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Day 3-4, UI work on buying and selling from settlements. Other than enemy AI, probably the most key function of a buying and selling game http://i.imgur.com/lJatKyX.mp4 Next up, the running part of rum running. I've got a hotel night and some airport hours coming up, need to make as much of them as I can. Can anyone chiptune a sea shanty or two?
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# ? Jul 11, 2017 04:46 |
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# ? May 13, 2024 08:23 |
I had a couple beers last night and didn't feel great about getting -too- far with stuff while not really fully focusing on it. I spent a few minutes getting WASD inputs and then preventing the player model from moving off-screen or above the horizon: Stuck in a workshop all day today, so my goal is to get some sprites for other boats done today, and to animate the sea so it's clear that the player ship is always sailing forward.
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# ? Jul 11, 2017 05:39 |
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urgh. due to the stress of a gone-missing pet and a surprise trip interstate, i haven't done much of anything at all! will i still be able to grind out even the meagre-est of games? i want to be in the hall of game, not the wall of shame
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# ? Jul 11, 2017 06:25 |
alf_pogs posted:urgh. due to the stress of a gone-missing pet and a surprise trip interstate, i haven't done much of anything at all! will i still be able to grind out even the meagre-est of games? i want to be in the hall of game, not the wall of shame You've only lost a couple days and still have nearly 3 full weeks, so go for it. I only really just started scripting and basic placeholder pixels yesterday. Up until then it was mostly just brainstorming and putting together my design doc.
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# ? Jul 11, 2017 07:27 |
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Day 4: More netcoding, things coming along nicely
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# ? Jul 11, 2017 07:48 |
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https://twitter.com/manuelaxibanya/status/884681346844688384
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# ? Jul 11, 2017 08:51 |
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Built our player (rover) Character! physics and handling of him are still in limbo.
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# ? Jul 11, 2017 09:45 |
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Need to make a map editor so started on a thing to load the tiles in the NES CHR format (http://wiki.nesdev.com/w/index.php/PPU_pattern_tables) Also an enemy that does nothing so far
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# ? Jul 11, 2017 18:52 |
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It's... something. https://www.youtube.com/watch?v=wln38jNY48c
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# ? Jul 11, 2017 20:41 |
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https://www.youtube.com/watch?v=PnaBSr3ulwo&feature=youtu.be
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# ? Jul 11, 2017 21:11 |
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Hitlersaurus Christ posted:It's... something. I don't know what I expected.
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# ? Jul 11, 2017 21:13 |
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Progress: https://twitter.com/Afal/status/884884869423267840
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# ? Jul 11, 2017 22:37 |
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We have a logo
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# ? Jul 12, 2017 01:50 |
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What's a bootleg?
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# ? Jul 12, 2017 03:32 |
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day 5: collision, movement, couple mechanics and unnecessary polish dust effect thing for some reason. also decided all the music I'm doing for this game is going to be SOUNDFONTS so that could be fun.
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# ? Jul 12, 2017 04:00 |
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Day 5, dumb AI http://i.imgur.com/x1k4wTb.gifv Need to make sailing into the wind more punishing http://i.imgur.com/vWAgsG1.gifv
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# ? Jul 12, 2017 04:04 |
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Taking a pleasant drive through the country.
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# ? Jul 12, 2017 04:09 |
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day 4/5: made a field to car soccer on with a few cars for reference
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# ? Jul 12, 2017 04:35 |
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So this just made it into my code:code:
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# ? Jul 12, 2017 04:38 |
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Day 4/5 progress: quote:Yes, indeed... it is called legsric... where the transitory lands of the lords of footwear converge... in venturing north... the pilgrims discover the truth of the old words... the laces untie... and the lords go without sponsors... My tentative plan is to draw really badly in mspaint a bunch of stuff, and have the camera pan over it, while i very badly voice act those lines, for the opening cutscene of the game. It's going to be terrible / glorious. Also, unhappy with default unity character controller, i reworked the collision code so that the player is a cube. It took me a while, and multiple attempts, but I -think- i have working collision movement, which makes me very happy. Of course the sacrifice for this is the player can't walk on anything but perfectly flat ground... But who needs anything but perfectly flat ground?
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# ? Jul 12, 2017 08:10 |
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anothergod posted:
I really like the look of this.
