that is being ported to Surface, so really it all counts as one anyway. Animation system and Animation managers have been completely rewritten and refined. It'll be nice when I port it over :D

This other project's getting some extra attention right now because it's our big collab IP that we intend to get published. Stay tuned anyway though!
Title: Re: [SCREENS] Surface
Post by: Wasabi on November 02, 2010, 02:47:39 am
You serious? Junkboy's working for Notch now, he ain't got time for your silly games :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on November 02, 2010, 03:27:45 am
You serious? Junkboy's working for Notch now, he ain't got time for your silly games :P

Yessir, it be a SUPAH TEAMU
Title: Re: [SCREENS] Surface
Post by: Wasabi on November 02, 2010, 09:29:51 am
Awesome team you've got there though :D
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on November 02, 2010, 10:35:30 am
Actually I have no clue about him working for Notch or anything; as he's definitely not on their credits listing :P He did just turn down a high ticket offer though to work on this project. :P

EDIT: Oh; I just read the blog lmao

But yeah; it's a pretty sweet team. XD
Title: Re: [SCREENS] Surface
Post by: Xiphirx on November 02, 2010, 05:23:12 pm
We need SUPAH SCREENUS
Title: Re: [SCREENS] Surface
Post by: DJvenom on November 03, 2010, 11:11:39 am
I was worried you might have lost him because Notch mentioned his new team member having to "quit his other jobs" before officially joining, but a quick inquiry on twitter confirms that jnkboy's still with you guys :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on November 03, 2010, 05:28:35 pm
We need SUPAH SCREENUS

Not for the side project :P This is more of a "when it's done" setup.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on November 21, 2010, 10:13:06 am
Wooo Happy 1 year birthday Surface!





~Fixed input system
~changed rendering system

blah blah Still some progress but only through the other game.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 11, 2010, 07:09:04 am
Random new updates to core engine (which again is being used in other side project)

~New math functions (distance to object, move towards point, round to number, etc)
~Better Actor framework
~System that converts tilemaps into a single image. Makes potentially 360 frames of a loop go down to 1 :P
Title: Re: [SCREENS] Surface
Post by: TheDarkJay on December 11, 2010, 09:18:38 am
"~System that..." I'm guessing this means pre-rendering to a larger texture before the main loop?...that's...quite clever actually. How have I not actually thought of doing this? 0_o
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 11, 2010, 09:38:56 am
Yup ;3

It increases speed exponentially :p Basically when the game loads a room (or a smaller part of a large room), it runs through the loop, generates a texture from the placed tiles, and then only returns to that loop when the image is freed from memory. Animated tiles and such are still drawn, but still *shrugs* still an incredible change in speed :P I actually do this for a lot of different multi-part objects that don't need to be updated constantly.

I'm going to talk to Surasshu and Junkboy about how they feel about me potentially making some form of vlog for the development of this side project. Dunno if it would be public or not though :P But either way; it's pretty sweet because development on that project directly benefits Surface's development. The new engine is at least 1000x more efficient than the old one.
Title: Re: [SCREENS] Surface
Post by: Wasabi on December 11, 2010, 09:50:58 am
Actually, I don't know how you couldn't think of doing something like this :P
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 11, 2010, 09:55:33 am
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
Title: Re: [SCREENS] Surface
Post by: Xfixium on December 11, 2010, 04:22:21 pm
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.
Title: Re: [SCREENS] Surface
Post by: TheDarkJay on December 11, 2010, 04:30:31 pm
Memory is cheap nowadays  8)

I'm surprised it never occurred to me. Then again, I've never reached the point where I've looked at that loop and wondered how to optimise it XD I usually bring something to "proof-of-concept" levels, see something shiny and forget about it =P Why I don't even consider myself a real hobbyist, more of a tinkerer ;)
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 11, 2010, 05:05:19 pm
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.

Well, to me layers imply change of some sort :P At least in terms of if the player will be able to drive under it or whatever the situation. It really only applies to situations where the image will never change. Things like layers I can see being done generally the same way actually since it's far easier (and faster) to render 2 256x224 images than it is to render 448 16x16 tiles over both layers :P But then again, we're talking generally low resolution games with (in surface's case) 2 layers of tiles. In the other game's case, the tilemap doesn't require layering ;3 so it's pretty simplistic.
Title: Re: [SCREENS] Surface
Post by: Xfixium on December 11, 2010, 05:51:45 pm
Makes sense in your case for sure.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 12, 2010, 05:10:48 am
Osnap also new Surface enemy:

(http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1362.snc4/163406_463327338198_566673198_5651396_6867364_n.jpg)

It's a Byt.
Title: Re: [SCREENS] Surface
Post by: Antidote on December 14, 2010, 01:32:39 am
Looks good Mammy :D
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on December 14, 2010, 02:46:54 am
Attached is another piece of concept art :P
Title: Re: [SCREENS] Surface
Post by: Xfixium on December 14, 2010, 10:20:58 am
Looking badass meng.
Title: Re: [SCREENS] Surface
Post by: Mamoruanime on March 08, 2011, 09:42:55 am
Back in development during my "off-time" (so to speak). Mainly working on tilesets, new maps, new player and enemy sprites, as well as some planned out design changes. Really refining how everything should play, and (again) coding an engine from the ground up. I'm using Tiled now for map design, and it's working out really well so far since it gives me an insane amount of flexibility with the XML. Also, speaking of XML, I've written a more flexible image system allowing me to load sprites, animation data, and other important graphical stuff from an XML file. That coupled with even *more* XML defining an object's properties makes things a lot easier, and portable. Game's starting to go more in the Blaster Master direction; less weapons from bosses and more "upgrades" from bosses. Flow is starting to change, etc.

Anyway; yay progress :P Project's almost a year and a half old now.
Title: Re: [SCREENS] Surface
Post by: FrozenFire on March 12, 2011, 12:21:52 am
Mammy! So glad to see that Surface is still in the works! :3 I went back through the topic and looked at how much has happened with this project since I've been gone and it looks like things are shaping up. I'm really liking the new directions. I can tell that this project has been getting revised A LOT, which just makes me more excited for the day it's complete, because I know it'll be a masterpiece.

Definitely cool stuff, looking forward to more.
Title: Re: [SCREENS] Surface
Post by: Drewdelz on March 20, 2011, 05:34:39 pm
Glad you're still going at it. The wrath of this sexy game needs to be released upon the world!

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