Hello.
This year I made a small game for the Amiga in Blitz Basic 2. When I released the first version, I thought, I could make this game entirely for the Amiga but that would mean I'd have a select group of players and a pretty hard time battling memory/cpu problems. So I figured I would go look for a way to keep most of the original code, and be able to compile for other systems. I'm so happy I found GLBasic. :)
So, you play a red wizard whose homeland has been invaded by vikings. It's a platformer with some RPG elements. You can (of course) cast spells. Right now the fireball is more or less working. This is the version I released for the Amiga:
http://www.youtube.com/watch?v=tXHC6mew6jU
This is the re-write which I'm currently working on:
https://www.youtube.com/watch?v=5L1yQZ-DSEI
You charge up the fireball. The longer you charge the bigger it gets (and the more damage it will do eventually).
All pixels done by myself in old-style pixeling fashion, with the exception of the glow of the fireball which I did in Gimp. Also, the stars in the background is an image I took from some website, temporarily functioning as a background.
The music will be done by a friend of mine. We're thinking of a laid back medieval tune.
Some of the things I plan to add:
- A viking chicken that poops explosive eggs (probably an endboss)
- Shops where you can buy new spells and other stuff
- Unlockable doors
- Flying around on the back of a bird
- Running around on the back of a wolf
- More spells of course!
I will update this thread to document my progress, and to keep myself motivated. :)
Well I hope this motivates you. I Kinda like your retro game. I really enjoy the charging up - release fireball thing. Really finish this mate because I think i would play it 100%. :D
Love it! <3
Very cool conversion. Nice graphics and gameplay. :coke: :coke:
Yeah looks great :) You'll have to have birds flying over head when you're riding the platforms and stuff to shoot at like that! I like the fireball charge up mechanic too, looks fun.
I've always wondered how to handle a side-scroller like that.. I'm comfortable with grid-like tile maps, but how do you make levels for that sort of thing? Are they just a big long sprite? How do you do collision?
Very nice pixel art !!
Keep up the good work! :good:
Looks really good, what platforms (systems) are you planning to release it on?
The gfx look great, and I think we can always do with more indie RPG games.
Thanks for the feedback you guys. =D I will definitely finish this, although right now I have little time to work at it. I just started a new job which is taking a lot of energy, but I'm thinking of new things to add in the future anyway. ;) Once things quiet down a bit I'll be back at it. Meanwhile doing some small pixelwork, just little stuff, postponing working out the big ideas until I have more time and energy.
Quote from: Nathan on 2011-Oct-17
Looks really good, what platforms (systems) are you planning to release it on?
The gfx look great, and I think we can always do with more indie RPG games.
I'm thinking Windows and Linux, iPhone and Android, maybe more. For the phones and so on I'll have to see which controls would work best, and I'll need my friends to test on their systems but that'll work out. Because of the way the landscape gets built it's not really a big deal to change screen resolutions (except on very big screens which make the sprites look tiny).
Quote from: Falstaff on 2011-Oct-17
Yeah looks great :) You'll have to have birds flying over head when you're riding the platforms and stuff to shoot at like that! I like the fireball charge up mechanic too, looks fun.
I've always wondered how to handle a side-scroller like that.. I'm comfortable with grid-like tile maps, but how do you make levels for that sort of thing? Are they just a big long sprite? How do you do collision?
The enemies in the sky are in my plan, yes. :)
I've coded a level editor (see attachment). It's a grid, every block is 32x32 and has a TYPE which holds integers like sprite_number, solid, wall and ramp to check if it's a solid object, and what kind, and which sprite, etc. Then in-game I check collisions for all solid objects that are on screen. Some of the objects that don't need collision detection (like the background mountains) aren't 32x32. For the ramps I use ANIMCOLL, for the squares I use BOXCOLL.
All blocks are stored in an array of the block type. Drawing goes like this:
....._____________......
: | | :
: | | :
: | visible | :
: | screen | :
:.....|____________|....:
/\ /\
|---- draw here ---|
[attachment deleted by admin]
Very nice indeed :)
Quote from: r0ber7 on 2011-Oct-17
I will definitely finish this, although right now I have little time to work at it.
I know the feeling, after doing a full time day job and then motivating yourself in evening to do some more "work" is quite tricky.
Just get an irritating git or two to test it out during work lunchtimes. Gives you loads of motivation for a bit :)
Cheers
Hahaha, I'll keep that in mind. :)
Quote from: Crivens on 2011-Oct-17
Just get an irritating git or two to test it out during work lunchtimes. Gives you loads of motivation for a bit :)
Cheers
+1
I had the afternoon off, so I made some barrels explode. =D
Hitting a barrel with a fireball now causes it to go boom and release goodies (coins, potions). If you like things that go boom, watch me testing it out here:
http://www.youtube.com/watch?v=SpEKUCKTTP8
I've noticed sometimes the bouncing powerups get stuck near a solid block. Will fix that on friday, won't be a big thing. Unlike the segfault I spent most of my time on today. But it in the end, that's why I like programming. Solving riddles. ;)
Wow, you have loads of objects on the go there, impressive stuff.
Quote from: Nathan on 2011-Oct-19
Wow, you have loads of objects on the go there, impressive stuff.
The power of REDIM and arrays of TYPEs. :)
(http://www.psyview.nl/rwi/img/fireballsketch.png)
(http://www.psyview.nl/rwi/img/fb_impact.gif)
Lately I've been trying to get the fireball impact of my game improved. First three frames are fireball flying, after that is the impact anim.
The idea is to make flames burst out of the up and down sides of the fireball, while the velocity of impact breaks away the left side. I'm somewhat satisfied, but the flames on the edges don't seem right. Especially the last three screens kinda suck I think...
That animation looks great, you're showing your oldschool pixel art background there. :good:
Concerning the last frames, they will look good if the object impacted is at least the vertical size of the last one, otherwise you might do better with a smaller spread and maybe some fire particles bouncing off.
Nice update, and cool animations :)
Quote from: r0ber7 on 2011-Oct-19
I've noticed sometimes the bouncing powerups get stuck near a solid block. Will fix that on friday, won't be a big thing. Unlike the segfault I spent most of my time on today. But it in the end, that's why I like programming. Solving riddles. ;)
Haha I've been fighting my own battles, among them getting all the Apple certificate/provisioning stuff sorted out to actually test my app on my phone.. it's funny how these problems can be so infuriating as they're happening, but that only makes it that much sweeter when you crack them :)
Quote from: Ruidesco on 2011-Oct-20
Concerning the last frames, they will look good if the object impacted is at least the vertical size of the last one, otherwise you might do better with a smaller spread and maybe some fire particles bouncing off.
My thoughts exactly.
Quote from: Falstaff on 2011-Oct-21
Haha I've been fighting my own battles, among them getting all the Apple certificate/provisioning stuff sorted out to actually test my app on my phone.. it's funny how these problems can be so infuriating as they're happening, but that only makes it that much sweeter when you crack them :)
Yeah, I think that's also why I used to play point 'n clicks so much. The more frustration, the more victory. :P
Anyway, second try:
(http://www.psyview.nl/rwi/img/fb_impact2.gif)
It's not perfect yet, but at least it's suitable for hitting curved objects.
Now this looks like my type of platformer!
The details look great! It looks fun to play. :)
Will be watching this thread very carefully...are you going to release a demo of it any time soon? ;)
Also I see it looks as though you're developing it in Fedora...? Or is that just a GLB program running in it and not the actual IDE?
Quote from: Yodaman Jer on 2011-Oct-24
Now this looks like my type of platformer!
The details look great! It looks fun to play. :)
Will be watching this thread very carefully...are you going to release a demo of it any time soon? ;)
Also I see it looks as though you're developing it in Fedora...? Or is that just a GLB program running in it and not the actual IDE?
Thank you. :) It is fun to play, if I say so myself. :P
My current linux flavour is Ubuntu, and I wasn't aware that there's a GLBasic IDE for Linux?
I'll release a demo once I've got the basics in place and I'm satisfied with gfx & music. Can't give you any detail on the time, although I aim to release the full thing end of february (on my birthday). My musician will give me the first tune on the 7th of november if all goes well.
Today I went bug hunting and returned victorious. 8)
For this week I've got planned:
- shield spell
- spell switching mechanic
- in-game text (messages, signs, etc)
Depending on how time will treat me, I may also start with the bird. (The one you can hop on & fly around the level) Possibly also the shops where you can buy stuff.
I've got the outline pixels for the shield spell set up. Will work on the details and colours tomorrow.
Made some text balloons also.
(http://www.psyview.nl/rwi/img/txt_ballon.png)
QuoteMy current linux flavour is Ubuntu, and I wasn't aware that there's a GLBasic IDE for Linux?
I don't believe there is, I just wondered if you had somehow managed to get it to work with WINE or something. :P
Hah, you do watch this thread carefully. ;)
It may work on Wine. I tried, but when my first attempt didn't work I figured compile time would be annoying anyway, might as well just dual boot. I code in Windows and do all the rest in Linux. Windows makes me twitch if I use it for too long.
your second try feels perfect, congrats! :)
Thanks. :)
Here's my first attempt at a shield animation:
1
(http://www.psyview.nl/rwi/img/shield.gif)
2
(http://www.psyview.nl/rwi/img/shield2.gif)
3
(http://www.psyview.nl/rwi/img/shield3.gif)
I think the start up is ok, but the loop could probably benefit from an extra frame.
#2 looks like something you can walk with (like the 2D Sonic games' shield) while #3 looks like something that comes out of a fixed source and won't stop until you move. Yes, two opposing shield methods but that's what they suggest me.
Oh, and before I forget (again) the second, more curved fire blast is better for any kind of object.
Great work! :good:
Quote from: Ruidesco on 2011-Oct-25
#2 looks like something you can walk with (like the 2D Sonic games' shield) while #3 looks like something that comes out of a fixed source and won't stop until you move. Yes, two opposing shield methods but that's what they suggest me.
Mmhmm, the idea is that this shield will move along with the player for a certain time. So, here's my latest tweaking:
Shield charge up:
(http://www.psyview.nl/rwi/img/shield4.gif)
Shield active:
(http://www.psyview.nl/rwi/img/shield5.gif)
May improve this later on, but for now I'm keeping this as place-holder art so tomorrow I can code this thing into the game.
(http://www.psyview.nl/rwi/img/title.png)
Pixeled a title screen.
The shield looks very good already and the lettering is fantastic! =D
Yeah the game is coming along nicely. :jealous:
How near are you to completion?
:) Thanks guys. Completion... not very near. I still want to code this in:
- end bosses (probably every boss needs seperate code)
- signs to read
- meteorite shower spell (big BOOM! :D)
- shops where you buy spells & powerups
- projectiles (viking chiefs throwing axes, etc.)
