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the chaos engine posted:After feedback at GDC and Amaze I decided to take some time to redesign the whole thing from the ground up (mostly because I wanted widescreen, partially because the code was getting a mess, partially because I had to redraw poo poo due to feedback anyway). Went into less cute and more arcade-y, which suits the game I think. The extra detail looks really nice
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# ¿ May 3, 2014 16:34 |
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# ¿ May 21, 2024 12:51 |
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Internet Janitor posted:Worked on some graphics and tileset handling code today. What are you making your game in? I'm used to Rpg Maker's tileset stuff and Game Maker is tedius in comparison.
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# ¿ May 6, 2014 16:05 |
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This is what I did with my day, I'm still learning but I'm really enjoying it
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# ¿ May 7, 2014 16:13 |
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Shalinor posted:I really like the punching mouse, though. Now that I think of it he is literally dressed like one of the Biker Mice from Mars.. I'll try mess with his eyes 'cos I'm 100% married to the idea of a cyborg hammerhead shark that goes around beating people up.
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# ¿ May 7, 2014 18:49 |
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Count Uvula posted:Have you tried making his head a little bit more true to life? Oh wow that's a lot better! You mind if I knick that?
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# ¿ May 7, 2014 20:14 |
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Hey guys it's my first screenshot Saturday Not much of a difference from earlier in the week, I know, but I redid all my sprites, got them walking on mostly the same plane and added barriers to the wall and the edges of the screen. Oh and you can walk vertically, but just in that sideways run animation like out of Final Fight or something. Right now I'm trying to do health and stamina. Health is pretty straightforward but I think stamina could get pretty interesting. Edit: poo poo I forgot the best part, I fixed a bug that would crash the game if you punched or died before first moving Shoehead fucked around with this message at 21:56 on May 10, 2014 |
# ¿ May 10, 2014 21:51 |
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I got scrolling working Also today I found out about the sprite limit on GM and uh.. I'm not really sure I want to drop €40 on the Standard ed.
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# ¿ May 12, 2014 13:58 |
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Manslaughter posted:Your ui bars don't scroll! Make sure to add view_xview[view_current] and view_yview[view_current] to their coordinates. UI bars? Those are part of the building! (Thanks!)
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# ¿ May 12, 2014 14:31 |
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"And it would lie to you" Oh man that would be great\awful
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# ¿ May 12, 2014 16:36 |
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Internet Janitor posted:Further evidence that Kirby Super Star had the most creative bosses: I honestly think Kirby Superstar is the closest I've ever gotten to finding the perfect game for me.
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# ¿ May 12, 2014 17:54 |
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retro sexual posted:My game Guild of Dungeoneering got greenlight in today's batch of 75 Oh cool, I will totally check that out I need some help with game maker, I've got a punch animation set up but at the moment the entire animation only plays if I keep the punch button pressed down. Is there a way to set it up so that I press punch, have the punch animation play all 3 frames and not be able to interrupt it or have my sprite change? I've been reading poo poo online for like 2 hours without a solution so I figured I'd just ask. code:
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# ¿ May 15, 2014 01:56 |
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So I'd set an alarm and then when the alarm is <= 0 have key_punch=0? Seems pretty straightforward but when I press punch key_punch changes to 1 and then immediately changes to 0
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# ¿ May 15, 2014 02:34 |
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Manslaughter posted:Try my edits here, and add an animation end event (under Other) that says if sprite_index is pl_punch_sp set it to pl_idle_sp. You are a wonderful person and I can go to bed now. I had tried setting up an animation end event before but my movement was resetting my punch. Oh man I'm so glad that's fixed.
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# ¿ May 15, 2014 03:05 |
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Manslaughter posted:Try my edits here, and add an animation end event (under Other) that says if sprite_index is pl_punch_sp set it to pl_idle_sp. I somehow broke this again and my guy gets stuck in his windup frame and wont punch until you release the punch key, but I actually like it more that way!
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# ¿ May 15, 2014 13:55 |
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Look at them go!
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# ¿ May 15, 2014 14:40 |
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poemdexter posted:I want to make a double dragon/final fight game now. This is great. Here's a small tip: on punch connect, give the animation a small delay so the player ~feels~ the hit. It looks like a slap instead of a fist to the jaw. Haha I tried this out and it broke my collision, killing him instantly by delivering 4 punches at once Edit: There we go! Shoehead fucked around with this message at 16:17 on May 15, 2014 |
# ¿ May 15, 2014 16:01 |
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code:
Edit: I smell really bad
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# ¿ May 15, 2014 17:35 |
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I got blocking and stamina mostly working. As soon as I get those weird glitchy parts fixed (I forgot to make it so you can't attack or block while dead) I'm gonna make a player two
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# ¿ May 16, 2014 01:50 |
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RhysD posted:I've been working on this a fair amount the last few weeks and wanted to share a build. Woooa that's so pretty. I wanna try it out after work.
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# ¿ May 17, 2014 13:57 |
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Got 2 player controls in while I figure out enemy behavior stuff, controlling both players for a gif is hard as gently caress btw. I thought I'd fixed all my bugs so far, but then right at the end there one snuck in! So far I've got attacking, blocking, sotn-style back dashing (which needs some work), a tired state, getting hit and dying. All of it tied to regenerating stamina, though at the moment I have a problem with being able to do a move that costs 5 stamina while at 1, which I think I can just stick a check for in.
