Dev - Sort these by name
Serious Updates to an old friend!
Posted on May 24, 2007 at 17:46
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Hello 64D, it's been a while since my last (god damn it I hate this word) "Blog" entry, but I would like to let everyone know that Dungeon Lord has been remade and a new demo is up with almost the entire tutorial working and 1 playable level.
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I have added some new tilesets, the whole group includes Dungeon, Forest, Desert, Snow, Seafaring (on boats!), and Volcanic, I am not 100% happy with my volcanic sprites so they will be redone and therefore not released just yet.
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Along with these updates, I have fixed SO many of the problems
that have perplexed me in the past, including the grid based isometric movement, perfected pushblocks, and a working spell and inventory system. Well guess what? They work now!
//More Dungeon Lord Info
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Not only that, but I have most of the music picked out for the entire game! All I need is sound effects. The rest of the work that I need to do (in short of course) is:
-Sprite enemies (3 enemies per tileset)
-Sprite some more spells (about 6 max)
-Sprite Bosses (1 per tileset and 1 final)
-Sprite some deathtraps for the levels
-Make objects for the aforementioned
-Make the rooms (Probably 10 levels per tileset)
-Sprite a title graphic
-Make the credits
//Thanks to all who play and enjoy the demo, offering any ideas or furthering the project in any way!
I urge you to please take a look at the new demo and rate accordingly.
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Subject 9 Updates!
Posted on January 22, 2007 at 18:16
Ah Yes, I have yet another installment of updates for Subject 9. Although collectively it isn't TOO big of an overall update, it's more like a collection of a BUNCH of little ones.
I have added Ammunition Pickups, for each type of ammo.
Heres the link so you can check out the new demo!
Please Rate :D
Speaking of which I fixed the ammo system, because before there was a way to cheat it and switch weapons before the clip was emptied to save the ammo, but I have eliminated this problem and it finally counts ammo per bullet, not per clip.
Radar has been added as well, it maps out EVERY possible object on the map. Barrels, Enemies, Crates, Trees, Explosions, Grenades, Bullets, Even Blood!
The alpha for the trees has been fixed. Because of the script I was using for the shadows, the drawing function interrupted that of the alpha setting for the trees. To solve this I merely made another script exactly like the first except making the tree semi transparent. This is of course for when the character is underneath a tree so you can see where you are.
New Particle Effects!
Particle effects are really fun, considering I JUST learned how to use them effectively (pathetic, I know...). Because of this newfound knowledge I decided to use it to it's fullest extent. There is an enemy on a turret, when you shoot him, not only does he bleed, but there are also pieces of metal that go flying in the air, along with sparks! Looks very cool, and I think will help keep the action flowing visually.
Some new screenshots have been added to the games page here:
So check them out as well as the demo.
I am feeling REALLY good about this project, because although before I thought I had some tough barriers, I got over them and progress is going well, so I hope to have at least a few missions to play in a couple weeks.
I expect great things to come from this and I hope everyone enjoys it.
Thank you 64D community, for your support and constructive criticism.
Subject 9 Updates!
Posted on January 16, 2007 at 16:18
Subject 9 Has Been EXTREMELY Updated, at least compared to the last one. I have remade the grenade effects with particles, which for some reason I had difficulty using (since it was the first time I actually considered using them.) I also added some enemies with some PRIMITIVE AI to start with.
Ouch, Rocket + Body = Bad
Yay for Blood!
So Far I Think the effects are coming along well, and hopefully I'll have some nicely working AI so you can at least have SOME challenge, or at least something to fight.
I haven't added too too much overall, although I added the music to the recent version (speaking of which you can use the keypad numbers 1 through 8 to choose the track.)
As of right now my main goal is to get the HUD, Weapons, and all of that jazz perfected. Once that is done, I'm going to work on terrain (in fact I've begun some work on it already, but its not enough, or worthy of being shown just yet. Keep your eyes peeled, I'm back in uber-game maker mode, so expect updates weekly.
Slow Time for Game Maker
Posted on December 20, 2006 at 13:07
Ho Ho Ho, Who Cares What Freud Thinks?
Is it just me or is Christmas time just a terrible time for Game Maker? With all the christmas shopping I have to do, and all the schoolwork they decide to throw at me right before the break is just killing my will to work on my projects! As much as I want to work on my games, I just can't because of all the stress from school, and the pressure to get something for everyone! I was hoping I could have a project done to give as a gift to the 64D community, but sorry guys, no dice this year, Santa has Sociology homework.