- jumping platforms (like, you jump, and go boing, way up high)
- a bird you can sit on & fly around with
- flying enemies
And that's just the code. On the gfx side I want at least an extra ice/snow world (viking homeworld). So far I've only got 2 enemies, and I can think of many other things still waiting to be pixeled. There's also the music side which takes time, but I'll have the first tune on the 7th next month.
But! As you said, it's coming along. Just laying one stone at a time and in the end I'll have a nice pyramid. :good: And I'll probably release a demo some time before full release. GLBasic is the best language I've ever used to code a game in. No hassle, it just works. =D
Quote from: r0ber7 on 2011-Oct-26
GLBasic is the best language I've ever used to code a game in. No hassle, it just works. =D
+1 on that.
First day of a three-day jam. Quick update.
Viking chiefs throwing axes: check.
Shield fully operational: check.
The axes are a new TYPE which can be extended to include other movements. Right now it's a physics-based curve (like a ball you throw) but I'm thinking of sinewave motions, straight motions, perhaps spirals too. Not that I'd want axes to be thrown in any other way, but perhaps an enemy wizard would cast a moving spiral of energy or something. We'll see where it goes.
At the end of these three days I'll make another youtube video.
This looks really good! Reminds me of an old game I used to play on the Atari ST which I don't remember the name of -- which is unfortunate as I liked it a lot. ;/
Anyway looking forward to seeing the finished product. :D
Quote from: Hatonastick on 2011-Oct-29
This looks really good!
Thank you. =D
I just added information spheres to the game. (The kind that gives you information about controls, etc.) Now I've got a text system set up which can be used for story telling also. Also updated the level editor for this, and I added cleaning up functions for left-over enemies and projectiles that are no longer needed in memory.
In addition, I've set up a development blog on my own server: http://psyview.nl/blog/index.php?blogId=1
I will continue to post on forums, but it's nice to have everything in one place on your own server. :)
(http://www.psyview.nl/rwi/img/bird1.gif)
Trying to make a flying bird. Something's off but I can't put my finger on it.
Maybe it's that it lurches too much.
In the attachment I tried relocating the bird in some of the frames so it lurches less.
[attachment deleted by admin]
Hmm, that does look better, although it should be on its highest point when the wings are all the way down. Nonetheless, thanks. :good:
(http://www.psyview.nl/rwi/img/dragon1.gif)
Here's a dragon version. Ok, I'll stop posting now until I've made these two look spiffy.
So I finished my three day coding & pixeling jam yesterday, but I spent the entire evening trying to figure out how to upload an HD video to Youtube. Figured it out now, so here I am, back to bring you the latest update on Red Wizard Island. I've been able to add and change many things.
Added since last video:
- viking chiefs can now throw axes
- text system for information, story telling, etc.
- basic shop system to buy spells n stuff with the coins you gather
- extra background and foreground layers
- new background gfx
- some new sfx
- shield spell fully working
(http://www.psyview.nl/rwi/img/screens/1nov_scr1.bmp)
(http://www.psyview.nl/rwi/img/screens/1nov_scr2.bmp)
(http://www.psyview.nl/rwi/img/screens/1nov_scr3.bmp)
(http://www.psyview.nl/rwi/img/screens/1nov_scr5.bmp)
(http://www.psyview.nl/rwi/img/screens/1nov_scr6.bmp)
Video: http://www.youtube.com/watch?v=fS9BsXOvfCU&hd=1
Three day coding and pixeling jam? I wish I had enough time to do that, but an annoying thing called work gets in the way.
Just watched a bit of the video, looks great. :booze:
"Oomph, Oomph" LOL.
Now I can't help but be reminded of Cauldron when looking at this game.
Which only makes it more awesome, by the way.
Edit: by the way, have you thought about a font for the in-game messages and displays?
Quote from: Nathan on 2011-Oct-31
Three day coding and pixeling jam? I wish I had enough time to do that, but an annoying thing called work gets in the way.
Just watched a bit of the video, looks great. :booze:
"Oomph, Oomph" LOL.
:) Yeah, my job is very irregular. Sometimes I work all week, other times I have only a few four hour shifts.
Quote from: Ruidesco on 2011-Oct-31
Now I can't help but be reminded of Cauldron when looking at this game.
Which only makes it more awesome, by the way.
Edit: by the way, have you thought about a font for the in-game messages and displays?
I never played Cauldron, but it fits the Halloween spirit. :) I see the resemblance. Been postponing the font. I was thinking of choosing a nice one in the fontmaker tool, then adjusting it in my favourite pixel program.
I'm not much of a halloween fan. On the contraty. But Cauldron was a very nice game for the C64. Hard, though. It featured outstanding gfx a solid story and different gameplay elements. Awesome work.
Whatever happened to your 3D Cauldron game Gernot?
Finally remembered the name of the game this reminds me a little of: Warlock's Quest on the Atari ST.
Quote from: Hatonastick on 2011-Nov-01
Finally remembered the name of the game this reminds me a little of: Warlock's Quest on the Atari ST.
This one? (http://s.uvlist.net/l/y2005/12/3311.jpg) :)
Oddly enough, most wizard platform games have blue wizards. O_O
Anyway, I've been wondering about lighting. I haven't yet bought GLBasic, but I was thinking, if I did, could I used the 3D lighting effects on 2D graphics? Right now my light effects are just png's with an alphamode of -.1 or something. For example, a woodfire would have a red/yellow ish light which would light up the entire area around it, and so on. I could also just use the png method, but that wouldn't allow for shadows, and it would be a very static approach anyway.
Yup, that's Warlock's Quest. Problem is I can find screenshots but nothing to remind me what the game play was like. So I'm roughly 90% sure that's the one. Sort of. :)
Honestly, prefer your red wizard to blue ones.
3D lighting effects (I'll be surprised if I'm wrong) only work on 3D objects. So the answer is no. However there are some nice special FX you can pull off using alpha, blend modes and the like.
Not that it's quite what you are looking for, check out these two example programs:
http://www.glbasic.com/forum/index.php?topic=6924.0 (http://www.glbasic.com/forum/index.php?topic=6924.0)
Download both example programs and try them.
For 2D lighting, you could use the colour parameter on POLYVECTORs.
Have a light / torch sprite drawn somewhere on your map, and for all surrounding sprites you calculate the distance from the light for the brightness value and apply that to the POLYVECTOR colour for each tile corner's distance, in gray scale. Could work fairly well for dynamic lights too, or flickering lights.
I've read that applying colours to polyvectors (ie: only white works 100%) slows down your code for some platforms, which sucks.
Anybody know if there's hope this can be fixed, or is it a limitation of OpenGL (ES?)?
Can custom shaders be applied in 2D mode?
Thanks for the info Hatonastick and Slydog. Will check up on POLYVECTOR tomorrow.
Quick update:
Introducing Magor (wizard who aids you on your journey):
(http://www.psyview.nl/rwi/img/magor.png)
And the magic shop now has a chminey:
(http://www.psyview.nl/rwi/img/shop.gif)
In addition, I changed the hue of the moonlight (still a bigass transparent png), and edited the code somewhat so that the shield spell doesn't overlap with the ground.
Love the pixel art. :) Hmm you've inspired me to think about skipping my first GLB game (which has no graphics) and start a 2D one. I miss doing pixel art (not that I'm that good).
:) Cool. As with anything, the more you do it, the better you get.
Here's some useful links on pixeling.
A forum full of pixelers.
http://www.wayofthepixel.net/pixelation/index.php
A pretty good tutorial on shading and sprites.
http://www.derekyu.com/?page_id=218
I've got a few GLB related questions, considering sound.
1. Why do I only hear sound when using PLAYSOUND with a volume of 0.9 or higher? I thought the range was 0 - 1 but anything below 0.9 seems to be silenced? Edit: I think that was just because of the Windows volume...
2. Is there a way to adjust the pan and volume of a channel while a sound is playing? I would like to have ambient sounds, like a campfire, adjust their pan and volume relative to the player's position. When you'd get close to a campfire for example, volume would increase & panning would go more to the center. I can also achieve this effect by using PLAYSOUND with really tiny soundbites (like I do now), but that makes it sound not so good. The pan & volume changes are now quite abrupt and the sfx sounds too much like a loop of a short file, which it is. :P
Alright, turns out I have some time left before my small vacation, so I came up with a new idea: black hole spell.
I haven't got time to work it out in the code, but I'll post my thoughts here for future reference.
The idea is to have a spell that conjures up a black hole. The surroundings nearby would be warped, and all enemies nearby would be sucked into the hole.
For warping the surroundings I'm thinking of doing something like this:
(http://upload.wikimedia.org/wikipedia/commons/thumb/a/a5/ComplexSinInATimeAxe.gif/400px-ComplexSinInATimeAxe.gif)
This is a basic sinewave and its relation to a circle. If I start with a circle drawn by using a sine function, and I decrease the amplitude of the sinewave, that should create a spiral. I would know the x and y of every position on the spiral, throw those in an array. I could then adjust the x and y of the polygons of the surrounding grid based on their relative distance to the spiral. If my thoughts are correct, that would create a spiral warp in the grid. In addition I could throw some nice gfx on top, like one of these:
(http://www.astronomyhints.com/spiral.jpg)
Enemies would be sucked into the black hole following the x and y of the spiral, increasing in speed and decreasing in size, creating the idea of them being sucked away into nothingness.
This means I have to change all landscape drawing into POLYVECTORs, but I was planning to do that anyway, since I might be able to create shadow/light effects with that as well. :good:
Alright you guys, I've made another vid.
New in this video:
- Magor the wizard that gives you advice. (Someone on TIGSource told me Magor means idiot in Czech, even better. :))
- Flying enemies (lil dragons, I love the sound they make when you shoot them. Skip to 1:10 in the vid to see them die.)
- Background ambient sound
http://www.youtube.com/watch?v=TPyFYSnJmYw&hd=1
I'll be gone for a few days on vacation, so no updates after this one for a while. I'll be taking my sketchbook with me, so expect to be spammed with doodles of level designs and endbosses in the near future!
Cheers. :good:
I can't wait to see that warp effect!
And regarding your PLAYSOUND volume question, for some reason the volume is on a logarithmic / exponential scale.
It could be possible to create a function that takes an input from say 0.0 to 1.0 and scale it properly between 0.9 and 1.0, but you'd have to play around with the exponential scaling to get it to sound right. (I don't think it's linear)
Kitty knows this but I'm not sure if there are any fixes planned.
Logfile says:
// 10.156
...
// Win32:
// PLAYSOUND - volume is linear now (used to be logarithmic).
...
So it should be fixed?
Cool! The transparent rays of light in the foreground weren't there either the last time, were they?
Every video you release I like this more and more.
r0ber7, could you please post some source code regarding the cool warping effect?!