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# ? Jul 12, 2017 08:12 |
Let there be botes. The NPC boats will need to be dodged (no, the player ship's sails don't count in the hitbox), while police boats will be aggressive and will fire at you. Hopefully I get those up and running today. The player will have to weigh two options: either they can dodge through the civilian traffic, police boats, and fire from police boats until they reach the end of the level with a full load of booze in the ship's hold, OR they can use individual bottles of booze as ammunition to fire back at ships, thereby clearing their way and making the level easier. The tradeoff is that each bottle of booze fired out of the cannon will reduce the player's profit at the end of the "run". There's also a barrel powerup floating along too, but I'm working on getting the spawner for it to work correctly (right now it only spawns the first one and then never repeats). Picking up floating barrels will very slightly replenish the ship's stock of booze, allowing for a player to take sortof a medium path between shooting everything and dodging everything. I'm tinkering with the idea of also using cash as a resource for ammunition, which dips into the player's profits directly. Cash could be used against police boats (as a bribe), and booze could be used against civilian boats. Not sure if I like this yet or not. Drone fucked around with this message at 08:19 on Jul 12, 2017 |
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# ? Jul 12, 2017 08:14 |
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Rob Filter posted:Day 4/5 progress: Don't ever quote me on this because I know next to nothing about real deal Unity coding, but I'm positive that there's a way to make the player's collision code a sphere that "rolls" on uneven ground, but maintains a normal forward and backwards motion, similar to like, Donkey Kong Country movement. Something about circle colliders and the Fixed Angle setting? Check this blog post out around the Figure 7 part for what I'm thinking about : https://msdn.microsoft.com/magazine/dn781360
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# ? Jul 12, 2017 08:27 |
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anothergod posted:
This is gorgeous!
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# ? Jul 12, 2017 09:02 |
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day 5 late night "i should really go to sleep" update: i got user control in! https://www.youtube.com/watch?v=ULXHFX7NGTo
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# ? Jul 12, 2017 09:52 |
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seems alright.
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# ? Jul 12, 2017 15:03 |
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I got some movement and stamina mechanics working! You can boost! You can jump! You can boost AND jump, but they use the same meter so you don't go as far or as high! My next step is to figure out why there's so much goddamn visual tearing going on at high speeds.
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# ? Jul 12, 2017 16:36 |
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Random floor.
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# ? Jul 12, 2017 17:48 |
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Crudus posted:I'm gonna scratch an itch I've had for years and finally try making a game. Spent this morning making a mock-up for my take on "boot-legging" - a rhythm based cowboy side-scroller/dueling game with the camera permanently focused at boot level. Probably going to try using game maker for this.
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# ? Jul 12, 2017 19:37 |
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Gonna make a bootleg Space Jam game except it's going to be called Base Jam and Lonnie Smith is going to be the cocaine-fueled hero of the story. This idea came to me in a dream last night.
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# ? Jul 12, 2017 19:59 |
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Tables! and people drinking nothing!
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# ? Jul 13, 2017 00:28 |
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https://twitter.com/EntranceJew/status/885326203221102596 the ball is too stronk, but at least the basket boys have a way of dealing with their separation anxiety from the ball
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# ? Jul 13, 2017 03:36 |
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blaise rascal posted:Good luck. I hear rhythm games can be deceptively tough to program. I've got things synced up now as long as I use tempos that play nice with being divided into 60 seconds. With the first loop sample I was using at 106bpm, things were slowly slipping out of sync due to dividing time elapsed in the music by a (not accurate enough) float representing the length of a single beat in seconds. I feel good about having a functional prototype by the weekend though!
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# ? Jul 13, 2017 03:49 |
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Day 6: more like a game, added little crowds, shadowy hiding spots, a vignette, barely got started on AI and spent some time messing around with LMMS and soundfonts. ALSO TOILETS. gif is zoomed in to make smaller gifs, it's not so claustrophobic really.
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# ? Jul 13, 2017 04:17 |
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Day 6: In every great story, there must be a foe. My video game has one now too. Tomorrow I shall make it spawn, shoot, kill and die. I will be as a god to these poor objects.
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# ? Jul 13, 2017 04:19 |
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Day 6: I'm exhausted, so I'm just gonna repost my status report from the discord
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# ? Jul 13, 2017 04:23 |
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I've been working really hard on this obscure videogame remake/remaster homage passion project.
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# ? Jul 13, 2017 04:27 |
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I think the irony is I've actually been working hard on another Zelda like game but bootleg jams is helping my sprite making soul.
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# ? Jul 13, 2017 04:28 |
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Options! Some of them even work temporarily! And a lesson learned late: think about your target resolution before you start making your assets. I'm likely going to continue rolling with 1024 x 600 because I didn't spend five minutes of thought upfront.
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# ? Jul 13, 2017 06:32 |
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# ? May 13, 2024 08:23 |
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You might have missed it with the new Awful Jams front page but we've got a new award category this year! Most Polish Your game is so clean I could eat off it. Bonus points for: Dealing with multiple aspect ratios, defaulting to windowed mode, actually having video options, no crashes, well tuned controls, a handsome main menu, and a secret Jerry Seinfeld artfully hidden in your game. So be sure to spit shine those games.
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# ? Jul 13, 2017 06:45 |