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The OP is very nice, but it is geared (correctly) towards folks who are serious. What's the fastest route for somebody with a non-games software development background to get something 2D up and running? I've some marginal DirectX experience, some decent OpenGL ES experience (OpenGL makes me want to gouge out my eyes with a blunt spoon though), and would be interested to delve into Unity or Flixel if you folks thought their benefits outweighed the learning curve for a very small project. Background: Friend's son saw Wreck-It Ralph, loves old arcade games, wanted to play Fix-It Felix Jr., decided that the implementation on Disney's website was a total pile, asked me to make a project of making an implementation that looks like it does in the film.
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# ? Jan 25, 2014 15:10 |
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# ? Jun 3, 2024 16:22 |
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Aphtonites posted:I've started working on the enemy code for my Candy Jam entry, they don't really do anything aside from tracking you right now.
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# ? Jan 25, 2014 16:49 |
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I started working on a couple of particle effects, they aren't fancy but do the job pretty well: And this really rough logo protype: Shalinor posted:This is looking amazing, dude! Aphtonites fucked around with this message at 18:12 on Jan 25, 2014 |
# ? Jan 25, 2014 17:59 |
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Those animations are looking really good, can't wait to see how the game turns out.
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# ? Jan 25, 2014 18:57 |
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Goons have done you Wrong. The first one is way, way better. Having the whole face one color (white) makes it read more easily, plus it's just cuter, and I like the smirk more than the open mouth smile.
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# ? Jan 25, 2014 19:56 |
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I don't know why I always have trouble with the most basic goddamn stuff, but the Typescript tutorial for Phaser just doesn't work for me. I followed the instructions exactly, but I keep getting this error message in my app.ts file:code:
code:
EDIT: What the hell? Apparently clicking "run from last successful build" makes it work, even though I'm pretty sure it never built successfully at any point. The autocomplete doesn't work either, despite the tutorial saying it should. I love Visual Studio, and I don't know why it hates me so much. DStecks fucked around with this message at 22:00 on Jan 25, 2014 |
# ? Jan 25, 2014 21:47 |
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Aphtonites posted:I started working on a couple of particle effects, they aren't fancy but do the job pretty well: If you have time, I'd suggest a second pass on the clouds to make the read more like clouds and less like negative space (since they're just filled-white shapes, it take the eyes a minute to figure out what they are and adjust. that said, this is looking totally awesome.
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# ? Jan 25, 2014 22:37 |
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DStecks posted:I don't know why I always have trouble with the most basic goddamn stuff, but the Typescript tutorial for Phaser just doesn't work for me. I followed the instructions exactly, but I keep getting this error message in my app.ts file: What does your TypeScript file look like? From the error, it sounds like it's missing a reference to the phaser typescript declaration file like: code:
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# ? Jan 25, 2014 22:44 |
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DaVideo posted:What does your TypeScript file look like? code:
DaVideo posted:Typescript can't interpret raw .js files, so the project won't compile without errors or get intellisense data unless it has a declaration file for it. The language is kinda rough to start with and has more than a couple gotchas, but I like working with it better than plain JavaScript. And I made sure to include the declaration file specified by the tutorial. EDIT: Where exactly should <reference path="phaser.d.ts" /> go? DStecks fucked around with this message at 22:49 on Jan 25, 2014 |
# ? Jan 25, 2014 22:47 |
I would seriously try WebStorm with a good linter, it plays really nicely with Phaser and most of the documentation is going to be JS-centric. Feel free to look over this skeleton project: https://github.com/zajd/orzia-js/tree/61078865bc356daee849092554f0dd4bead98410/html
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# ? Jan 25, 2014 22:58 |
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Any idea about how I would go about making a 2d fog effect in Unity3D? I have access to the pro version currently. Not sure if it should be done with the particles system in the engine, or if it should be a sprite with a shader effect added.