So Far for Christmas, I've asked for
-An 80 Gig Video iPod, as much as I hate Macintosh
-More Airsoft Rifles!
-A New Cup Seal for my paintball gun.
-New Mod Chip for my Xbox
-Dremel Kit (To Mod my Computer Case)
-Bondo (To Mod my Computer Case)
-I want the Nintendo Wii, but I know I'm gonna have to wait >:P
Recently, I've been wholly addicted to Dimmu Borgir, Iron Maiden, Iced Earth, and mostly, Nocturnal Rites (SO GOOD!)
I highly suggest you download some Nocturnal Rites if you like metal music at all, they are phenominal, the lyrics and singer are great, and the musicianship is of very high caliber, and stays through constant through all of their albums.
Some suggested songs are:
"Wake Up Dead"
"New World Messiah" and
I've subscribed to ESEA, which is a seperate online gaming community/client for Counter Strike, it's friggin' awesome! You can do constant Pugs (Pick Up Games) or Scrims, and they even have their own seperate servers from the rest, they're monster servers as well, I mean 600+ tick boosted, so you don't have to worry about the bullet registry too much... well, at all...
Also, I've slowed down on playing Condition Zero, and I'm moving more towards the 1.6 side of counter strike, since it's harder, and in the long run will make you better. So I'm guessing if I can go CAL-IM for 1.6, then I could easily go CAL-M or even quite possibly CAL-I for Condition Zero. Hopefully I'll do well in a couple LAN tournaments I'm going to in the next couple months. Wish me Luck!
Subject 9: Overwolrd Map Started
Posted on November 28, 2006 at 19:17
I have begun work on the Overworld map for S9, which so far looks great, and I have added gridlines using Tyranic Moron's amazing script (Thank You!) So It looks GREAT.
I'm also FINALLY making some enemies. So far they are just standard soldiers, patrolling, stationary, etc. I am going to add Line of Sight and Sound eventually, but for now they are just dumb AI. Line of sight will come first since it is most important, in my opinion, and will make it way more functional. Once the sound is added, the true stealth element will FINALLY be integrated.
If you have any questions/comments/ideas please do tell me, I want this to be a user driven game, tell me what you want in it and I will (most likely, if it's not completely off the wall) put it in.
WARCRAFT: Finally, Warcraft has taken over Condition Zero on my Xfire.
<a href=http://profile.xfire.com/t3hjaundice><img src=http://miniprofile.xfire.com/bg/co/type/2/t3hjaundice.png width=450 height=34></a>
As you can see there. For some reason this week I have been wholly addicted to TD's and Hero Line Wars, NO I AM NOT A DOTA FAG, in fact, I HATE THAT MAP :D. Yes, I dared to go there, DotA sucks.
It turns out my Home Ec. Teacher is cool as hell, she just got back from having a kid (maternity leave) so we had to all introduce ourselves and give a little info, it turns out she likes Slayer and all kinds of Metal Music, FOR THE WIN! Cool Teachers kick ass, and the cool thing is, since I get out at 12:25 every day, that means I'll have an even EASIER day to look forward to. Which means more time for Warcraft/Game Maker.
Muzzle Flash is no more!
Posted on November 27, 2006 at 18:37
Muzzle flash is no more... now it is called [Subject 9].
This title change coincides with the storyline which has just been written. It is briefly explained in the intro movie which I have just finished.
<a href="http://img208.imageshack.us/my.php?image=coolashellsc9.gif" target="_blank"><img src="http://img208.imageshack.us/img208/3838/coolashellsc9.th.gif" border="0"/></a>
Theres a little clip of the intro.
I am currently working on making some enemies, which isnt really hard, I just need to make some that patrol, some that are stationary, others with grenades, others that have different guns, etc. ALSO I have to make enemies blind from flashbangs, and make them unable to see through smoke.
Once I have the enemies and "AI" (if you want to call it that) done, I will release an updated demo with some blood effects and some action!
Still having trouble with it, as much as I want to get it done, it has become secondary to Subject 9. I have actually made a bit of progress in the spriting area at least, I made a few new terrain sets.
I also have the hud updated and working. No spells yet, friggin Iso spells suck.
I had a Staph Infection over my Thanksgiving break, that SUCKS.
BACK TO SUBJECT 9:
A VERY VERY good friend of mine who goes by xlilwill5x is making me an introduction score, with thundering orchestra and a very heavy sound, it will go well with the intro/menu screen, this will add a real atmosphere to the game.