Wow, this is really a great game you started there. You're a very talented artist, too.
Quote from: Ruidesco on 2011-Nov-03
Cool! The transparent rays of light in the foreground weren't there either the last time, were they?
Nope. Well, not in the way they are now anyway.
Quote from: Hatonastick on 2011-Nov-04
Every video you release I like this more and more.
Just wait, I've got some nifty new things coming up. =D
Quote from: matchy on 2011-Nov-04
r0ber7, could you please post some source code regarding the cool warping effect?!
I will. I'll probably make a seperate proof-of-concept program, and I'll put the entire code up here once finished. It's a big idea though, so give me a week or two. ;)
Quote from: Kitty Hello on 2011-Nov-04
Wow, this is really a great game you started there. You're a very talented artist, too.
Thanks! Although I wouldn't call myself an artist, heh. I just doodle stuff. And, (based on forum posts) assuming you're the guy behind GLBasic: THANK YOU SO MUCH! :good:
Ok, I warned you. Doodles coming up!
(http://www.psyview.nl/rwi/img/dragon.png)
Testing out a dragon idea.
(http://www.psyview.nl/rwi/img/fbupgradeidea.png)
Idea for an upgrade for the fireball spell: additional fireballs that appear to swirl around the first one, like planets in rotation, in a sinewave motion.
(http://www.psyview.nl/rwi/img/level2-1.png)
(http://www.psyview.nl/rwi/img/level2-2.png)
Rough idea of level 2.
(http://www.psyview.nl/rwi/img/vikingchicken.png)
(http://www.psyview.nl/rwi/img/vikingghost.png)
Viking chicken endboss & viking ghost.
(http://www.psyview.nl/rwi/img/vikingchicken_prev.png)
(http://www.psyview.nl/rwi/img/vikingghost_prev.png)
Their digital counterparts, waiting to be refined, repixeled, and animated.
This is the first time I've turned a sketch into a digital image. I dare say it's looking good. Sprites will be much smaller than these ones, but for detail they're good to work with. Animation is also very easy with this, because there are several layers to each image which I can move independently. Tomorrow I have little time to work on the game, but after that I'll have a somewhat free day (one hour shift) so I might start on the warp thing & the fireball upgrade on wednesday.
Ahahahaha oh boy that chicken :D The only thing that could make it better would be a beard. And that dragon, it looks kinda... exhibitionist. :P
Cool fireball upgrade there as well. By the way, have you thought about what kind of mouse pointer will the game have?
Great work! :good:
:) Haven't decided on the pointer yet. I've considered a pentacle, sparkley stars with a trail, or a staff. It should be something magical and clear. My favourite idea is the sparkle trail, except the wiz already has one so it'd be kind of confusing and not very unique.
Started work on level 2. Looking good so far. Didn't have much time today (only a bit this evening) so that's about it. Gonna work a little more on gfx for keys, locked doors, and the viking ghost before I go to bed.
- Ghosts added.
- Added the fireball upgrade as described earlier. Looks awesome and it's way too powerful right now. So I'll need to give enemies more hp (not just one shot kills) and introduce a mana bar (big spells cost big mana) to balance things out.
- Level 2 is mostly finished now. Needs trees and background and little details.
- Added some tiles so I can make caves and tunnels.
- Tweaked player movement a bit.
Might start on the black hole warp thing tomorrow. Youtube update later this week.
Here's a quick gif of a viking ghost. I think I'll have it spit blue glowing balls at you.
(http://www.psyview.nl/rwi/img/ghost1.gif)
Today:
- added some pretty powerup pickup effects
- finished level 2 landscape
- added code, gfx & sfx for locked doors & keys
- added some tiles
Yesterday:
- made this:
(http://www.psyview.nl/rwi/img/vikingchicken1.gif)
I can safely say, as far as chickens go that one is OFFICIALLY scary :D
Out of interest what are you using to generate the graphics?
Lee
Quote from: fuzzy70 on 2011-Nov-12
I can safely say, as far as chickens go that one is OFFICIALLY scary :D
If you wait a few months you can fight it in the free demo. ;)
Quote
Out of interest what are you using to generate the graphics?
I'm using a sketchbook and pencil, haha. Also, I use Gimp for the bigger stuff & effects (tracing sketches, blurs, landscapes, etc). I use Grafx2 for the pixel work (pieces of grass, little enemies, grid tiles, refining the bigger stuff).
Just added sfx for the ghost getting hit, and tweaked collision detection for ramps a bit. Not much time to work on it today. Once I've got the viking chicken endboss fight all pixeled & coded in I'll release another video. I'm putting the black hole warp thing on hold for now, perhaps next week. First I want to finish all of the things required to get level 2 & 3 up and running.
I just tested out the latest version at a friend's place. All works fine, except fullscreen does not. When I press f11 the game should switch to fullscreen 640x400. It does not, instead it just flickers a bit and continues in windowed mode. He's using a relatively high resolution (>1280), and two monitors.
Any thoughts?
Newer operating systems like W7 just don't support anything below 640x480 anymore. You should use a bigger resolution and use GRABSPRITE/STRETCHSPRITE (or some other scaling method) to adapt the game to it.
oh my, that single chicken could safe guard a house! No thieves could handle that look!
great!
From this end, it looks like doing something else...
Sorry, couldn't resist :P
(http://i.imgur.com/Hzqst.gif)
Quote from: Ruidesco on 2011-Nov-12
Newer operating systems like W7 just don't support anything below 640x480 anymore. You should use a bigger resolution and use GRABSPRITE/STRETCHSPRITE (or some other scaling method) to adapt the game to it.
Yeah, he's running Windows 7. Alright, I found a way to use the GRABSPRITE / STRETCHSPRITE method while still keeping my 60 fps. I've had to reduce the actual playfield from 640x400 to 480x300 in order to keep the framerate up, but I don't mind. In fact, I think seeing pixels has its charm. In the menu (when I make one later on) I'll give some options about this in the settings.
Quote from: Ruidesco on 2011-Nov-12
(http://i.imgur.com/Hzqst.gif)
:D Hahaha! Best thing I've seen all day, thank you.
Someone on TIGSource got me thinking about multiplayer support. I really love the idea of having wizard vs. wizard combat. I've done network coding in C before (unix & Windows) so I suspect GLBasic wouldn't be that hard to implement. Yet, I have no idea, and besides, I'd have to buy GLBasic first. ;)
But I'll do that anyway soon I think. Anyone here have experience on setting up multiplayer? I'll go search the forums later, got a birthday to go to today.
Yeah there's a few tutorials around on it -- some by Kitty himself on the forums. GLB has two lots of network commands: raw (sort of) socket programming (which you would already be familiar with) and a network system meant for games. So really you can go with either. If you have experience with network programming I doubt you will have any trouble with this.
Quote from: Hatonastick on 2011-Nov-14
Yeah there's a few tutorials around on it -- some by Kitty himself on the forums. GLB has two lots of network commands: raw (sort of) socket programming (which you would already be familiar with) and a network system meant for games. So really you can go with either. If you have experience with network programming I doubt you will have any trouble with this.
I checked out the NET commands... Coming from c socket programming, these seem like a dream to me. If they're really as easy as they appear to be, I haven't praised GLBasic enough yet!
I'll have to wait until christmas time though, cause I'm coding this game with no budget at all. So I'll ask for GLBasic for christmas. :)
In other news.
- Tweaked jump mechanics (revised old standard parabole calculation into a proper physics based calculation)
- Added health for the enemies (bigger fireballs now do more damage, not always do they die in one shot anymore)
- Started on a bigger viking ship to transport you between islands. Work in progress.
(http://www.psyview.nl/rwi/img/boat_prev.png)
(http://www.psyview.nl/rwi/img/boat_4_woodtexture2.png)
Viking boat version 2.
I'm actually on a break cause I've got much work-related stuff going on, but I couldn't resist doing some pixels. Meanwhile reading a book on viking mythology, see if I can get inspiration for a storyline, and for the gfx.
That drakkar looks great! :good:
Quote from: Ruidesco on 2011-Nov-16
That drakkar looks great! :good:
Thanks, it's in the game now. :)
First grid warp attempt has been made. Source here. (http://www.glbasic.com/forum/index.php?topic=7295.msg60125#msg60125)
(http://www.psyview.nl/rwi/img/warp2.bmp)
Furthermore:
- added basic lighting for torches, fireballs, and campfires
- ghosts spit blood at you now
- some tweaking of the collision stuff for the wizard
Not much development time until wednesday. Still, here's a jumping / landing anim I did for the viking chicken.
(http://www.psyview.nl/rwi/img/vikingchicken2.gif)
That grid warp effect looks like tough going.
I saw a Indie game on YouTube and was reminded of your project:-
The person working on the above has been going at it for 3 years and is feeling ready to release it. It was made in Multimedia Fusion 2 apparently, so limited in platform to Windows.
Quote from: Wampus on 2011-Nov-23
The person working on the above has been going at it for 3 years and is feeling ready to release it. It was made in Multimedia Fusion 2 apparently, so limited in platform to Windows.
Slightly :offtopic: , but I only discovered recently that Multimedia Fusion 2 was jointly created by none other than François Lionet of STOS on the ST & AMOS on the Amiga :O
Lee
Quote from: fuzzy70 on 2011-Nov-23
Slightly :offtopic: , but I only discovered recently that Multimedia Fusion 2 was jointly created by none other than François Lionet of STOS on the ST & AMOS on the Amiga :O
Hey, that's cool. Good to to know he's still working on game creation tools. I frickin' loved STOS and AMOS.
Looks like a nice game Wampus, I'm impressed by the quantity of the graphics.
Quote from: Wampus on 2011-Nov-23
That grid warp effect looks like tough going.
I'm just about to have another go at it. :)
AmosPro was my first language. :nw:
Today:
- Pixeled a font.
- Added game menu.
- Added viking chicken into game. Now running on standard enemy code, needs specific endboss code.
- Worked on the grid warp effect.
Right now doing some pixel work. Will release a new video this week, hopefully with the new black hole spell + viking chicken in it.
Quote from: r0ber7 on 2011-Nov-23
AmosPro was my first language. :nw:
Well if you want a trip down memory lane Amos Pro has been re-released (in the last month or 2) with full docs & a custom Win-uae install at http://mequa.dragotech.net/AMOS%20for%20Windows.exe (http://mequa.dragotech.net/AMOS%20for%20Windows.exe) :D
It has basically all the extensions like TOME etc & the installer was written by François Lionet
Lee
Not to mention that he also created the previous game making tools from Clickteam (http://en.wikipedia.org/wiki/Klik#History_of_Click), since he's a founder.