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# ? Jan 25, 2014 23:00 |
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This is what I'm looking at right now:
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# ? Jan 25, 2014 23:11 |
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I'm actually wrong on the need for a reference, you shouldn't need it if they're in the same project as of 0.9.1 (we have a different setup at work). I looked into it a little, but I have no idea why it's not working, sorry e: it is worth noting that the author probably won't be supporting the TypeScript side directly much anymore: https://github.com/photonstorm/phaser/pull/296 Moon Wizard fucked around with this message at 23:44 on Jan 25, 2014 |
# ? Jan 25, 2014 23:41 |
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DaVideo posted:I'm actually wrong on the need for a reference, you shouldn't need it if they're in the same project as of 0.9.1 (we have a different setup at work). I looked into it a little, but I have no idea why it's not working, sorry down with slavery posted:I would seriously try WebStorm with a good linter, it plays really nicely with Phaser and most of the documentation is going to be JS-centric. Welp, it looks like I'm going to have to look into this. So much for being able to use Visual Studio. So what the hell is a linter? Also, how do I actually load up that project? It doesn't seem to have a WebStorm project file, and the architecture is totally different from the test project I just created. God, why can't anything just loving work? DStecks fucked around with this message at 00:08 on Jan 26, 2014 |
# ? Jan 25, 2014 23:50 |
DStecks posted:Also, how do I actually load up that project? It doesn't seem to have a WebStorm project file, and the architecture is totally different from the test project I just created. Oh, you can just right click index.html and click "Open in Browser" in Webstorm and it should load up a blank game window. I've been updating that project pretty actively, you can see a more fleshed out (but older than what I previously posted) example here: https://dl.dropboxusercontent.com/u/17727816/orzia-js/html/index.html - the images can take a while to load be patient Part of the beauty of doing it all in js/html is that there is no compiling. It just runs in the browser. Granted, I'm probably going to use something server side to help with asset management down the road, but for now it makes life easy. down with slavery fucked around with this message at 00:16 on Jan 26, 2014 |
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# ? Jan 26, 2014 00:13 |
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down with slavery posted:Oh, you can just right click index.html and click "Open in Browser" in Webstorm and it should load up a blank game window. I've been updating that project pretty actively, you can see a more fleshed out (but older than what I previously posted) example here: https://dl.dropboxusercontent.com/u/17727816/orzia-js/html/index.html - the images can take a while to load be patient That's not what I meant, I was trying to ask how to open the thing in Webstorm. Or does it not work like Visual Studio at all, or... just... gently caress, I'm so confused. And is there any way to eventually create an executable file with JavaScript and Phaser, or is it stuck as browser based? Because if it has to be in a browser, period, then I'm wasting my time with this.
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# ? Jan 26, 2014 01:08 |
DStecks posted:That's not what I meant, I was trying to ask how to open the thing in Webstorm. Or does it not work like Visual Studio at all, or... just... gently caress, I'm so confused. at the simplest, git clone https://github.com/zajd/orzia-js open WebStorm file -> open directory That being said, WebStorm has full support for git(hub) so you should be able to even do the first part from inside the IDE if you really want to. quote:And is there any way to eventually create an executable file with JavaScript and Phaser, or is it stuck as browser based? Because if it has to be in a browser, period, then I'm wasting my time with this. Your executable would be little more than a browser wrapper but sure, you can make .exes that just display websites (and you can also do this locally as in working offline functionality). I haven't explored packaging/distributing it as an executable yet, but it is a thing that people do Feel free to message me on irc, my nick is pengy and I'd be more than happy to help you set things up, I love Phaser :3 down with slavery fucked around with this message at 01:32 on Jan 26, 2014 |
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# ? Jan 26, 2014 01:25 |
Candy Crawl now has enemies and health! http://mastercoldrice.com/candycrawl/CandyCrawlv9.html
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# ? Jan 26, 2014 02:25 |
"Holy poo poo there's an inventory!" Linked because it's a 5MB gif http://i.imgur.com/mgTWtDV.gif
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# ? Jan 26, 2014 02:37 |
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Aphtonites posted:I've started working on the enemy code for my Candy Jam entry, they don't really do anything aside from tracking you right now. why do great minds always have the same idea?
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# ? Jan 26, 2014 03:29 |
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Things: collect them! e: now with more things. Unormal fucked around with this message at 05:32 on Jan 26, 2014 |
# ? Jan 26, 2014 04:51 |
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Trying to get projectiles to spawn from the front of the ship when rotating it. This is from a test where the ship is rotated 10 degrees and then a bullet spawned, 36 times. Not quite there yet. VVV The White Dragon posted:I'd suggest you use the classical solution of having 3-5 individual player projectile objects that t/f exist, but if you asked me to elaborate a solution for you it would probably be more convoluted than whatever's causing your game to make thirty-six bullets at once The test is rotating the ship 10 degrees then spawning a bullet to see if it spawns in the right spot in front of the ship, 36 times so it's a full circle. I turned their movement off so they stay put instead of flying off. Edit: Yesss. Fixed the problem. loving Trig. ThisIsNoZaku fucked around with this message at 08:27 on Jan 26, 2014 |
# ? Jan 26, 2014 07:07 |
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Loving these Candy Jam games. I haven't quite started mine yet because I've working on a different project, but I know what I'll be doing. It'll be a horror game where players must run away from the Candy King while collecting all the candies in a level. Probably a top down game with 4 directional movement, dumb pixel art, and super creepy ambient industrial music. But for the my other project...Here's the music! It might need another mixing pass, but it came out pretty well. Manslaughter posted:"Holy poo poo there's an inventory!" drat that inventory is slick!
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# ? Jan 26, 2014 07:15 |
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ThisIsNoZaku posted:Trying to get projectiles to spawn from the front of the ship when rotating it. This is from a test where the ship is rotated 10 degrees and then a bullet spawned, 36 times.
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# ? Jan 26, 2014 07:15 |
started adding some tiles... wow this is looking a lot better than I thought it would! you can player it here: http://mastercoldrice.com/candycrawl/CandyCrawlv11.html
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# ? Jan 26, 2014 10:56 |
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New enemies! They fire bullets at you, and stuff.
