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Joined January 03, 2008
Games (8)

Vectoroids
January 29, 2008
Metaknight Demo 3.2
January 12, 2008
Hack N' Slash Project Demo
June 01, 2009
loltrix
February 17, 2010
The Wrath of the god
March 23, 2010
Road Trip to Hell
October 26, 2010
Rather Small Invaders
December 08, 2010
Three's a Crowd
February 18, 2013
Examples (2)

RGB Color Selection
January 29, 2008
Spaceship AI
April 01, 2008
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Spear 0.04
Posted on February 07, 2016 at 12:21

Another week of work. I'm thinking of posting weekly updates if there's any interesting new features.

Changelog (Show)


Graphics
There's more colors than black/white/red! Though it's all placeholder, I can try out 8-directional sprites and parallax background scrolling, which look quite better than a black void backdrop.

Smarter dodging
Instead of attempting to code this thing I realized that simply ignoring projectiles that are moving away from you was an easier approach. I should still make npcs sidestep perpendicular to the trajectory instead of moving in the opposite direction, otherwise we end up with cartoon-logic NPCs. I suppose an NPC should check both 90º movement options and see which has an obstacle the furthest.

Movement flowchart
I've improved the original design. Instead of a series of if statements... now they're a series of NESTED if statements. It still needs refining but it's far more manageable than what I had earlier. Take a look at the structure if you want:
flowchart (Show)

As you can see it prioritizes dodging attacks above all. Now all I need is some nifty A* implementation and we're set.

Webbums
I've upgraded from gif to webm since tiles make the gif files take up more space than they're worth.
webms (Show)


What's next
-I've yet to move all of the enemies' actions onto scripts to make other enemies based on them.
-Tiling a level is slow, tedious work, I need an auto tiling algorithm.
-There's no dynamic drawing depth based on the Y position yet.
-A* implementation.
-Figuring out whether or not to move the game to a 4:3 configuration and keep the extra space for the HUD, since it's not that great that you have a higher horizontal view than vertical.
-Probably more, but let's not get ahead of ourselves.

The download
Right here.

If you've made it here, thanks for your time.

question for mods (Show)




Spear 0.03
Posted on January 31, 2016 at 15:31

I've been making a top-down RPG thing for the past week. I feel for once that I've got some focus and might be able to take it somewhere.

The abstract
Anyway, the idea is to move around chucking throwable weapons at enemies. Your own momentum influences the shot, so you have to compensate when aiming. So far there's only spears, but I'll add a few more in the future.
There's also directional blocking and few stats to level up, depending on your playstyle.

The gifs
Here's some .gifs to look at
(I'd have uploaded all these to 64D, but I'm getting a 413 error on nginx)
Gifs (Show)



The process
I'm trying really hard to keep the management under control, categorizing resources in GMS, keeping some sense of consistency with naming conventions, commenting the code, making scripts left and right in order to keep them reusable. I hope it doesn't sprawl into chaos.

My workflow generally goes through a small text file displayed on my desktop, I write whatever tasks that need to be done, remove them when finished and add future ideas on it. So far so good. Here's how it looks at the moment:

Code
-Make enemies move
-Add placeholder audio
-Balance* stamina usage
-Inventory
-XP and leveling up
-Weapon types
-Sanitize code


And I'll eventually find someone for graphics and audio, it's not too much of a hurry since I can just update the entity drawing scripts to accommodate for that.

The download
If what you've seen so far entices you, I encourage you to download the current build right here and tell me what you think.



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