Help me brainstorm
Posted on May 29, 2008 at 19:11
Ive logged more time into Stick Battle (name pending), and its gonna be released fully soon, probally next week after school lets out. But, i still need a decent title. The soldiers are no longer real stick figures, and 'stick battle' is just generic and dumb, so i need a new, better title. Please gimme some ideas.
Also, i am planning on creating a specific character for the player. Currently, the player plays as a clone of the friendly soldiers, just with a yellow armband, as opposed to a red one. I am thinking of making a character for the player to play as, so it will be easier to distinguish which soldier the user is controlling. So please feed me some ideas about what the character should look like, who he should be, etc. Any suggestions or ideas are appreciated!
Heres the link to the wip if you havent already played it:
Posted on April 18, 2008 at 00:14
I'm really sorry that I'm not active at all here anymore, i really do miss it a lot, but i just havent the time nowadays. I'm not going to write a personal blog and go into my life details, but basically track everyday, school, boyscout crap, sat prep class, therapy, and soon to be attending driving school, are all really eating up my time. Luckily this week of April vacation i have had enough down time to continue working on GM games, so ive started updating my Stick Battle game. Thats what this blog is about.
Stick Battle Updates:
People were complaining about the graphics, which werent all that good i know, so i redid basically everything. Hopefully they are worthy enough. I'm not an expert pixel artist or w/e, but i think i did well and still preserved the game's simplicity.
vehicles:gone, byebye. they were too buggy and annoying, i really dont miss them at all.
classes: the different classes are about balanced now i beleive.
ai: the main ai is still the same, but i made the ai soldiers able to jump over obstacles and duck under low ledges.
i also added a respawn system.
new levels in the works too. check out the snowy one!
HELP: i really need suggestions for a title, because Stick Battle, quite frankly, sucks. I need a good title for the game, thanks.
(random note: i just noticed that n1ko, well niko, is the name of the protagonist in the new GTA game coming out. Kinda wierd coincidence i think)
Glorious return to 64d
Posted on November 10, 2007 at 21:43
Hey all. I really have not had any time for personal stuff since summer, between school and xc practice everyday. But xc is over now, so i have some extra free time until indoor track starts! YAY!
Anywho, as you may have (or may have not) noticed, I recently submitted my current project/wip/thingy, and the reviews are in: it's fun! If you havent already, check it out:
Please leave me a comment with a suggestion too (bsides better graphics, i
know that lol, im working on it).
Changes in version 1.1:
Removed stealth charcter (he was supposed to be like a splinter cell, but my draw methods prevented me from turning him invisible, i got frustrated, so yeah)
Removed the "grenade-only" guy
Redrawn all weapon sprites to increase grafic nicness
Turned SWAT character into a medic
CHanged some weapon noises
Made the machine guns less accurate
Made sniper have less reload time
Made shotgun less awesome
Made assualt rifles more powerful
Made explosions slightly less powerful
Implemented secondary equipment:
Assault rifle guys get frags (2)
Shotgun guys get mines (2)
Medics get a "health kit dispenser" (2)
Sniper gets an airstrike caller (funfun)
Support guy gets frags(2)
Demo guy gets mines(2)
Added a "battle progress" hud
Removed fps counter
Changed view slightly to remove excess uneeded sky
Dead bodies fly around :D
Added tanks, usable by both player and ai
Added humvees, same as above
I think thats it, but there probally is more that i forgot.
(I am accepting donations toward buying registered version lol)
BUGS: There is a small gameplay bug that i forgot to adress. Enemy vehicles can recapture flags. To reduce vehicle pwnage the vehicles are not supposed to be able to catpure flags. Itll be fixed in version 1.2, or w/e.
The reason grafix suck arent because I am a bad artist, (on the conrary, ive won a scholastic silver key lol), its for purely ergonomic. Without image_angle, etc, to help draw sprites it adds a lot of filesize drawing so many images, so i have to make cutbacks, ie using same sprite for every charcter, etc. The game IS supposed to be slightly cartoonish, though, and the characters are ment to be stick figures, to add a small amount of comic value. Once i get registered i will up the grafix ten fold, though. So no one, please, i BEG you, dont post anyplace about grafix concerns. Thanks.
