Another day. I'm cranking out art waaaay slower than I thought. Here's a sample, at least.
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# ? Jul 13, 2017 07:57 |
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# ? May 13, 2024 10:12 |
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Intentionally vague status report for LEGS: * knockback: in and syncing * death state: in and syncing * damage model: in and syncing * spectator cam: https://www.youtube.com/watch?v=Xhwj_zb77fU
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# ? Jul 13, 2017 08:30 |
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JonTerp posted:
Does this apply to you as well? It'd be nice if it did.
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# ? Jul 13, 2017 09:48 |
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Let there be light! Haven't removed the interaction points from them yet, so the guy in the corner is thoroughly enjoying a lamp.
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# ? Jul 13, 2017 17:02 |
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It's like a real game! (except you can't die)
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# ? Jul 13, 2017 17:04 |
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netcat posted:
drat that's cool at heck, I don't even know where to begin with NES programming.
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# ? Jul 13, 2017 17:17 |
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COOL CORN posted:drat that's cool at heck, I don't even know where to begin with NES programming. http://nesdev.com
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# ? Jul 13, 2017 17:20 |
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Basically this, also theres a bunch of tutorials, I'm using http://nintendoage.com/forum/messageview.cfm?catid=22&threadid=7155 for a few things. Also I'm writing most of my code in C with some assembly, since uuuh I'm not going to even attempt to make a whole game in assembly even if it's very simple
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# ? Jul 13, 2017 17:33 |
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Well, not pleased with my first attempt from a game mechanics perspective. Looking at starting over now. Alternatively, anyone need a late-add level designer? I'm pretty experienced with algorithmic level generation in Unity games.
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# ? Jul 13, 2017 22:07 |
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https://youtu.be/mY-t1m8mpsU Edit: https://www.youtube.com/watch?v=GrbUI6fgVxQ I got enemies now. TomR fucked around with this message at 23:48 on Jul 13, 2017 |
# ? Jul 13, 2017 22:52 |
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Still missing quite a few animations but there is some progress.
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# ? Jul 14, 2017 00:02 |
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I'll turn off the looping jump after it stops making me laugh. http://nesdev.com looks like it woulda been handy, but I'm all aboard the Unity train now. Progress progress progress.
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# ? Jul 14, 2017 01:24 |
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Siminu posted:I'll turn off the looping jump after it stops making me laugh. I have no idea what your game could possibly be about but I'm sure that it's far better than anything I could imagine.
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# ? Jul 14, 2017 02:13 |
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Startin' to look like a game! https://vimeo.com/225512186 Also one week in and not done with the core mechanics. But happy with the results of juice-as-you-go!
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# ? Jul 14, 2017 04:59 |
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Day 7: Added my enemy to the game, rigged up the projectile script to change direction based on who is shooting. Then I got gutsy and decided to try and add some movement real quick before going to bed. Seems to be moving, good enough.
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# ? Jul 14, 2017 05:53 |
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I know what's happening code-wise but in my mind's eye that guy just gets really angry. Have him turn red if he changes directions too many times in a second.
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# ? Jul 14, 2017 06:43 |
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so I'm trying to maintain radio silence because I want people to be surprised by my game but I'm REALLY REALLY BAD AT IT. I also just had my first what I consider bug from logic. I forgot to make it so a coinblock turns empty after it spawns an item. The whole "triggered by another item hitting the coinblock" is intended.
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# ? Jul 14, 2017 06:57 |
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Forer posted:so I'm trying to maintain radio silence because I want people to be surprised by my game but I'm REALLY REALLY BAD AT IT. Hell yeah, make it rain.
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# ? Jul 14, 2017 06:58 |
Forer posted:I also just had my first what I consider bug from logic. Leave it, it's perfect.
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# ? Jul 14, 2017 06:59 |
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Drone posted:Leave it, it's perfect. now see if it didn't crash unity I might have left it as an option in the options menu. I'm still going to just with a big asterisk "This will crash your game" next to it
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# ? Jul 14, 2017 07:01 |
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Day 7: Got the stack processing/crafting logic in! Now to make time move forward and make the doodads that allow the player to automate processes. ApproachingInfinity hard at work on saving/loading. We should have the basic game loop working this weekend.
