edit: I may have made it too hard for me to play.
Unsure about what made the quit command glitch.
A properly-designed sidescroller will make its players at least occasionally want to put their head through the screen, so...
(Also as far as visuals go, I particularly like the look of the mountains and/or pyramids in the early part of the background there.)
I'm thinking of something between Jacob Lawrence and Flashback, but what I sketch on paper, and what comes out in gimp, paint, and gamemaker is quite different.
Then there's shaders to think about.
Thank you.
edit: They're mountains. The story should visibly be, come from mountains to tower, go up river, enter city, attack castle.
Remember kids, if you cannot decide on what to make work, there is always several lines of code you should comment on.
Is there a reason in unity 2d no one seems to use bounds for camera constraints? I tried to find some example cameras, and I keep seeing this snippet everywhere:
var vertExtent = Camera.main.camera.orthographicSize;
var horzExtent = vertExtent * Screen.width / Screen.height;
// Calculations assume map is position at the origin
minX = horzExtent - mapX / 2.0;
maxX = mapX / 2.0 - horzExtent;
minY = vertExtent - mapY / 2.0;
maxY = mapY / 2.0 - vertExtent;
But what I ended up with seems more readable to me:
But I just discovered I had my keyboard checks backwards so the inputs and outputs are correct, but the code dance in-between them is wrong.
edit: Corrected inputs
Charge attack and blade attack work properly
Discovered that several movement variables were not properly linked to the control object and I had set variables in the player that should have gone back to control.
After much fixing, everything appears to work properly, so after some housekeeping.......I think I'm ready for level 2
Awesome bundle! I already own some of it, so decided to share my leftovers! The winner of Spriter Pro will also receive Game Effects Pack DLC!
These are open to all members of the Penny Arcade Steam Group!
A mod will have to confirm the details but this thread is more about developing and progress than posting a finished product. Also helping each other out.
You can post your game if we've been following its development for a couple of months and you finally got it released.
I think that's more a general warning to people who only come to the forums to promote their product. We're all active PA forum members who are helping each other by sharing advice, code pieces, art asset progress, and other things pertaining to our games. In some way, yeah we're still promoting our works, but that's not the primary purpose of the thread.
I think of that this thread is for getting help or showing off progress of games currently being worked on, instead of saying "I made this game like 6 months ago, go buy it here."
It was only after changing my player sprite that I realized that I had essentially created one the same problems that made the silver surfer game suck on NES, player sprite too big for the environment and a bigger target.
Now to find some stinking research data for Avaris, the city this was supposed to actually have taken place in.
Here's the first look at what I'm working on. I confess it isn't an original idea, but its inspiration is years old now and as far as I know has never seen a version or clone outside the PS1 and PSP/Vita which, imho, are a terrible choice of platform for it.
It may not look like much yet, but all the chips there are fully implemented along with the CPU processing. I'm using the Final-IK sand crawler for the moment (And I experimented adding some box colliders to it and I'm making it move faster than it likes to, so the legs are going a bit wonky, but I'll make my own mech soon).
Lots of work still to do but this foundation is solid and ready for more work to be done on it.
Here's the first look at what I'm working on. I confess it isn't an original idea, but its inspiration is years old now and as far as I know has never seen a version or clone outside the PS1 and PSP/Vita which, imho, are a terrible choice of platform for it.
It may not look like much yet, but all the chips there are fully implemented along with the CPU processing. I'm using the Final-IK sand crawler for the moment (And I experimented adding some box colliders to it and I'm making it move faster than it likes to, so the legs are going a bit wonky, but I'll make my own mech soon).
Lots of work still to do but this foundation is solid and ready for more work to be done on it.
Meanwhile, the joy of trying to puzzle something out with a stack of debug logging statements that are (currently) larger than my movement code. Wheeee(head passing through desk noises)!
Should I make this boat a child of the ground and have the same ground collision script work, or a child of the master enemy?
I can always rewrite the ground collision script and not be lazy.
edit: This is the code for the crocodile jumping in the air. Are there any parts that you think might be shortened? I mean, this works "fine" (need to tweak the speeds so the player has a change and change the attack range. But overall, what are your thoughts?
///Cocodile behavior
//The crocodile spawns on the right of the room and swims slowly to the left.