Check in for more updates regularly.
Posted on May 08, 2007 at 21:12
Ok, just incase anyone happens to read my blogs ever, i am still working on ghost recon. But, i felt the urge to finish a game for once, so i created a small minigame thing. Now, i know what you are thinking: " oh no, not another noob minigame. who cares." And you are right. All i did was take the 3d gm example and edit it (a lot), and throw in some crap graphix. But it is still pretty amusing, you might lol for a moment or two. And sense it isn't really game quality i am not going to submit it.
edit: the game is called Monkey Mowdown. Basically you shoot hordes of monkies with a machine gun, and watch thhem die/explode. Post any comments/suggestions. All posts like " noob" or "this is a cheap edit" or " sucked" will be deleted.
Screen shake used from edmunn: http://64digits.com/games/index.php?cmd=view_game&id=2862
random phrase: oatmeal raisin
speaking of raisins, dont feed them to your pet dog if you have one. I fed him one yesterday, and this morning there was (insert word for slightly viscous brown animal waste here) all over. EVERYWERE.
Luckily i go to school pretty early, so i didn't get stuck cleaning it.
Ok, i need to add a bit more to my blog so it doesn't get people angry and yelling. So ill ask for some advice with my ghost recon game. (i already posted a similar thing in the forums, but i might get more help thru a blog.)
My game has lots of enemies (30+), and a lot of team mates. They all have LOTS of code in the step events.Which means that if i place 10+ guys all in one area ( they deactivate outside of the area), it makes for some nice laggy crap. Anyone have anytips how i can cutdown on step event stuff without deleting too much, or were i could put the coding instead?
To all those who've downloaded: please leave a comment!
sorry, everytime i edit i keep hitting list in recent on accident. ill stop now :0
Posted on April 11, 2007 at 23:40
Ok, I started this game a while ago, but then abandoned it. Now I am resurecting the idea, and so far it kicks ass. It is called Ghost Recon :TDS. TDS stands for top-down strike, not top down shooter. But it is a top down shooter. sorry, no screenies yet, but the graffics are pretty good, most are my originals, although some i found online. Basically, you play the game like the original ghost recon games, before graw and gr2 came out, but in a top down view. It has both fireteams (no charlie team, sorry), and pretty decent ai, although your qaud doesnt folle the player too well. For example of ai: enemies react to sound, dead bodies, have lines of sight, and take cover/run at you, like in the real gr games.
You also get to assign your squad different classes, ie sniper, rifleman, support, and demo. You cannot pick individually soldiers, though. It will probabally be the most realistic tds ever made with gm, ie you cant go rambo style through the levels, and you have to actaully put the reticle on the target and fire, not just point in their general direction.
Other random features ive got so far: instant bullets, grenades, reticle expands/contratcs with player movement, ducking/standing, buildings with "see-thru" roofs, and finally the sound. the sound is AWESOME. I have gr for pc, and opened up the files, and took some .wavs straight from the game. Others i found online. The sound fx will probabally be the best feature of the game, even though they arent my own. ill have a demo soon, but my only drawbacks are: probabally large filesize since its unreg, it has tons o' sounds, and levels are HUGE (about 2000x2000). Post any comments, suggestions, or spam.