Quote from: fuzzy70 on 2011-Nov-23
Quote from: Wampus on 2011-Nov-23
The person working on the above has been going at it for 3 years and is feeling ready to release it. It was made in Multimedia Fusion 2 apparently, so limited in platform to Windows.
Slightly :offtopic: , but I only discovered recently that Multimedia Fusion 2 was jointly created by none other than François Lionet of STOS on the ST & AMOS on the Amiga :O
Lee
Yeah that's the main reason I've come close to buying it a few times myself.
I've got the warp figured out!
May still need some tweaking, but it's ready to go into the game now. =D
(http://www.psyview.nl/rwi/img/warp2.png)
I'll post the code in the code snippets forum.
And now, here's the warp in game:
(http://www.psyview.nl/rwi/img/screens/nov24/rwi.1.png)
(http://www.psyview.nl/rwi/img/screens/nov24/rwi.5.png)
(http://www.psyview.nl/rwi/img/screens/nov24/rwi.7.png)
That yellow star is a temporary mouse pointer.
Still working on the warp gfx, but I'm satisfied for today. :good:
Yep, still needs some work with the tile borders, but otherwise this already looks very good. :good:
With tile borders I assume you mean the single line gap in the second image? If so, fixed that.
Also added a blur. This whole thing eats cpu so if the wiz jumps + warp fps goes down. I think I can fix that by pre-calculating all the SINs and COSs.
Now with blur:
(http://www.psyview.nl/rwi/img/screens/nov25/rwi.13.png)
(http://www.psyview.nl/rwi/img/screens/nov25/rwi.7.png)
Very nice indeed.
Hey,
As promised, I deliver unto you a new video of gameplay.
New in this video:
- caves
- locks and keys
- lighting
- powerup starry effects
- big viking ship
- blood spitting viking ghosts
- fireball upgrade
- black hole warp spell
The warp spell still needs some tweaking and optimizing. I actually had it looking a lot more "warpy" before, but I lost that in a half-assed attempt at optimization. Slow framerate in the beginning and a few choppy frames later on is because of spiral calculations + video recording software being evil. Also the sound seems to be slightly out of sync, sorry.
Given time, I'll fix all of the above, but seeing how I promised to give you a new video this week (and I have to go to work soon), here it is. (http://www.youtube.com/watch?v=vnyD9JvuDXE&hd=1)
Great dev blog and W.I. is looking fine. Keep it up! I'm curious to know how the music and sounds are produced.
This is _really_ looking good. I LOVE the warp effect. :) Only thing I'd change with it is to add more sound effects to the warp. Considering what it does, it should sound a little more epic. :)
Brilliant stuff! :good:
Even if it needs more tweaking, the warp already looks great!
Poor vikings are being slaughtered left and right.
Thanks guys. Your comments are all much appreciated. :) Once I feel confident enough to share a test alpha, you'll be first on my list.
I refined the warp code this evening. It's more warpy now I think. Short video: http://www.youtube.com/watch?v=5BR-OMEQN6o&hd=1
Before, it was more like all stuff was getting pulled into one direction. Now I think it looks more as if the stuff gets swirled around before it disappears. May not look like a big difference but I just had to get it right damnit. :D
I also added pre-calculation for the x & y points of the (invisible) spirals that are used in the warp. Now it's no longer the cpu hogging beast it was before. :P
Quote from: matchy on 2011-Nov-27
Great dev blog and W.I. is looking fine. Keep it up! I'm curious to know how the music and sounds are produced.
Thanks. The sound effects are made by me. I haven't paid much attention to them yet to be honest. Basically I download stuff from freesound.org and then edit it in Audacity.
As for the music, I spoke to the musician today. He and I sometimes jam together (I play a few instruments). I could have decided to make the music myself, but I figured he'd like it, and he has more experience in mixing and editing than I do. So anyway, we've set up a meeting on sunday. He told me he'd have some music ready by then, so if it sounds right I'll probably share it here. :) He also has acces to my "official" devlog, so it could be he posts it there before I share it.
Oh those videos look fantastic. The triple fireball spell pwns.
Development video game plays are worth half a dozen of beers/colas. ;)
Quote from: matchy on 2011-Nov-27
Great dev blog and W.I. is looking fine. Keep it up! I'm curious to know how the music and sounds are produced.
Thanks. The sound effects are made by me. I haven't paid much attention to them yet to be honest. Basically I download stuff from freesound.org and then edit it in Audacity.
As for the music, I spoke to the musician today....
[/quote]
Sound effects are made how exactly? For example, I might use Fruity Loops in design time or SFXR in runtime.
I understand it's early but it's cool that you are instrumental in creating music also. I respect that you originally work on all media and it is cool. 8)
Quote from: matchy on 2011-Nov-29Sound effects are made how exactly?
I log in on www.freesound.org. I search for a sound I'd like, such as "bird howl". I download, open the .wav in Audacity audio editor. I add/ change pitch, reverb, echo, length, fadeout, etc. Sometimes I mix a few sounds together. I export .wav.
:)
Today I:
- tweaked the fireballs a bit (there was a glitch where they'd move extra hard when the player moved).
- started on the viking world.
(http://www.psyview.nl/rwi/img/screens/nov29/rwi.2.png)
(http://www.psyview.nl/rwi/img/screens/nov29/rwi.5.png)
It's very likely that viking snowmen will make their way into the game. I also want to add snow slowly falling from the sky. Shouldn't be too hard. I've also thought of a really trippy powerup, but you'll hear more about that later. Will spend the rest of the evening improving the level editor. Cheers.
- further optimization of warp spell
- correction of glitch in landscape building
- worked on sfx a bit
- added code for ceilings (jumping through solid ground didn't feel right)
- received an e-mail that my website has exceeded the data limit :blink:
- viking swordsmen now attack the player when he's near
(http://www.psyview.nl/rwi/img/swordman_attack.gif)
Does anyone know if using the color option on POLYVECTOR with a value other than RGB(255,255,255) causes issues on some systems? Someone a few pages ago mentioned something along those lines. I've been thinking about using it, but I don't want to code something and run into problems later on.
Spent most of my time improving old code and working out the glitches resulting from the improvements. :P
Other than that, optimized the warp spell even further, improved the background graphics, and added another background layer. Before it looked like there was a flat world with some mountains in the back, now with this extra layer (and probably one more) I have parallax scrolling trees also, adding to the depth.
Background graphics still need a lot of work though, especially the mountains. I think I'll dedicate an entire day to pixeling mountains in the near future. :)
Added:
- sheep (friendly critters)
- wizard pushing animation
- background graphics, rocks, trees, and such
Fixed:
- glitch with rock pushing
- objects bounce off walls instead of through them
- automated parallax tree scrolling
- added another background layer
- pushing animation fully coded in
- received first music
We've decided not to share the music yet until the game has been more fully developed. Another idea has risen: a spell which makes spikes rise out of the ground. Using the same grid mechanic as the warp, the ground would rise up in spikes. First, while charging, the wiz would rise up rotating in the air. Then he comes down, making an impact on the ground and making spikes rise up. Think Matrix 3 endfight when they plummet to the ground. Boom. But before I implement that I'm making the background gfx a lot more pretty. =D
There's a saying we use over at Retro Remakes all the time that applies right about now -
"Is it done yet?" ;)
Quote from: Ian Price on 2011-Dec-05
There's a saying we use over at Retro Remakes all the time that applies right about now -
"Is it done yet?" ;)
Doesn't that usually start right after someone announces they are going to _start_ making a game? :)
Quote from: Ian Price on 2011-Dec-05
There's a saying we use over at Retro Remakes all the time that applies right about now -
"Is it done yet?" ;)
:D
Hehe, sorry. It's a long process. But it all pays off. I could make it faster, but it'd be a less awesome game and I'd freak out. I do have a theoretical deadline on the 28th of february 2012. I'll release
something that day. It may just be a test alpha of single player mode for the members of this forum only. Or it could be the entire single & multiplayer game on all forums, webshops + trailer. Depends on the pace of progress, who knows. Either way, you guys will be the first to know. :good:
(Test alpha may come sooner. If december smiles upon me, it might be around new years but bugs & glitches tend to slow things down and I can't predict those.)
Today I did some more optimization. Everything is back to 60 fps as it should be, including the warp. Main focus the coming days will be on background graphics. Bob Ross is teaching me how to draw mountains. (http://www.youtube.com/watch?v=MghiBW3r65M) :P
Good olde Bob Ross. Sadly missed. And he's not on telly anymore either :(
QuoteMain focus the coming days will be on background graphics. Bob Ross is teaching me how to draw mountains.
Drawing mountains is definitely something I cheat with, normally involves firing up Terragen then some post processing in Photoshop. Otherwise whatever I draw normally would not look out of place in the original 80's Scramble arcade game :giveup:
Lee
Quote from: fuzzy70 on 2011-Dec-05
Drawing mountains is definitely something I cheat with, normally involves firing up Terragen then some post processing in Photoshop. Otherwise whatever I draw normally would not look out of place in the original 80's Scramble arcade game :giveup:
Lee
I tried cheating, didn't suit the style. Below is the current pixeled mountain. I'm failry content about it.
(http://www.psyview.nl/rwi/img/mountain.png)
Sorry for the low contrast with the black, but it's supposed to be that way in the game. (It's a background. :P) Oh, and context = dark blue water, hence the circles.
In addition:
(http://www.psyview.nl/rwi/img/merchant.png)
The merchant of the magic shop.
(http://www.psyview.nl/rwi/img/sheep_munch.gif)
A sheep.
Today:
- did all of the above pixels plus a pinetree, but it's still WIP
- added code for friendly critters (so now I can make little villages of NPCs too =D)
- added code for automatic randomization of parallax mountains in the background
- fixed a few glitches
That's about it I think. Cia.
Quote from: r0ber7 on 2011-Dec-07
I tried cheating, didn't suit the style. Below is the current pixeled mountain. I'm failry content about it.
Me & photoshop with terragen have this understanding "YOU will work & FIT in" :D
Lee
Quote from: r0ber7 on 2011-Dec-07
Quote from: fuzzy70 on 2011-Dec-05
Drawing mountains is definitely something I cheat with, normally involves firing up Terragen then some post processing in Photoshop. Otherwise whatever I draw normally would not look out of place in the original 80's Scramble arcade game :giveup:
Lee
I tried cheating, didn't suit the style. Below is the current pixeled mountain. I'm failry content about it.
Sorry for the low contrast with the black, but it's supposed to be that way in the game. (It's a background. :P) Oh, and context = dark blue water, hence the circles.
In addition:
The merchant of the magic shop.
A sheep.
Today:
- did all of the above pixels plus a pinetree, but it's still WIP
- added code for friendly critters (so now I can make little villages of NPCs too =D)
- added code for automatic randomization of parallax mountains in the background
- fixed a few glitches
That's about it I think. Cia.