//When the player enters the croc's attack range, it switches to the attack state
//under the attack state, it flies up past the player
//when the croc reaches where the player was in terms of heigh, crock falls back down in a flying (falling with style) state.
switch (state)
{
case states.idle:
{
x += -movespeed //swim to the left
sprite_index = spr_croceyes; //just see the eyes
mask_index = spr_croceyes;
image_angle = 0;
scr_sin_movement(); //swim up and down.
origin = y; //mark its origin every frame
var leap; //so we have leap variable
leap = collision_rectangle(x - 50, 0, x + 10, y, obj_player, false, true); //leap variable is checking in a location
if leap && cooldown //if leap and cooldown are true
{
// set a target variable
target = obj_player.y; //target is the player's height at this moment
mask_index = spr_croc_leap;//change collision mask to the leap sprite
sprite_index = spr_croc_leap; //switch to the leap attack
image_index = 0; //start of the animation
state = states.attack1; //switch to the attack state
}
break; //break, no more scripting
}
case states.attack1: //in the attack state
{
//moving the crock
x += -movespeed * 0; //crock stops swimming to the left
y += (origin - target) * -0.1; //croc flies up
image_angle = 90;
// damaging the player
var inst = instance_place(x,y,obj_player); //if the croc collides with the player object
if (inst!=noone) //if its actually colliding with one of them, aka not not colliding
{
with (inst) //with the thing its colliding with (the player)
{
health = health - 1; //lower the player's health by -1
}
}
if y <= target //if player exceeds what the player height was
{
cooldown = false;//start cooldown
state = states.flying; //switch to flying (falling with style)
}
break;
}
case states.flying: //if flying
{
y += movespeed * 4; //fall down at movespeed + grav
if y >= origin - sprite_width/2 //if at or past the origin plus half the sprite's width ( it was drawn flat)
{
y = origin; //reset croc to origin
alarm[0] = room_speed * 4; //start cooldown timer
state = states.idle; //switch to the idle state
}
}
}
My toolchain so far has been Unity, Clip Studio Paint Pro (aka Manga Studio), and GIMP. Should I bother if I'm already drawing my own sprites and don't have any interest in voxel or hexel art styles?
My toolchain so far has been Unity, Clip Studio Paint Pro (aka Manga Studio), and GIMP. Should I bother if I'm already drawing my own sprites and don't have any interest in voxel or hexel art styles?
Spriter Pro is great for doing animations. The DLC packs in the higher tiers aren't really necessary, but do give a good base of animations to work with. I haven't tried out the other apps included with the highest tier yet though. $1 Spriter Pro is worth it though
I picked up the bundle eventhough I mostly do 3d work. Spriter looked like a great way for me to try to do 2D stuff. I don't really care about the rest though but through the bundle it was an inexpensive way to try these tools out, although I still went with the 10$+ option.
I picked up the bundle eventhough I mostly do 3d work. Spriter looked like a great way for me to try to do 2D stuff. I don't really care about the rest though but through the bundle it was an inexpensive way to try these tools out, although I still went with the 10$+ option.
Neat! Does Spriter export animations in a format that Unity can use?
I picked up the bundle eventhough I mostly do 3d work. Spriter looked like a great way for me to try to do 2D stuff. I don't really care about the rest though but through the bundle it was an inexpensive way to try these tools out, although I still went with the 10$+ option.
Neat! Does Spriter export animations in a format that Unity can use?
I haven't even tried it yet. I'm using UE4 but I assumed to simply use spritesheets and flipboards. Googling around it looks like Spriter only exports png sheets or animated gif.
If Spriter had fbx export as polygons rigged on flat skeletons and animated that would be awesome as the full power of the animation system would be at your disposal but I can already use my current 3d apps for that.
I don't know what Unity uses though.
Edit: Did some quick searching for 2D skeleton animation suites and found this creature.kestrelmoon.com/ that looks pretty good. I am sure there are others and better too but Spriter seems to be more an inexpensive solution to making and animating sprites.
// bullet impact
var inst = instance_place(x,y,obj_player); //if this is the player object
if (inst!=noone) //if its actually colliding with one of them, aka not not colliding
{
//instance_create(x,y, obj_explosion); //create an explosion
instance_destroy(); //destroy the bullet
with (inst) //with the thing its colliding with
{
health = health - 1; //lower the player's health by -1
}
}
how do I replace that -1 in line...9 with a variable from the enemy object I'm calling from? I ran it with a variable called damage and it looked for it in the obj_player's variables.
Posts
I'm thinking of something between Jacob Lawrence and Flashback, but what I sketch on paper, and what comes out in gimp, paint, and gamemaker is quite different.
Then there's shaders to think about.
Thank you.
edit: They're mountains. The story should visibly be, come from mountains to tower, go up river, enter city, attack castle.
Remember kids, if you cannot decide on what to make work, there is always several lines of code you should comment on.
http://www.fallout3nexus.com/downloads/file.php?id=16534
https://www.youtube.com/watch?v=PEIXjn1WrQI
But I'm quite happy with this, for now. Next: turning loops...
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
But what I ended up with seems more readable to me:
Am I missing something?
But I just discovered I had my keyboard checks backwards so the inputs and outputs are correct, but the code dance in-between them is wrong.
edit: Corrected inputs
Charge attack and blade attack work properly
Discovered that several movement variables were not properly linked to the control object and I had set variables in the player that should have gone back to control.