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# ¿ May 19, 2014 02:10 |
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I finally ponied up for Game Maker which let me make my sprites nicer. So I added this guy. I also managed to fix that while moving while dead bug too! I'm looking into horizontal movement now, I was having trouble with my characters heads bonking into the upper barriers. Does GM let you put different sprites on different layers? I could have sprites layer up and down as they move vertically.. I have no idea what my phone is doing to that image Shoehead fucked around with this message at 21:41 on May 20, 2014 |
# ¿ May 20, 2014 15:57 |
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Bert of the Forest posted:Gamemaker does have layers via their object depth system. To achieve what you're describing, you can go into the step event of the players and create a script that looks something like this: That's great! Thanks! I was having the punches land with full hitboxes, but maybe I could have it spread out from his feet!
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# ¿ May 20, 2014 21:37 |
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Game maker has decided it doesn't like keyboard inputs any more. Edit and then I immediately fixed it. It's amazing what a good night's sleep can do for your brain. Shoehead fucked around with this message at 12:51 on May 21, 2014 |
# ¿ May 21, 2014 12:44 |
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Bert of the Forest posted:Gamemaker does have layers via their object depth system. To achieve what you're describing, you can go into the step event of the players and create a script that looks something like this: Hey it worked, thanks!
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# ¿ May 21, 2014 15:11 |
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Angrymog posted:I preffered the bigger shark - the little guy is cute, but its pretty easy to lose him against the background. My background palette is totally going to have to change, along with the scale. I think the worst part of the bg at the moment is that dead tv. I want to make the background much darker to make it look more like night and to make my sprites pop a bit more. Gonna test out different hitboxes later tonight with a friend maybe, the feet might be too precise. Edit: Isn't there a function for sensing if there is a hitbox nearby? Maybe I could keep the feet collision but set it up so that if you are within the right distance on both axis' you can hit each other. That does mean you might be able to punch each other while facing the wrong way though.. Shoehead fucked around with this message at 15:48 on May 21, 2014 |
# ¿ May 21, 2014 15:42 |
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Angrymog posted:Or maybe keep it simple - just assume that two people who's foot masks are touching and are facing the right way can hit each other. Yeah, atm they are 1 pixel tall, which might be a tad bit too small..
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# ¿ May 21, 2014 17:21 |
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I think I'm going to change how I handle depth too. The way I have it atm is your depth goes up or down as you move but I think I'll have it so that when you cross a point it'll change. It seems more controllable that way. I uh.. might be overthinking all of this...
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# ¿ May 21, 2014 18:14 |
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Well at the moment it's leading to stuff like this So I need to tweak something at least.
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# ¿ May 21, 2014 18:50 |
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Angrymog posted:Where is your sprite's origin point, and where are you doing the depth change - in the draw event? Dead centre. And every time he moves up and down unless he's stopped. Manslaughter posted:Yeah just set every sprite's origin to be right at their feet.
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# ¿ May 21, 2014 19:14 |
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Ahaha. Ok setting the centre to their feet didn't help so instead I've set up a bunch of horizontal lines that would change your depth depending on your vertical motion, which broke my collision It mostly works except moving over the line too quickly would double your depth and ruin everything. Edit: Wait fuckin' hell why don't I just check if my player's Y value is higher or lower than the enemy's, have him clip over or under the enemy and then reset when I move away? Shoehead fucked around with this message at 23:27 on May 21, 2014 |
# ¿ May 21, 2014 23:11 |
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Guys I WAS RIGHT It only does it in relation to one sprite atm, which will cause problems later but it's close enough for now!
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# ¿ May 21, 2014 23:44 |
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I personally like them bare on the inside with some high contrast text and then a fancy border.
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# ¿ May 22, 2014 01:45 |
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I could make invisible 32x32 tiles and set it up so as long as you are on the tile you are at x-depth. Though every time I collided with them I'd stop moving I think. Setting depth to -y was weird. Id end up with one depth at a point, moving around and back to it and then having a vastly different one. Maybe from diagonal movement?
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# ¿ May 22, 2014 03:07 |
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Spatial posted:You have to do that before the draw event (end step is best). The order of execution for draw events is determined by object depth, it can't be changed while drawing is happening. Yes that did it! Thank you so much. And thank you Angrymog for all your help too. I can finally do, like, literally anything other than depth now. I'm free!
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# ¿ May 22, 2014 14:56 |
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I uh... broke something again. I have;code:
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# ¿ May 22, 2014 21:11 |
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Gaspy Conana posted:screenshot saturday, my little side project: Oh! I should email you my gaudy pop up.
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# ¿ May 24, 2014 18:05 |
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Gaspy Conana posted:aseprite.com is my favorite pixel art program. supports layers, onion skinning, animation, color ramping, and all kinds of other rad pixel arty stuff. and it's totally free. :0) Aseprite is my program of choice too. I love being able to import pallets and drawing with both mouse buttons is brilliant.
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# ¿ May 25, 2014 09:42 |
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Screenshot...Sunday! Opps! I got really messed up from not sleeping and stuff the last few days so I just started drawing because it doesn't need me to be more than 70% conscious Edit: Oh yeah I'm thinking of bumping it down from 4x to 2x so I can fit more of the street in, luckily I had planed ahead and all my sprites were imported at 1x Shoehead fucked around with this message at 12:20 on May 25, 2014 |
# ¿ May 25, 2014 12:16 |
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Angrymog posted:Your background looks like it's moving faster than the forground. Yeah I turned the scrolling waaaay up to make sure it was moving and not my eyes messing up.
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# ¿ May 25, 2014 13:48 |
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# ¿ May 21, 2024 12:51 |
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Coldrice posted:Whew, putting the final touches on the next version of Interstellaria for my alpha testers. I put out a new video! Oh my god this is totally gorgeous
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# ¿ May 27, 2014 10:11 |