I love the merchant and the sheep! :)
That sheep looks wonderful =D
I agree, that sheeps looks great! Did you previously say you use GIMP for drawing sprites?
Thanks all. =D I'm pixeling on. Just changed the ground pixels in the entire tileset. For comparison:
before
(http://www.psyview.nl/rwi/img/screens/comparetiles/rwi.5.png)
after
(http://www.psyview.nl/rwi/img/screens/comparetiles/rwi.2.png)
I dare say it's an improvement. Oh, and notice the +2 parallax forest layers in the second image. ;) Depth!
Quote from: Nathan on 2011-Dec-08
I agree, that sheeps looks great! Did you previously say you use GIMP for drawing sprites?
Mainly I use Grafx2 (pixeling sprites, details, etc.). For getting the contours of handdrawn sketches, or adding glowing light and so on, I use Gimp. For example, I first drew a notebook sketch of the merchant. Then I scanned it, traced the lines in Gimp, and finally pixeled the hell out of it in Grafx2.
Dat forest.
It's really cool to see how this project evolves, and does it so nicely.
Didn't do too much game related stuff today. Painted one of the walls in my apartment white though. :P
- fixed some weird glitches
- added "in between" anims to the critter code
- pixeled some minor stuff
Here's a villager, old version. May change hair and colours tomorrow.
(http://www.psyview.nl/rwi/img/villager_walk.gif)
Quote from: Ruidesco on 2011-Dec-08
It's really cool to see how this project evolves, and does it so nicely.
:) It's one of the reasons I keep a log. It's satisfying when I look back (http://www.youtube.com/watch?v=uq4aN-x6PdI) and see how it's changed.
(http://www.psyview.nl/rwi/img/screens/dec09/villagetest.png)
Testing out a village. I'm not satisfied with the villagers I've pixeled so far, so they're not in there yet.
Today:
- pixeled houses, fences.
- started work on first endboss code.
- worked on the graphics for the endboss.
Here he is walking. His graphics still need a lot of work. Or is it her graphics? It's a chicken, so I guess it's a she. :P
(http://www.psyview.nl/rwi/img/chicken_walk.gif)
Quote from: r0ber7 on 2011-Dec-09
Here he is walking. His graphics still need a lot of work. Or is it her graphics? It's a chicken, so I guess it's a she. :P
What sex is a chicken actually?, never really thought about it as Hens are female & cocks male, forgot all about the humble "normal chicken" :D
Lee
When people say chicken they are usually referring to Hen's that lay the eggs. Roosters are the males. Chicks are the infants.
I have just always "rolled it into one" so to speak, just like human can mean male or female that's the same way as I classed chickens & never really thought of it in a gender way.
Lee
Chicken is indeed the correct generic term for a non-specified gender.
It's like a geese, swans, ducks, dogs, cats etc. You can see the difference between males and females, but we don't generally call them by their gender descriptor.
FUNCTION chicken : age, gender$
IF age > 1
SELECT gender$
CASE "male"
term$ = "rooster"
CASE "female"
term$ = "hen"
DEFAULT
term$ = "chicken"
ENDSELECT
ELSE
term$ = "chick"
ENDIF
RETURN term$
ENDFUNCTION
before:
(http://www.psyview.nl/rwi/img/chicken_walk.gif)
after:
(http://www.psyview.nl/rwi/img/chicken_walk2.gif)
What you think? Still WIP.
The Feathers look a little more like cracked ground. I dont really have any suggestions to fix it though :/
I'm gonna try making them bigger and less "sharp" tomorrow. Also gonna spice up the shading. It's the first endboss so he has to look the part. :)
Just got back from work, drew level 3 in my sketchbook while I was there. I've also coded all of the chicken's AI and attacks and so on. So I'm getting pretty close to a video of the wizard vs. viking chicken battle. If all goes well, I'll have that up and running after next week.
Quote from: Ian Price on 2011-Dec-10
Chicken is indeed the correct generic term for a non-specified gender.
It's like a geese, swans, ducks, dogs, cats etc. You can see the difference between males and females, but we don't generally call them by their gender descriptor.
Is a chicken = rooster? It confuses me when I go to Red Rooster. I think the confusion is that the slang word "chick" refers to a young female human. Poultry could also be vaguely used to label chickens but then we could be called Earthlings.
An adult male chicken is a rooster/cockerel; we don't tend to use the term rooster over here (UK), but it is widely known and accepted.
Australians tend to call chickens chucks - not sure if that's just a slang word or that's the generic term over there, instead of chicken.
Earthlings could be a generic term for any life form living on this planet... :S We call ourselves humans, but Martians (etc.) might have another term for us. Probably a swear of some sort! :P
(http://www.psyview.nl/rwi/img/chickensketch7.png)
This one's a she. She drops explosive eggs on wizards. :O
What do you think of the gfx? I like this one best so far.
That's much better than the "feathered" one :)
That giant hen looks so disapproving of your magical shenanigans. :D
The only thing she lacks IMO is some separation between the proper helmet and its horns. Great work! :good:
Quote from: Ruidesco on 2011-Dec-11
That giant hen looks so disapproving of your magical shenanigans. :D
The only thing she lacks IMO is some separation between the proper helmet and its horns. Great work! :good:
Thanks. The horns are a good point, it had crossed my mind. Will work on that and the remaining frames tomorrow. Then I've got all the necessary ingredients for a good boss fight. Some other things on the agenda:
- fix weird glitch with powerups (game thinks coins are keys?)
- fix glitch in text system (possibly linked to the one above)
- draw a nest for the chicken (if possible, with human skulls in it :O)
- conjure up level 3
- link villagers to text system so they can talk
- draw some intro art for beginning story
- pixel sheep herder
- "falling" platforms
- draw bigass tree to climb in level 2
If I'm not mistaken, after I've checked these off my list, it may be ready for a small public testing. :good:
Quote from: Ian Price on 2011-Dec-11
Australians tend to call chickens chucks - not sure if that's just a slang word or that's the generic term over there, instead of chicken.
At the risk of getting bogged down in this ;) the Australian term is "chooks" (rhymes with "books") and is a slang term for chickens - of either gender.
Quote from: Ian Price on 2011-Dec-11
Australians tend to call chickens chucks - not sure if that's just a slang word or that's the generic term over there, instead of chicken.
Not in my Australia. Anyone starts using words like that around me they are likely to end up getting shot. :P
Seriously though, I've never heard that one before and I grew up on a farm. Might be an east coast thing maybe.
Edit: Erm ok I'm slow, you are talking accents aren't you. I had to say it out loud (in my head) before I got it. ::) I don't talk like that, neither does anyone else I know but then again I live in South Australia which has a different accent (generally) to the east coast, north coast or west even. According to an Irishman I met once, I sound English not Australian.
Maybe it's spelled chooks. But several Aussies I know say it. I don't know which parts they come from though. Like I said it might just be a slang thing. Dunno.
In regards to clearing up the straight or slang tounges of here; 'chuck' is when you throw something or vomit. 'Chook' is chicken, as in alive or dead animal chicken or human old lady. A chick is a baby chicken or young lady, which is common.
hey r0ber7, got any videos updates?
Quote from: matchy on 2011-Dec-12
hey r0ber7, got any videos updates?
Probably somewhere the end of this week / beginning next week. I want the endboss fight and level 3 to be in there. I've got some real world stuff going on. Three christmas celebrations to prepare for, job, a get together with friends to do some jammin', girlfriend. But I think I can get most of my ideas roughly worked out before saturday, so that's when I'll post a new vid (hopefully). Most of my spare time goes into this game, but that's cool. It's fun. :good: And maybe, maybe, maybe, I can give you guys a christmas present too. ;)
As for the chicken, on TIGSource a few people have mentioned that it doesn't really look like one. I figure they have a point, the size of the head isn't very true to proportions. But I'm not changing the shape of the bird. So I could change the sfx and call it a viking pigeon, but then again I really like the chicken sounds. And I don't want to call it a viking bird, doesn't have the same jazz to it. So, even if it doesn't look like a chicken, it'll make chicken sounds and I'll call it chicken. Or better yet, it's a chicken human cross breed...
Yes. Loki, the viking god of the underworld, has been crossbreeding vikings with animals. And so the story starts forming. :D
You call it what you like - it's your game :)
And for those doubters (if they don't like it, tough), just say it's stylized.
(http://disney-clipart.com/Chicken-Little/Disney-Chicken-Little.jpg)
Probably the least chicken looking chicken I've ever seen, but you know it's supposed to be a chicken.
Quote from: r0ber7 on 2011-Dec-11
X fix weird glitch with powerups (game thinks coins are keys?)
X fix glitch in text system (possibly linked to the one above)
X draw a nest for the chicken (if possible, with human skulls in it :O)
- conjure up level 3
X link villagers to text system so they can talk
- draw some intro art for beginning story
- pixel sheep herder
X "falling" platforms
- draw bigass tree to climb in level 2
Got some coding done, worked a bit on chicken animation.
Edit: added sfx for chicken and the exploding eggs. Finished merging code of NPCs and the text system. Linked to animation, so this will make it very easy for me in the future. If I want to have, for example, a sheep herder that walks around and stops when you're nearby to tell you a story, I just have to draw his animations and edit his info in the level editor, and I'm done. :)
Today I had a day off. Result:
- added code for animated rays of light (same as in last vid, except now it morphs around as thin rays appear/disappear at random) looks quite nice.
- pixeled all remaining frames for the viking chicken
- pixeled a nest for the chicken (skulls included)
- pixeled a sheep herder / old man villager
(http://www.psyview.nl/rwi/img/herder.gif)
I've set my focus on getting everything done I want to get done before a first alpha release. This list may change somewhat, but here's what's left for now.
- design level 3
- draw intro art for storyline
- set up story in game
- draw big tree for in level 2
- add HUD gfx & code
- balance things out a bit
Trying to get a public alpha out before the end of december. Wish me luck.
Quote from: Ian Price on 2011-Dec-12
Probably the least chicken looking chicken I've ever seen, but you know it's supposed to be a chicken.
This one took me more time to catch then the original. Although I agree the original first looked like a hawk baby for me but a second later I got it. But I like the looks.
Thanks, I prefer the last one. I like the ring of feathers. Had work today, but I pixeled a HUD + added code for it anyway. Also ran into a slight problem with the animated lightbeams, but I'l figure that out tomorrow.
- added mana & tweaked HUD
- pixeled more villagers
- pixeled small death anim
Villagers:
(http://www.psyview.nl/rwi/img/villager_walk2.gif)(http://www.psyview.nl/rwi/img/villager_talk2.gif)
(http://www.psyview.nl/rwi/img/villager_walk3.gif)(http://www.psyview.nl/rwi/img/villager_talk3.gif)
I've made level 3 today and fixed some more glitches that appeared around the text system and enemy movements.