I am feeling REALLY good about this project and the feedback I've received has been nothing but good, so I am very psyched to get a nice demo released, and once I have some more terrain and destructibles, I can finally start making some missions!
Also, xlilwill5x is going to aid me in making it multiplayer, so when the final version is released, be sure to give him some thanks for being frickin' awesome.
OMG SYMPHONY X!:
My Symphony X torrent finally finished! I ripped all the other CD's because I own all of them except...
V The New Mythology Suite, which is SUCH a good album, so I shall download it until I can pick it up. By the way, in case you didn't know, Symphony X is probably (no definitely) the best band to ever hit the earth, Russel Allen's Vocals are phenominal, Michael Romeo's skill with the guitar is unparalelled, Michael Pinella on keyboards adds the most amazing atmosphere, and my god, Jason Rullo is a MONSTER when it comes to odd times and random time changes, he can play any way, any speed, and of course lets not forget Michael Lepond, who plays the bass as if it were a regular guitar, with speed, finesse, and pure skill, together making the most amazing progressive metal music I have ever heard, definitely download some stuff by them... Then of course buy the CD's... pirates...
Another Muzzle Flash Update
Posted on November 23, 2006 at 20:18
I have added more to the HUD. HE Grenades, Smoke Grenades, and Flashbang Grenades!
Along with this, I have added some explosive barrels and regular barrels. When you shoot the explosive ones, they, well, explode and can cause chain reactions to cause MASSIVE damage to any enemies and the environment! The normal barrels can help you bank grenades around corners to take out groups of enemies.
I've also redone the entire dual wielding with the exception of the hud drawing part because I ran into some very odd snags, hence why the original had to be deleted.
Other than that I'm back up to speed and kicking.
I have a Staphylococcus aureus infection. Aka "staph" infection, from the dirty ass football players at my school. It had been going around for a while, and it was JUST in time for Thanksgiving. ::sigh:: well, luckily it isnt bothering me that much, and hell, it gives me a reason to sit inside and code!
DUNGEON LORD: Still duking it out with the friggin grid based movement, I just can't get it perfect, but I will keep trying. Eventually I'll just set it aside for a while to leave time to work harder on muzzle flash.
I'm so getting a Wii for "Generalized December Holiday" and its going to kick so much ass! Although I heard Red Steel wasn't as phenominal as thought, I'm still going to pick it up! Oh and Wii Sports PWNS. Last but DEFINITELY not least, F%#KING ZELDA SON!
I saw Tenacious D and the Pick Of Destiny... HILARIOUS! The rockoff with Satan (Aka Dave Grohl of Nirvana) and the talking Dio Poster (Ronny James Dio of course) and other such cameos made it even better! Great soundtrack as well, definitely go out and see this one.
Finally Some Progress!
Posted on November 20, 2006 at 15:12
I've FINALLY made some Progress on Dungeon Lord! (http://64digits.com/games/index.php?cmd=view_game&id=2221) I have the grid based movement in the preliminary stages. You can move in all directions, he'll snap to the grid, but I'm having some trouble with him "skating" sometimes. If you walk in a direction for a while and let go, instead of snapping he'll just keep "skating" along. Once that is troubleshot and I implement the Item system I will release a new demo. If you have any ideas to help me out with the skating problem leave a comment or PM me.
MUZZLE FLASH UPDATE:
Added weapon graphics, yes he holds guns now instead of just firing from his hands!
Of course I did this in the simplest way possible, me being a fan of the "simple, but effective" method. I merely detected what the value of "weapon" was according to each hand, and simply used this to refer to image_single, and made the hand a multi-frame sprite, each one having the relative weapon, in order of course. Easy!
I also made a new crate sprite which you can see in the screenshot. I'm eventually going to implement some sparks and ricochet-ing bullets for a cool effect.
The Biggest Improvement I'm working on is the Hand Grenade and the proximity mines. Once I have those done, that will be it for weapons (at least I think so, unless I get some cool Ideas from you guys for weapons, in fact, I might have a contest for it :D) and I can move on to making some enemies and AI for said enemies. Once I have that bulk of stuff done, It's time to move on to lighting. If I can find an EASY to implement lighting engine, I will, because I want to have a stealth element to the game. Again, once all that is done, terraining... ahh terraining, the most monotonous thing in the world, wall sprites, ground textures, doors, barrels, exploding barrels, windows, etc. if you have any ideas for destructibles or cool terrain, please tell me, I want this game to be fairly community driven.
