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Joined March 13, 2008
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Metaball Test
March 17, 2008
October 23, 2009
Picture Melter
March 13, 2008
October 31, 2009
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Posted on December 30, 2009 at 10:39

This is the game project I'm working on right now, based on the concept of letting the player design their own skills. It's been rattling around in my head for some time, but I've finally gotten started, woot! Right now I'm working out the wrinkles in the class/stats system's balance. Instead of having explicit classes, the player chooses a set of tendencies that shape their strengths and limitations. I've got it mostly straightened out, but there's one or two stat anomalies left to smash. Anyway, here's a preliminary screenshot showing the partially completed class selection screen.

The gameplay itself is intended to be Diablo-like, as far as hectic fighting and procedural dungeons. I'm really not sure what (if anything) I want to do with it story-wise right now. At the moment, I'm just focusing on the gameplay dynamics, and (hopefully) making it fun. ;) Here's to progress!

~Chloe <3

Just how long...
Posted on October 31, 2009 at 00:13

About You~ Just how long has everyone been here? Looking at my old account, it seems I originally signed up on February 20th, 2006, and while I remember a few people from then, like Melee-Master and Ludamad, most of you are totally unfamiliar to me. So I just wondered if any of you have taken on a new name like myself. (If you knew me back in the day, you would probably remember me as TaleriaKNT, or possibly Xemrel.)

Caelis Alteris' Progress~ None. I've gotten sidetracked watching trough all of Smallville and fighting with nLite. But I'm past the half way mark in the show, so another few days and back to work. :P Well, okay, it's not that I've done NOTHING, but none of it's really visible. Just cleaning internal things up so the rest goes easier.

Gameplay Question~ How do you feel about controlling something complicated? Prefer many buttons with single function, or a few buttons that can be combined in complicated ways? What if combos require special timing: Is this cool/fun, or just frustrating to you?

Progress and Simler
Posted on October 27, 2009 at 23:23

Caelis Alteris, the sequel to Caelis, is coming along nicely. The sound system is getting more and more robust, and I've started moving forward into texture generation. But sadly, I wrote a hundred or so lines without testing, only to discover you can't compare arguments directly. I don't remember that ever being an issue before, but it threw an error complaining about it, so now I have to dig through it all and compensate for that. Also, some sounds are really hard to approximate with math. Or in other words, guitars have weird harmonics. It's hard to get something that sounds natural. Once I have them though... Not sure how I'm gonna handle music. It's one thing to generate a bunch of tiny wav files, but rendering whole songs in GML? SLOOOOOW. So I think I'll have to "play" the song in realtime. But you can only pitch bend about 50% in either direction, so I'll need multiple copies of each instrument at different note ranges. That and if there's a framerate hiccup, the music will hiccup along with it. And more importantly... I don't really know how to write music, lol.

On an unrelated front, I signed up for a new-ish social networking site called Simler. It's kinda neat, and weirdly addicting. It's sorta like Twitter, except you post to tags, and you gather tags yourself so it can suggest people you actually have common interests with. Makes breaking the ice a lot easier. Go to http://www.simler.com/user/Tizabet/ for my profile there. But watch out. Once you start seeking out tags, it's hard to stop. :P

Odd Error
Posted on October 21, 2009 at 14:13

Fatal error: Call to undefined function imagecreatefrompng() in /home/u64digi/public_html/functions.php on line 77

Odd because I was trying to post an example... with jpgs... Same error even if I left off the images completely.

Anyway, I was trying to post my old 3D OSG, Caelis as a reference because I've started working on a sequel to remind myself how to use GM, which I haven't touched in like forever and a half.

The focus GM-wise is to get the most out of a true OSG (no new objects, no new events, just one instance with one epic draw event). So far, I've got initialization stuff going, and a cool wave generation thing going on so I can easily add nice-ish sounds in a single line. Woot.

Oh, did I mention that while I'm not making any objects, I AM abusing the hell out of procedural generation. Can't store sounds? No problem, I'll just generate wav files on the fly! Can't store graphics? Who cares, I can build up simple drawings into basic textures, basic textures into complex ones, and then slap them on some procedural models! Whee!

I don't know if anyone cares about OSGs anymore, but I love working on them, so if you don't like them, then PBBPBPBBBTTTTT!

~Chloe <3

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