After much fixing, everything appears to work properly, so after some housekeeping.......I think I'm ready for level 2
http://www.fallout3nexus.com/downloads/file.php?id=16534
Also trying out effects to potentially use on a menu screen
During the reveal of the December UE4JAM winners they had Tim Sweeney play the winning games.
I had my game played by Tim Sweeney.
https://www.twitch.tv/unrealengine/v/109182696?t=22m49s
https://www.humblebundle.com/game-developer-software-bundle
Awesome bundle! I already own some of it, so decided to share my leftovers! The winner of Spriter Pro will also receive Game Effects Pack DLC!
These are open to all members of the Penny Arcade Steam Group!
Switch: 6589-6405-3399
You can post your game if we've been following its development for a couple of months and you finally got it released.
I think that's more a general warning to people who only come to the forums to promote their product. We're all active PA forum members who are helping each other by sharing advice, code pieces, art asset progress, and other things pertaining to our games. In some way, yeah we're still promoting our works, but that's not the primary purpose of the thread.
I think of that this thread is for getting help or showing off progress of games currently being worked on, instead of saying "I made this game like 6 months ago, go buy it here."
Edit - Das beaten by el Handkor.
Twitch: KoopahTroopah - Steam: Koopah
Switch: 6589-6405-3399
Gamemaker
Also, state machines are glorious.
http://www.fallout3nexus.com/downloads/file.php?id=16534
https://www.youtube.com/watch?v=KZUgCzM1LKA
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
edit: Latest version
https://youtu.be/UDD3iNXY43k
It was only after changing my player sprite that I realized that I had essentially created one the same problems that made the silver surfer game suck on NES, player sprite too big for the environment and a bigger target.
Now to find some stinking research data for Avaris, the city this was supposed to actually have taken place in.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Here's the first look at what I'm working on. I confess it isn't an original idea, but its inspiration is years old now and as far as I know has never seen a version or clone outside the PS1 and PSP/Vita which, imho, are a terrible choice of platform for it.
It may not look like much yet, but all the chips there are fully implemented along with the CPU processing. I'm using the Final-IK sand crawler for the moment (And I experimented adding some box colliders to it and I'm making it move faster than it likes to, so the legs are going a bit wonky, but I'll make my own mech soon).
Lots of work still to do but this foundation is solid and ready for more work to be done on it.
Switch: 6589-6405-3399
Spider?
http://www.fallout3nexus.com/downloads/file.php?id=16534
The robot thing there? Yeah that's the Final-IK demo sand spider robot.
Switch: 6589-6405-3399
Oh, I was talking about your inspiration.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Ahh. The inspiration is Carnage Heart.
Switch: 6589-6405-3399
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Switch: 6589-6405-3399
How to make the Legend of Zelda in Game Maker
Meanwhile, the joy of trying to puzzle something out with a stack of debug logging statements that are (currently) larger than my movement code. Wheeee(head passing through desk noises)!
I can always rewrite the ground collision script and not be lazy.
edit: This is the code for the crocodile jumping in the air. Are there any parts that you think might be shortened? I mean, this works "fine" (need to tweak the speeds so the player has a change and change the attack range. But overall, what are your thoughts?
http://www.fallout3nexus.com/downloads/file.php?id=16534
Does anyone have any opinions on this bundle?
My toolchain so far has been Unity, Clip Studio Paint Pro (aka Manga Studio), and GIMP. Should I bother if I'm already drawing my own sprites and don't have any interest in voxel or hexel art styles?
Spriter Pro is great for doing animations. The DLC packs in the higher tiers aren't really necessary, but do give a good base of animations to work with. I haven't tried out the other apps included with the highest tier yet though. $1 Spriter Pro is worth it though
If the various software have free demos, try those and see how long it takes to copy or improve one of your core assets from scratch.
http://www.fallout3nexus.com/downloads/file.php?id=16534
Neat! Does Spriter export animations in a format that Unity can use?
I haven't even tried it yet. I'm using UE4 but I assumed to simply use spritesheets and flipboards. Googling around it looks like Spriter only exports png sheets or animated gif.
If Spriter had fbx export as polygons rigged on flat skeletons and animated that would be awesome as the full power of the animation system would be at your disposal but I can already use my current 3d apps for that.
I don't know what Unity uses though.
Edit: Did some quick searching for 2D skeleton animation suites and found this creature.kestrelmoon.com/ that looks pretty good. I am sure there are others and better too but Spriter seems to be more an inexpensive solution to making and animating sprites.
https://www.youtube.com/watch?v=GBdN-irm_JY
So much for the uniform noise... now for more interesting vectors!
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
I made a game, it has penguins in it. It's pay what you like on Gumroad.
Currently Ebaying Nothing at all but I might do in the future.
how do I replace that -1 in line...9 with a variable from the enemy object I'm calling from? I ran it with a variable called damage and it looked for it in the obj_player's variables.
http://www.fallout3nexus.com/downloads/file.php?id=16534