Random word: shoe box
edit: and if anyone knows a good way to make a nice td snow effect with unreg gm6, please lt me know. thanks!
edit 2x: i lied, ill have screenies tommarow (friday). i promise this time!
edit 3x:i lied again. (oops, im lazy. working on a wip though, xpect one in about 5-7 bussiness days)
requesting an example
Posted on December 04, 2006 at 18:48
Hi 64d. I've tried to get help through blogs before, but no one likes to respond, so please help me for once: I am working on a top-down shooter(along with like 50 other games, but I'm focusing on this one for now). The player aims with the mouse, rotates, etc, like any normal top-down shooter. But I want the reticle to be followed by the view, as opposed to the character. This works ok so far, but I need a way to keep the reticle from getting too far from the character. Right now all I have is "jump to position :mouse_x, mouse_y" in the step event. Can someone either tell me or show me an example of how to keep the reticle within a certain distance from the character? Oh, yeah, and I'm the ultimate-super-n00b at gm 'cuase i only know how to use dnd, so responses should be in dnd or VERY SIMPLE CODE please!Thank you very much, and to whoever gives me help that lets me accomplish this, I'll put you in the game credits if you like.Either respond in this blog, or pm me, but please don't flame or spam. Thanx
edit: ok im adding stuff to the blog, becuase the mods (especially melee) hate my guts: as son as i posted, it got tagged.
About the game to add blog length:
It's going to be a tds version of ghost recon becuase i was getting into a real ghost recon mood after dusting off the old cd and playing it. (Not ghost recon 2, the original series) Right now i have the main players completed, some enemies, and a few other things. But i would really like some good spriters to help me out: i need terrain graphics. Such as rocks, trees, water, grass, etc. Also, if anyone has any good backround music that resembles quiet, nature ambience, that would be nice.
Random question:who's eaten venison pepperoni? My dad just forced me to eat some, and i almost gagged! G2G, were having KFC for dinner!Ok, now mods, please accept my blog this time. thank you all, once again.
Posted on November 11, 2006 at 19:30
yeah, so i just bought ace combat x for psp on fri (i beat it already :P) and now im feeling all badass about planes, jets, etc. im trying to make a top down jet fighter game, but i need help with 2 things. first, i need an easy, simple (unreg) way to create trails of wind/smoke that come out from behind planes and missles when they go fast, then slowly fade away.
Next, i need some way to have the player's plane stay always at the edges of the screen, never flying in towards the middle. basically so that the player cant see behind them, but can see extra far in front, opposed to being plastered dead center in the view. im pretty sure this can be done somehow, but im too retarded to figure it out. so, can some sympethizers help me out, cause otherwise im gonna give up, mainly cause without the view thing the game will be retarded(though even with it itll still suck, 'cuase im really bad at game maker.) thank youz!
calling 64 digits...
Posted on October 26, 2006 at 21:33
Hello 64 digits community. Once again, I need help with a game and have no were else to turn, because because the GMC is crap. I am making a game that relies heavily on mooseluph's car pyisics/terrain example. I want to make the car able to jump, however, I suck at coding and I'm just messing myself up more. If somone could please help me find a way for it to jump, and if your advice helps me achieve my goal, I'll put you in my game credits under, 'special thanks'. Thank you everybody!
PLz help me (again)
Posted on August 02, 2006 at 12:42
okay, im going to post yet antoher blog askin for help with a game. here it goes : im making a simple tanks game(not top down), with destructable terrain and such, where the tanks shoot the bullets like morters.yeah. anyway, i need help, cause im making an ai tank that is supposed to aim at the player an shoot. but i have tried a few tings, and none have worked. basically, the ai tank's turret faces direction using facing_direction var and the bullet is created moving in that direction, with its speed set to turret's power var.(the power var and facing_direction var need to change values to adjust the shot so that the tank can score a hit on the player.) yeah, i jus sorta rambled a lot, but if you could understand wat i ment, then plaz help me out!
help w/ colors
Posted on July 24, 2006 at 20:15
ok 64 digits, i have yet another question about needing help with game maker. here it goes: i know how to open the function that brings up the color select window thing, and i want to use that so the player can choose their characters color. anyways, i used the get_color function thingy, but how do i get the playes selection to adjust the charcter's color?
oh yeah, and hamlo is coming along nicely. the only problem is that the file size is getting up there and ive barley started working on it...
does anyone have a light engine that is decent and require registered? if so, please pm me cause i want to make a top down stealth/shooter thing soon.thanx