Planning to improve the level editor a bit, making level 3 took me longer than it could have, and what I'm thinking of would reduce loading time too, I think...
Quote from: r0ber7 on 2011-Dec-12
Quote from: matchy on 2011-Dec-12
hey r0ber7, got any videos updates?
Probably somewhere the end of this week / beginning next week.
:zzz: :whistle:
Quote from: matchy on 2011-Dec-18
Quote from: r0ber7 on 2011-Dec-12
Quote from: matchy on 2011-Dec-12
hey r0ber7, got any videos updates?
Probably somewhere the end of this week / beginning next week.
:zzz: :whistle:
Still sunday here. ;)
Alright, here's level 3. (http://www.youtube.com/watch?v=GqBRZFj_69M&hd=1) The endboss isn't very strong yet cause I'm testing stuff with attack patterns and whatnot, and it's not very polished yet, but I said I'd give you a vid so here you are. :) I'm saving the music for the demo release so no music yet sorry. :P
New:
- viking chicken endboss (gfx still needs some refining)
- village & villagers
- HUD
- sheep
- more stuff but you can't see it, it's under the hood
Speaking of which, today I optimized loading times.
Level 3 grew quite big because I wanted a mountain, so I introduced some new algorithms. Result:
Tile processing: from 6441 ms to 42 ms
Parallax forest processing: from 1724 ms to 50 ms
Loading time of static objects: from 1652 ms to 369 ms
The latest video demo looks very cool so well done so far. I say, I love the fire attack! 8)
lovely so far, the boss chicken is great, maybe it may fly a little? just to try avoid attacks?
...you could sure get rid of heavy words like death kill and so on, I would try to keep it into fantasy but avoid hardcore stuff.
try mold the story to something that can be away from hard violence, like took them away instead of killed them and so on.
just my opinion :good:
Quote from: erico on 2011-Dec-19
lovely so far, the boss chicken is great, maybe it may fly a little? just to try avoid attacks?
Yep. Coming up.
Quote
...you could sure get rid of heavy words like death kill and so on, I would try to keep it into fantasy but avoid hardcore stuff.
try mold the story to something that can be away from hard violence, like took them away instead of killed them and so on.
just my opinion :good:
Good point. Will do.
Worked on a climbing animation today. Looking halfway finished. I have little motivation these days, I think I need a break. But...
I bought GLBasic today! Multiplayer here I come! =D =D =D
Quote from: r0ber7 on 2011-Dec-20
Worked on a climbing animation today. Looking halfway finished. I have little motivation these days, I think I need a break. But...
I bought GLBasic today! Multiplayer here I come! =D =D =D
I don't understand why you note schedules and you are now placing pressure on yourself and then telling us when we are just spectators. No one has mentioned your timeline before. Relax...GLB is supposed to be FUN!!!!
Congrats on your purchase and multiplayer is certainly an exciting way to be motivated. ;)
Quote from: matchy on 2011-Dec-21
Relax...GLB is supposed to be FUN!!!!
Yeah, you're right. Thanks, I almost lost track of why I'm doing this in the first place, fun. :)
Working on the gfx for a new spell. Today I went from this...
(http://www.psyview.nl/rwi/img/em3.gif)
to this:
(http://www.psyview.nl/rwi/img/em8.gif)
Work in progress. Eventually the wizard will be rotating upward until the "cloud" forms, at which point he'll grab his staff with both hands and crash the ground. Thinking of making the entire thing somewhat blueish, and of course a nice glow will be added as well.
Coding will come later. I've taken a break for a while and am taking my time, no hurry. Hope you all had a nice christmas.
Oh boy that looks so good. Is this going to affect the grounded enemies or something like that?
THAT IS BEAUTIFUL!
as far as my opinions go, I would avoid transparency, but that is just me, I love snk´s animated fxs.
Quote from: Ruidesco on 2011-Dec-28
Oh boy that looks so good. Is this going to affect the grounded enemies or something like that?
Thanks. :) The idea is that on impact it will cause the ground to spike up, kinda like this.
(http://diehardgamefan.com/wordpress/wp-content/gallery/e3-2009-screens-prototype-ps3/Alex-Ground-Spikes-Attack.jpg)
I think I can create the effect by stretching the polys of the surrounding ground tiles up. Spikes will harm all surrounding enemies and make them bounce away, making it useful for when a lot of them are in one place.
Quote from: erico on 2011-Dec-29
THAT IS BEAUTIFUL!
as far as my opinions go, I would avoid transparency, but that is just me, I love snk´s animated fxs.
Thank you, the gfx are still being finetuned today. I haven't used any transparency yet, just tones of grey/white which will probably change somewhat to a more white blue.
(http://www.psyview.nl/rwi/img/fs3.gif)
I call this one the fire sperm of DEATH. It will get fired at the main character by viking wizards (still to be pixeled). I'm not sure if I should make it green or keep it yellow/red. What you think?
As long as it's not white... :P
It might be good to make it a different hue of the player's own projectiles.
Quote from: Ruidesco on 2011-Dec-30
As long as it's not white... :P
It might be good to make it a different hue of the player's own projectiles.
Yeah that's what I thought. But I'm still torn between this one or a blue one. Cuz I think this one looks cooler... Perhaps more red with a hint of yellow, or blue with a white stripe. Oh well, less talking, more pixeling.
Ok, quick update. Been working on the graphics for the enemy projectile, and I've fully coded in a climbing up/hanging from the edge of a tile thing. I'll be on vacation in France next week, which will give me some time to implement the new spell into the game, maybe start multiplayer, more levels, other stuff, who knows. I've got a list of things so we'll see. See you next week. =D
have a nice time! :booze:
Sperm monster?! :S
Just slightly off topic, this does seem a really good quality project, have you released any other games in the past?
Quote from: erico on 2012-Jan-06
have a nice time! :booze:
Will do. :)
Quote from: Nathan on 2012-Jan-06
Just slightly off topic, this does seem a really good quality project, have you released any other games in the past?
Hmm, not really of this standard. I've been dabbling around with music, gfx, and code since I was around 7 years old. I made some "finished" games, but that was a looong time ago.
If you have an Amiga emulator/ real Amiga:
When I was 12 I made a small shooter in AmosPro. Download (http://www.psyview.nl/SNIPER.LHA) - Youtube 1 (http://www.youtube.com/watch?v=XfDBPxcGZVk) - Youtube 2 (http://www.youtube.com/watch?v=NfOhm8WbWOQ)
Here's the early Amiga version of RWI, released it somewhere in 2011. Download (http://www.psyview.nl/rwi/rwi.0.24b.lha)
And this last one will run on Windows:
A jumping thing where you collect marijuana leaves from when I was 15. Download (http://www.psyview.nl/Dude.rar)
the shooter/sniper one looks nice, you sure could have it going on magazine´s cover disks.
I'm back baby!
All I've done so far is modify the HUD to include coins, but at least it's something. Before, I kinda went overboard by trying to do everything I came up with. So I'm keeping it simple now. One thing at a time. I'll probably give updates less frequently, but this project lives on.
Quote from: r0ber7 on 2012-Feb-09
I'm back baby!
All I've done so far is modify the HUD to include coins, but at least it's something. Before, I kinda went overboard by trying to do everything I came up with. So I'm keeping it simple now. One thing at a time. I'll probably give updates less frequently, but this project lives on.
This is ind of why I started the Asobitech 1UP game series, of 1 a week.
I had about 6 games on the go for about 2 years, none of them were finished,
I keep adding new things, and procrastinating, etc. Feature creep, I believe the call it.
Doing 1 a week, forces me to finish the games, and release them, I can always go back another time to add more.
I suggest setting yourself a schedule, milestones, stating what you want done/completed each week/month
then aim to hit those targets, and get the game finished.
Look forward to the updates.
Yep, me too, I was hoping this project wasn't dying.
Quote from: quangdx on 2012-Feb-09
I suggest setting yourself a schedule, milestones, stating what you want done/completed each week/month
then aim to hit those targets, and get the game finished.
*nod* I have one date. 28th of february. By then I want a test alpha, for a select group of GLBasic guys to play with & give feedback. ;)
Quote from: Nathan on 2012-Feb-09
Yep, me too, I was hoping this project wasn't dying.
:) 's not. My server is being rude, so see the attachment for a small update teaser on new spell gfx. Still needs work on the momentum/ movement.
[attachment deleted by admin]
great you are back and 'recharged' :good:
Quote from: r0ber7 on 2012-Feb-10
*nod* I have one date. 28th of february. By then I want a test alpha, for a select group of GLBasic guys to play with & give feedback. ;)
Yeah, keep milestones :) It makes a big difference
I'm thinking there should be a GLBasic action group for play testing and similar stuff. I'm sure it would be possible to organise some kind of mutual feedback and app ratings thing. We're all engaged in our own projects yet a little time set aside for mutual support can make a big difference.
Quote from: Wampus on 2012-Feb-10
I'm thinking there should be a GLBasic action group for play testing and similar stuff. I'm sure it would be possible to organise some kind of mutual feedback and app ratings thing. We're all engaged in our own projects yet a little time set aside for mutual support can make a big difference.
Yep, like a journalist blog kind of thing...I believe in that too.
While that dosen´t happen (it will someday) vlogs are the best choice, as people already commented before.
- HUD now includes coins, fully functional
- Added collision detection for walls > 32x32 pixels. Makes the landscape less "griddy".
- enemies now drop powerups
- added explosion particles effect at fireball impact
- added start position info to level editor & game
Just a few things left before public alpha test phase. I expect I'll be ready to share on the 28th. :)
Quote from: r0ber7 on 2012-Feb-21
Just a few things left before public alpha test phase. I expect I'll be ready to share on the 28th. :)
Super cool and I'm eager to alpha test!
Quote from: r0ber7 on 2012-Feb-21
- enemies now drop powerups
- added explosion particles effect at fireball impact
- added start position info to level editor & game
Just a few things left before public alpha test phase. I expect I'll be ready to share on the 28th. :)
Looking forward to seeing your work.
Glad work is continuing.
(http://www.psyview.nl/rwi/img/viking_tower5.png)
Watchtower, work in progress. The shading needs work, and I might go with a different door entirely. Not liking this one.
Quote from: r0ber7 on 2012-Feb-23
(http://www.psyview.nl/rwi/img/viking_tower5.png)
Watchtower, work in progress. The shading needs work, and I might go with a different door entirely. Not liking this one.
... i like it :)
Quote from: Schranz0r on 2012-Feb-23
... i like it :)
Thank you. :)
The door didn't work very well in-game so I left it out. Today (so far):
- added watchtower
- added viking archers
- got rid of a bug in level 2
hI rober the tower it´s in 3D, or it´s only 2D... very nice...