Haven't played warcraft in a while, a.k.a. a week, so I'm going to jump right back into it today! No mapping because I ran into some MAJOR trigger snags and that has severely made me mad. So I wont be mapping for a while.
YES! DOOM 2! OH THE NOSTALGIA!! I found an AMAZING port for Doom 2, and then a program that lets you play it online with other people! You'd think such an old game would have no one playing it, but I found at least 10-20 thousand people playing it last time I was on. I'd hate to advertise, but just in case youre interested you can google Zdoom and Zdaemon.
Muzzle Flash Update
Posted on November 19, 2006 at 16:33
I've uploaded a new demo of Muzzle flash with the stupid parenting error and new bullet sprites (which when drawn blended look awesome) along with some alterations to the bullet speeds, reload times, and more.
Theres the new demo. I hope you enjoy the updates.
And, before anyone says anything, yes some crates you can walk through, they are invincible crates added merely to test out the particle lag, if any.
DUNGEON LORD: Argggh, working on HUD sprites, its tough running 2 ambitious projects at once, sadly I'm less motivated from this one as of right now because of stupid errors that make me angry and things that just dont work right. If I can get the friggin' isometric grid based movement working I can stop breaking my knuckles on walls and finally make some REAL headway with this project.
OH NO ANOTHER?:
I've been so wholly addicted to ColumnsX recently that I decided to venture into the pure puzzle genre. Of course I don't plan on blowing all my time on this, though I may just submit it as an example, but since its my first real puzzle game (with the exception of one I made about a year ago) the coding is kind of sloppy and not necessarily economic, but hey, someone could learn from it.
Iron Maiden is my recent kick, Brave New World is such an awesome album, glad I picked it up so long ago. I kind of let it stew for a while, and the other day I was going through my CD's and happened upon it, then I thought to myself "damn! this was from way back when!", loaded it up and rocked out all day. In fact, I'm still rocking out now! |m| METAL |m|
VIDEO: ::sigh:: Japanese people (no offense to anyone hailing from Nipon) are so good at everything, a lot of times useless things (with many exceptions) but in this case... pen spinning...
Quite possibly the coolest thing I've ever seen, but whats the point? WHO CARES! ITS SO FRIGGIN BAD ASS!!
So bad ass to the point where I have wasted a WHOLE hour on learning how to do what is known as a "thumb around" where the pen/pencil spins around the BACK of your thumb freely and is thus caught in the index finger upon complete rotation. Very Cool, yet again, useless. Waste of an hour? Some might think so, but it amused me.
OTHER: I punched my wall out of sheer anger (probably about 3 or 4 times) when some d-bag kept baiting his partner in this fy_iceworld in Condition Zero. Normally this doesn't anger me this badly, but today, for some reason, this kid was just plainly not likeable, and then to make it worse, he was the ONLY person that killed me, because he had a n00b friend in the server who I would kill and then when I reload, BAM he comes out to mop it up... scrub.
STAY METAL |m| |m| !
Long Day of Coding Ahead
Posted on November 18, 2006 at 11:15
Well I've got myself a VERY long day of coding ahead of me today, I'm making the HUD for Dungeon Lord, sprites, variables, everything. Then after that I'm going to work on a few combat spells, so once I sprite up some enemies, you'll be able to launch a Magic Missile at them. Also, I'm working on a title menu background, which will definitely sap up some time.
Of course after this I'm working on Project Muzzle Flash, which in that I'm putting in the actual weapon sprites that the character will hold (instead of just firing out of his hands :D) which shouldn't take too long since weapon spriting is my specialty. Afterwards I need to make some better backgrounds, or find some, and set up a nice tiling system and make some new wall sprites to make buildings, sliding doors, etc.
Finished my CTF map, it's fully playable with respawns, I host it on USEast a hell of a lot, so hopefully you'll see some people hosting it.
OTHER: Soldat! I've been soldatting a lot recently as well, ripping up the CTF's and Team Deathmatch. Favorite Weapon? LAW Missile :D. I am also learning to snipe like a beast, I ripped up 2 kids in a row, 2 sniper bullets to the head consecutively. It was pretty B.A.
Also, I had a problem with the images uploading, for some reason one of my preview gifs came up as pure black, yet when I hosted it elsewhere and used the URL upload it came up fine... odd.