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# ? Jul 14, 2017 07:18 |
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day 7 progress: zen'd out organizing my code so it looks pretty and readable. while i was at it, i got in camera movement so the field can now be traveled. https://www.youtube.com/watch?v=wlO1BbhpZFQ
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# ? Jul 14, 2017 09:09 |
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It took me a full week to get this far, lol. But here is a good summary of the last few days
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# ? Jul 14, 2017 15:04 |
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Shoehead posted:
Just some tiny changes and you've got yourself a Space Harrier. I'll try to post an update today if i have time.
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# ? Jul 14, 2017 15:23 |
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Shoehead posted:
Please don't end up on the wall, I desperately want Doom Wild Guns
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# ? Jul 14, 2017 18:11 |
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So would including a bootleg-ized version of my game from the last jam in my 256-in-1 multicart be kosher? Yah or nah? Because, well...
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# ? Jul 14, 2017 18:48 |
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I was using Haxe + OpenFl and ran into some performance issues w.r.t. physics. I understand box2d is quite fast but for some reason the Haxe port is slow . There is a box2d alternative for Haxe called Nape but the debug draw sometimes crash when objects are out of bound so I didn't bother. I switched to Unity now and boy do I love the 2D improvements. I've got moving and shooting working and I've started to program the path finder.
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# ? Jul 14, 2017 21:37 |
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Shinku ABOOKEN posted:I was using Haxe + OpenFl and ran into some performance issues w.r.t. physics. I understand box2d is quite fast but for some reason the Haxe port is slow . There is a box2d alternative for Haxe called Nape but the debug draw sometimes crash when objects are out of bound so I didn't bother. I love the creepy eyeball flower thing. Also how did the GoonCam overlay get carried into the capture?
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# ? Jul 14, 2017 23:13 |
Man, some of these are looking nuts. For instance, I thought the FCEUX thing was a joke I don't know if it'll be useful to anyone, but I recently ran into a neat little interactive demo that explains the A* pathfinding/graph search algorithm and a few other interactive tutorials.
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# ? Jul 15, 2017 00:54 |
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Hitlersaurus Christ posted:So would including a bootleg-ized version of my game from the last jam in my 256-in-1 multicart be kosher? Yah or nah? Because, well... I don't see a rule against it so go hog wild.
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# ? Jul 15, 2017 04:27 |
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Day 8: Not much graphically to show, but I laid out more design information on various projectile interactions and types. Tomorrow I plan to get the basics up and running with a single projectile.
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# ? Jul 15, 2017 05:31 |
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Day 8: Multiplayer game loop complete: spawn, damage, death, respawn. Beginning some mechanical polish in the backlog and starting content soon.
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# ? Jul 15, 2017 05:45 |
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Mo_Steel posted:I love the creepy eyeball flower thing. GoonCam can't handle HiDPI apparently vv
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# ? Jul 15, 2017 05:56 |
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https://twitter.com/EntranceJew/status/886040664248418304 i forgot to post this earlier. unity's event delegate UI makes offloading a lot of the boring wiring together parts easy and you get to focus on making smaller things that can be combined in new ways. the same goes for animation states.
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# ? Jul 15, 2017 06:53 |
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Day 8: The combined efforts of me and megane have yielded beautiful menu-y fruit: I did a lot of nuts and bolts stuff on the backend too, including hooking up different machines so you can have an automated assembly line. When advancing time manually it works great! ApproachingInfinity is working on the saving/loading and time processing element, and I think tomorrow we may have the basic game up and running!
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# ? Jul 15, 2017 08:18 |
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I'm still alive and I've been busy doing UI.
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# ? Jul 15, 2017 16:19 |
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Spent all morning trying to come up with a directed acyclic graph relating a hodgepodge of tacked-on ship components to their apparent path back to the ship. Got it to work most of the time, but eventually an island would be created and muck everything up. Spent about 20 minutes replacing all of that with a Monte Carlo simulation. Now when a component disappears, its orphans pull in in an intuitive manner 99% of the time. Remember kids, it's a game jam: Good Enough is good enough! I think my coworker just bought that game on the Switch. Impressive, since yours isn't finished yet. Must've been a bootleg.
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# ? Jul 15, 2017 20:34 |
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I found out why the damage indicators weren't appearing. https://www.youtube.com/watch?v=w4ZdLFbeYCg
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# ? Jul 15, 2017 20:57 |
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Day 9: This is how lasers work. Trust me.
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# ? Jul 15, 2017 23:41 |
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# ? May 13, 2024 10:12 |
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I like it. I'm a basketball expert.
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# ? Jul 16, 2017 00:22 |