Quote from: mentalthink on 2012-Feb-23
hI rober the tower it´s in 3D, or it´s only 2D... very nice...
Thank you, I think? :P
Anyway, been busy.
New video here. (http://www.youtube.com/watch?v=LgVV4Wm7gNA&noredirect=1&hd=1)
- added a new spell called flash (watch video)
- updated the shops to include all currently available spells
- added mana potions (kept running out of mana a bit too much)
In the future I think the special ability of the flash spell will be to break through walls. Right now it deals only a little damage, but it looks pretty nice if you ask me. :) Lots of different things have been tweaked and changed since the last video, so check this one out. I think you'll like the new particle effects I added to the fireball explosion. Also, I swear, even though I designed this level and I've played it way too many times, yes, I really forgot to get the key... ;)
Quote from: mentalthink on 2012-Feb-23
hI rober the tower it´s in 3D, or it´s only 2D... very nice...
It does look like 3d on cell shade, if it is 2d, it is a great work shading it that way, it has depth.
Quote from: erico on 2012-Feb-24
Quote from: mentalthink on 2012-Feb-23
hI rober the tower it´s in 3D, or it´s only 2D... very nice...
It does look like 3d on cell shade, if it is 2d, it is a great work shading it that way, it has depth.
2d. :) A few paths in Gimp, the rest is pixel work.
Edit: to get the new video (http://www.youtube.com/watch?v=LgVV4Wm7gNA&noredirect=1&hd=1) on top of the new page. ;)
Quote from: r0ber7 on 2012-Feb-24
Edit: to get the new video (http://www.youtube.com/watch?v=LgVV4Wm7gNA&noredirect=1&hd=1) on top of the new page. ;)
Gasp! it looks wonderful.
What about adding more animation to the mage? like a more complex jumping/suffering anims?
More paralax levels maybe?
Heck, it really looks great! The fireballs make me wish I could do the same!(while visiting my bank manager...)
Quote from: erico on 2012-Feb-24
Quote from: r0ber7 on 2012-Feb-24
Edit: to get the new video (http://www.youtube.com/watch?v=LgVV4Wm7gNA&noredirect=1&hd=1) on top of the new page. ;)
Gasp! it looks wonderful.
What about adding more animation to the mage? like a more complex jumping/suffering anims?
More paralax levels maybe?
Heck, it really looks great! The fireballs make me wish I could do the same!(while visiting my bank manager...)
Thank you, thank you. *bows* This is more or less what you will be playing (if you like) after the 28th. More parallax is definitely the plan, you may have noticed that right now there is no real background except for the mountains. I'm thinking three more layers with clouds, stars, moons, etc. Maybe a completely out of place spaceship. :) As for sprite animation, it may be a good idea to adjust the jumping animation according to up/down direction. But I'm not focusing on that right now. Actually, real life will be back the coming days. Think I'll carry my sketchbook around and see if I can come up with some nice background drawings.
Looks so sweet!
My only request would be icons rather than text for pickups. In fact no text, the better for the younger tester. ;)
Quote from: matchy on 2012-Feb-25
Looks so sweet!
My only request would be icons rather than text for pickups. In fact no text, the better for the younger tester. ;)
Noted. Thanks for the reminder, I had that on one of my lists but kinda forgot about it.
So, today's the 28th, day of demo release just for this forum. :) It's my birthday, which is why I chose this date, but that also means I have a party tonight and work this afternoon as well, so it's possible the release will be tomorrow because I'm fairly busy. Maybe not, I'm not sure. Either way, a link will appear in this thread within 48 hours.
Happy Birthday! :)
Happy Birthday :booze:
Lee
Hope you've had a wizard of a birthday! ;)
fire up those candles! fire ball way!
happy birthday!
I magically sent you a 12 pack of beer! ;)
Thank you all for the birthday wishes. :) Yesterday my hangover was quite bad, so I released the demo today. It's over in the bonus forum, mainly because I want this release to be for a select group of people. So go check it out if you can. :)
I really like the look of this game. Can't wait to have a play on it. Are you going to have weather in the game like rain which could bring out sea monsters as you travel on your boat?
Thank you. :) Sea monsters are likely to be implemented, had crossed my mind. Rain, don't know. Snow, yes. If I can code it right.
Today I did some work on the graphics side of things. A stone bridge to be specific.
I have a question, how do you controll this smoth walking on the ground. I undrestood who do you build the levels but I try to understood where you must place the red wizard when he is walking up or down ??
Quote from: michael on 2012-Mar-02
I have a question, how do you controll this smoth walking on the ground. I undrestood who do you build the levels but I try to understood where you must place the red wizard when he is walking up or down ??
From the top of my head...
Up: Collision detection using ANIMCOLL, and adjusting the y position until ANIMCOLL returns false.
Down: If ANIMCOLL is false, move y position down until true.
There is a margin in between where no checks are made (I think) otherwise he'd be moving up and down all the time giving a bit of a jittery movement. I had to fiddle around a bit with values before I got it right.
thanks, very good idea. simple and make it smoth. think I like to adapt this
THX
I've been quite keen to try it out but when I finally I run it, the mouse doesn't move on the title screen (running on Win8DP). :'(
Request full-screen version?
there is a full screen check box on the option menu...
...but you have to mouse your way over there hehe :P
oh ok. also just to note, the title screen shows with black background, main title, menu items and a blank scroll. The cursor takes the first mouse position then does move at all but the star continues the blink.
Matchy, are you running a multiple monitor set up? I had the same problem but the game worked fine when I was only using one monitor.
Strange I see no scroll. Switching from 640x480 to full screen dosen´t work, makes a ´windows´ sound. Flipping to 800x600 and to full screen gets there, and then I can switch back to 640x480.
I run 2 monitors too. There are strange ´garbage´ around the letters too, like dots and line, I hope that is not suppose to be the art style since I failed to catch it :-[
Mouse works here ok, no problem.
Will get a better review on how it all works out on this end somewhere this coming week.
Quote from: Wampus on 2012-Mar-04
Matchy, are you running a multiple monitor set up? I had the same problem but the game worked fine when I was only using one monitor.
Well yes I am and I just tested it when changing the display options for one monitor but no change. For now, I guess, I could try to unplug one and reboot later, but it I'm sure it would be a general concern.
Quote from: erico on 2012-Mar-04
Strange I see no scroll. Switching from 640x480 to full screen dosen´t work, makes a ´windows´ sound. Flipping to 800x600 and to full screen gets there, and then I can switch back to 640x480.
I run 2 monitors too. There are strange ´garbage´ around the letters too, like dots and line, I hope that is not suppose to be the art style since I failed to catch it :-[
Mouse works here ok, no problem.
Will get a better review on how it all works out on this end somewhere this coming week.
Hmm... The garbage shouldn't be there (anymore). I think I know what it looks like since I spent a day trying to get rid of it. It's caused by the way the font file is formatted I suspect. Could you please post a screenshot?
640x400 fullscreen won't work on Windows 7. It has a limit of at least 800x600 I think.
The mouse issues surprise me. Will look into the code and try a different approach / catch the problem. I have no idea why two monitors would cause trouble. Actually, my musician runs two monitors and had no problems at all with mouse input. O_O
Oh, and the scroll is at the bottom of the screen, was thinking of doing a scrolling text intro thing there sometime, but not sure.
649x480 at fullscreen is no problem for my Win7.
Quote from: r0ber7 on 2012-Mar-04
Hmm... The garbage shouldn't be there (anymore). I think I know what it looks like since I spent a day trying to get rid of it. It's caused by the way the font file is formatted I suspect. Could you please post a screenshot?
it´s posted.
I got the idea of the scroll now hehe.
Quote from: kanonet on 2012-Mar-04
649x480 at fullscreen is no problem for my Win7.
Here, it will only work 640x480 full screen if I first set to 800x600, then full screen, then 640x480.
Otherwise, there goes a strange ´windows´sound, one that sounds like something went wrong.
But it dosen´t crash or mess the videos....I run 2 monitors on a win7 pro N 64b(SP1).
I run a GeForce GTX460 - driver vs. 280.26.
DirectX runtime 11.0
Edit: the garbage shows the same for same characters, like ´O´ has 3 dots under it.
[attachment deleted by admin]
Oh, I have a guess about what that is. OpenGL will copy a little of the image data from around the edges of a sprite when scaling. You may need to give the individual letters in your font an extra 1 pixel empty border.
Quote from: Wampus on 2012-Mar-05
Oh, I have a guess about what that is. OpenGL will copy a little of the image data from around the edges of a sprite when scaling. You may need to give the individual letters in your font an extra 1 pixel empty border.
Hmm, noted.
Meanwhile, I'm drawing a bridge.
(http://www.psyview.nl/rwi/img/bridge4.png)
great! :good:
love the art style.
Saw a video of the original game a few days ago.
This one seem generally a lot darker.
Hi a try the game, and it´s fantastic, like in 8 bits... what happends more forward in the screen... the graphics are "simple", but it´s very very fun this game... I hope you launch in mobile platforms than only PC... this it´s a great game...
Quote from: mentalthink on 2012-Mar-08
Hi a try the game, and it´s fantastic, like in 8 bits... what happends more forward in the screen... the graphics are "simple", but it´s very very fun this game... I hope you launch in mobile platforms than only PC... this it´s a great game...
Thank you very much. :) The idea is to eventually launch on Android and iOS too, although development is now primarily focused on Linux and Windows, mainly cause it's easier and I don't have a smartphone yet.
Did some sketches.
(http://www.psyview.nl/rwi/img/map.png)
Preliminary map overview. Each island will be a level. I do not think it will be a big world, mainly because I want to see this finished and I'm just doing this in my spare time. Also because I want to add new elements and graphics to every single island, so doing about eight or nine will take up plenty of time. On top of that, there is multiplayer to consider at some point.
As it stands now, the story will somehow take you to the king in his castle, then to elves on their forest island, then to dwarves, then to the big scary ending in the underworld. As you can see I'm not going for originality, just for what I think would be fun.
(http://www.psyview.nl/rwi/img/castleking.png)
King's castle.
(http://www.psyview.nl/rwi/img/king.png)
King v0.1
No have a Blog, about the Game, I think a lot of people, like it!!!, use an Bloggler or another Blog creator... I think can be a very popular game, and help to give popularity to the Game...
Nice Sketches... and well for PC can be a very nice game... and well Linux don´t have too much games... how I told you, remenber me when I was a Kid, for thinking... ?¿what´s happen in the next part?¿, simple graphics, but make the imagination fly... when I show the Viking boat... sincerelly, I go 30 years come back, like whit my Amstrad CPC... :nw: :nw: :nw:
I have a blog, but all I post there is what I post in here, sometimes a bit more over there. Glad to see you enjoyed the demo. =D
Today I took some of the feedback and made it happen.