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# ? Jan 26, 2014 11:50 |
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Candyjam! Also, a familiar face in Trestle.
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# ? Jan 26, 2014 15:57 |
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D_W posted:Loving these Candy Jam games. I haven't quite started mine yet because I've working on a different project, but I know what I'll be doing. It'll be a horror game where players must run away from the Candy King while collecting all the candies in a level. Probably a top down game with 4 directional movement, dumb pixel art, and super creepy ambient industrial music. So...Pac-Man?
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# ? Jan 26, 2014 17:15 |
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Played this a few times and am finding the requirement to roll to move as a bit frustrating. All it does is slow me down in the end without adding anything in return. If I roll a 1, all the changes is I need to move the mouse to the corner to get more move points. I'd say either more should be done with the rolling to move mechanic, or have it removed.
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# ? Jan 26, 2014 21:43 |
JossiRossi posted:Played this a few times and am finding the requirement to roll to move as a bit frustrating. All it does is slow me down in the end without adding anything in return. If I roll a 1, all the changes is I need to move the mouse to the corner to get more move points. That's general consensus on irc. What I m going to be doing is making the dice roll more "valuable" and entertaining. A 1d6 rpg is difficult! Here's what I got: - using equip items (which I'm adding now) requires AP - clearing obstacles (walls, locks, magic barriers) requires ap (not in yet) New dice roll mechanics 1 & 2 recharges mana for special abilities (not in yet) 3 & 4 are neutral 5 & 6 are "fate" rolls which has a chance for a random event ("you find a pile of gold", or things like "you tripped for -1 hp") That should make the dice rolling a bit more fun and like a 1 player dungeon crawl game
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# ? Jan 27, 2014 00:07 |
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Global Game Jam Complete! Thanks InternetJanitor and Everdraed for art and SUPER SECRET ENDING. http://globalgamejam.org/2014/games/voodoo or http://poemdexter.com/unity-player/voodoo.html poemdexter fucked around with this message at 04:53 on Jan 27, 2014 |
# ? Jan 27, 2014 02:10 |
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Continuing work on my Procedural Block Based Army Simulator Where The Choices You Make Matter Inspired By Dark Souls. At the moment worked on getting a necromancer unit in, which raises enemies that die above as ghosts. Not sure if I'm feeling the tetris aspect of it, since it's chaotic enough that I'm just dropping blocks instead of positioning my units, so I might go for some kind of match&merge mechanic.
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# ? Jan 27, 2014 04:07 |
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the chaos engine posted:Also, a familiar face in Trestle. 420 Put Shalinor's assets in every game everyday.
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# ? Jan 27, 2014 04:27 |
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A bonus behind-the-scenes look at the art of Poemdexter's Voodoo:
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# ? Jan 27, 2014 04:41 |
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Here's my GGJ entry. It's called New Herald Post, and it's an old-person-reading-the-newspaper simulator. It's extremely accurate. Play Here: http://www.glassbottomgames.com/GGJ2014/ ... or watch some video: https://vimeo.com/85105273
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# ? Jan 27, 2014 04:41 |
Candy Jam game just got real
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# ? Jan 27, 2014 05:56 |
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My Candy Jam entry is coming along pretty well. I forgot how good game jams are at making you get off your butt and actually make something.
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# ? Jan 27, 2014 07:25 |
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Coldrice posted:That's general consensus on irc. What I m going to be doing is making the dice roll more "valuable" and entertaining. A 1d6 rpg is difficult! Here's what I got: Have you ever played the King of Tokyo board game? It uses a Yahtzee-esque mechanic to determine which actions you can take in a turn. Not really suggesting you crib that, but part of the reason the game is fun is because you still have meaningful decisions to make (which dice to keep and which to throw away, when to just roll with it and stop trying for whatever you originally wanted). The problem with your move die is that it's just random, so you might want to consider something that gives the player a bit of choice. Maybe a limited number of rerolls or some sort of resource that can be spent to change the die result up or down?
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# ? Jan 27, 2014 07:56 |
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Coldrice posted:That's general consensus on irc. What I m going to be doing is making the dice roll more "valuable" and entertaining. A 1d6 rpg is difficult! Here's what I got: I thought it was a fun game. Adding in moving enemies would make the dice rolling mechanic make a lot more sense.
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# ? Jan 27, 2014 09:21 |
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# ? Jun 3, 2024 16:22 |
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I took part in the Global Game Jam this year. Although I thought a quote-based theme would be more limiting than the themes of the last two years (The picture of the Orobouros and the sound of the heartbeat) it seems like a lot of games I've been seeing are ones I have trouble connecting to the quote at all. I browsed through the games that the Gamejam site decided to throw at me, and my favorite I've seen so far that I instantly connected with the quote was this one: https://www.youtube.com/watch?v=oB4R9O3RY_8 My entry came out better than it has in past years, so I figured I'd show it off: http://www.huehenry.com/GGJ2014/
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# ? Jan 27, 2014 10:35 |