- double jump is now working plus extra sparkles when you jump just for fun.
- powerups no longer get stuck in the ground where you can't reach them.
Next up is spell switching with the number keys (FPS style) and some nice icons to go with that. Some slightly new gfx I did earlier:
(http://www.psyview.nl/rwi/img/king2.png)
King
(http://www.psyview.nl/rwi/img/royalguard2.png)
Royal guard (lost pink pixel not intended)
- added ampos' z project (http://www.glbasic.com/forum/index.php?topic=7145.0) to the code so I can scale to any resolution, and in addition I've added a zoom function.
- getting hit while climbing didn't reset the climbing routine, fixed.
- critters were talking when they shouldn't be talking, fixed.
- changed mouse detection routine, shouldn't give people with double monitors any more trouble.
Porting all graphics commands to the z project's commands was quite a hassle. Still some left to do. Having problems with fonts and printing text. The main menu is a mess right now. But it's been worth it already. Finally got me my zoom function which I've wanted for a long time. :good:
Now, I go to :bed:
Great work. Its cheering to read about all your progress. Nice to see you adding ideas from suggestions (that work). Commendable. =D
I know how much work it be to retrofit a fixed-resolution game for flexible resolution, so sympathies about the hassle with that.
Quote from: Wampus on 2012-Apr-06
Great work. Its cheering to read about all your progress. Nice to see you adding ideas from suggestions (that work). Commendable. =D
:) You guys are most supportive, it seems fitting to add in some of the suggestions. Besides, most of them I wanted to do anyway. ;) And they're good suggestions. If someone would say omg why no make robots with lasers in 3D, I wouldn't. :P
So, today.
- modified the z_print routine somewhat, no more trouble with font drawing now. menu is back in normal shape.
- the flash trail wasn't working any more, fixed.
- all things that still needed to be adjusted to the universal scaling now are, with one tiny exception i just noticed which won't be a problem.
- picking up potions no longer displays text, but icons, as someone suggested it would be more intuitive and i agree.
It's come to my attention that I really need a more solid way of collision detection. Somehow, sometimes, you fall through the ground... It only happens occasionally. I suspect it's when you fall through the "crack" between two blocks of 32 pixels. If that's the case I could adjust for it with a slightly bigger boxcoll or animcoll. If it isn't, I don't know. It's hard to debug a bug that only happens once every now and then. Makes it hard to reproduce and to check if possible solutions work. :doubt:
zombie stripper robot steam punk from out of space maybe? :P
Quote from: erico on 2012-Apr-07
zombie stripper robot steam punk from out of space maybe? :P
Haha. Only if he wears a viking helmet.
Alright.
- really everything is now scaled correctly.
- improved collision detection, wasn´t so hard as i expected it to be. no more falling through the ground.
- added a brief period of invincibility after getting hurt. this way, you won't get stuck in the water or in a corner anymore while constantly getting hit.
- improved icon graphics
- improved jump animation
- modified level files a bit so that everything gets drawn the way it should
- added secondary fireball impact on enemies (no graphics, just means that if a fireball hits, more than one enemy in a group will bounce away). this seemed logical, if a huge explosion goes off right next to you, chances are you won't walk right through it. :P
- last but not least: switching spells can now be done with the number keys, FPS style, and when a spell has been selected an icon pops up instead of a text.
Well, that's it for today. Not much on the graphics side lately, think I'll go focus on that now. Variety is good.
Cia. :whistle:
P.S. I just contacted the music guy. If all goes well, there will be music for the main menu this sunday. Asked him to post @ www.psyview.nl/blog when it's finished.
Somehow my last post didn't make it here, so this is from yesterday:
Quote
- added jump blocks. you know, the ones that make you jump really high. boing!
- little flying dragons now spit fire. it looks really awesome i think.
- received music for the main menu. (gonna listen to it later. music guy tells me he wants to keep the same style in all the pieces, so that's good.)
The fire the dragons spit consists of a row of seperate sprites that follow an inverse bouncing algorithm. So now I have a standard algorithm for things like smoke, balloons, what have you. Everything that floats up. Having fun being back at developing this game. :)
And today:
- viking chicken now also spits fire (throw in some additional hp and it really is a boss!)
- viking chicken no longer falls through ground for no apparent reason
- a new weird bug showed itself. no idea of the cause, again
- perfected fireball hits
- added sweet sfx for the flames of the dragons/chicken
- received new music
(http://www.psyview.nl/rwi/img/castleking.png)
-->
(http://www.psyview.nl/rwi/img/castleking2.png)
King's castle. Not satisfied about the doors & windows yet. Other than that I think it turned out pretty well. 8)
Very nice - bouncy castle stylee! :)
Quote from: Ian Price on 2012-Apr-11
Very nice - bouncy castle stylee! :)
Haha, hadn't thought of that! But now you mention it... Well, that's sort of the style I'm going for, so good. :)
(http://www.psyview.nl/rwi/img/castleking3.png)
Improved, I think. The windows and door feel less glued on and more part of the picture. Think I'll turn my attention to the bird now. Eventually, you get to fly a bird, and there will be at least one level like this game. (http://www.youtube.com/watch?v=KJWTOgqzH3I&feature=related)
The newer version is much better :)
Quote from: Ian Price on 2012-Apr-11
The newer version is much better :)
Thanks, how about this one? ;-)
(http://www.psyview.nl/rwi/img/castleking4.png)
That's 1,5 day of work for you. Little guards for context, but mostly for fun. Thanks to Facet @Pixelation for the great suggestions which have made this. I'm pretty much content with how it is right now. Maybe I'll change the gate back to a door, but other than that, I'm satisfied. :)
Really proud to see my pixel skills developing, I think now I feel confident enough to do some proper night sky backgrounds.
I think the portcullis is a fantastic addition and much better than the door.
The castle itself looks better with the extra side walls and the darkened background gives it more depth, making it appear more realistic than the cardboard cutout it was (although it didn't look as 2D until now).
Nice :)
- created some villagers' children.
- did this:
(http://www.psyview.nl/rwi/img/dbri4.1.gif)
First layouts for a flying bird. This will become the bird you fly on after leaving the castle.
Today's result:
(http://www.psyview.nl/rwi/img/dbri8.gif)
Don't worry, the bottom of the wing does exist. It's just that my poorly written animation testing program seems to fail at bigger images.
- fixed a bug where tiles would not get drawn when repeated.
- stuff like powerups and enemies no longer bounce through ceilings
- completely redid the collision detection for enemies. i was having many problems, they would bounce through walls and ground, among other things. now they use the same function as the powerups do, because i'd already written that function with proper collision detection. was a bad decision in the first place to give the enemies their own function. right now many of the problems have been solved.
- continuing pixel work on the bird. imagine having to pixel 15 frames of a flapping wing, plenty of detail. can't wait to see the end result. :)
Here's a mindmap i made for overview of ideas.
(http://www.psyview.nl/rwi/img/mm1.png)
This is what I'm sticking to the coming days. Hopefully not many things will have to be added to the list and I can finish this before the end of may. Meanwhile I'm thinking of doing another video soon, and posting a new demo on here too. Mainly to see if the mouse capture thing has been resolved, but also to check for screen resolution zoom stuff and, of course, to show off my progress. :P
QuoteI can finish this before the end of may
It's a deal! =D
Quote from: Ian Price on 2012-Apr-19
QuoteI can finish this before the end of may
It's a deal! =D
:o :x
I meant this list, of course. But that would mean I'd have half of the world done, and would probably release an official demo. If there's one thing I learned, any game idea you have will take 6 times longer than you initially plan it to. :P
Looks like other people are fond of giant chickens too...
(http://media.desura.com/cache/images/games/1/18/17432/thumb_940x3000/ScreenShot_02.jpg)
http://www.desura.com/games/bird-assassin
:P
- continued with bird gfx
- started on adding the earth magic spell to the game (this one)
(http://www.psyview.nl/rwi/img/em8.gif)
animation and sfx are all in place.
- entirely new camera system (instead of a camera fixed on the player all the time) i took this analysis of the camera in Super Mario World as a guide: http://www.youtube.com/watch?v=TCIMPYM0AQg my camera is basically like that with a few additional things.
- fixed a bug where enemies would disappear
- castle gate now opens when you are near (with nice sfx of cogs working)
- fireballs can now be launched while walking (as requested) ;)
I think that's it. May have forgotten some things, been doing a lot of tweaking. :)
I really and kindly enjoy your dev blog (the entertaining parts) but have you got any GLBasic related content to post, like in game code? :zzz:
Kindly the game is written in GLBasic. ::)
Quote from: r0ber7 on 2012-Apr-28
- continued with bird gfx
- started on adding the earth magic spell to the game (this one)
(http://www.psyview.nl/rwi/img/em8.gif)
animation and sfx are all in place.
- entirely new camera system (instead of a camera fixed on the player all the time) i took this analysis of the camera in Super Mario World as a guide: http://www.youtube.com/watch?v=TCIMPYM0AQg my camera is basically like that with a few additional things.
- fixed a bug where enemies would disappear
- castle gate now opens when you are near (with nice sfx of cogs working)
- fireballs can now be launched while walking (as requested) ;)
I think that's it. May have forgotten some things, been doing a lot of tweaking. :)
VERY NICE ANIMATION!!!
CONGRATS!!!! :)
Quote from: matchy on 2012-Apr-29
I really and kindly enjoy your dev blog (the entertaining parts) but have you got any GLBasic related content to post, like in game code? :zzz:
I see your point. I could post game code, the thing is, it's very specific. I can't really show some of the code and have it make much sense, unless I'd explain all the types and functions in there as well. But I could shed some light on the concepts I'm using in a more general way. So, just for your indulgence, here's something I've encountered considering collision checks:
Say I have a powerup, falling at a speed of YS = 64 pixels per tick, with its current Y position being 0. There's a solid tile underneath it at Y = 10 with a height of 32 pixels.
(http://www.psyview.nl/rwi/img/collcheck.png)
At the current speed, collision checking the powerup's x,y,w,h and the solid tile's x,y,w,h with eachother will not show a collision. So the powerup will fall through the solid, because its speed is too high.
My solution is seen on the right of the image: do a boxcoll check with a starting position (for the powerup) of Y-YS instead of Y. Height of the box would be H+YS instead of H. This way the object won't fall through the ground.
I hope that satisfied you for a while. ;-)
In other news, much has changed since my previous update. Among other things, these things have been added:
- scripts and triggers for story telling
- earth magic spell fully functioning
- crystals powerups that make mana recovery go faster
- two new enemies (evil purple wizards! they shoot stuff at you and are quite deadly)
- background graphics finally look nice
- level 4 (king's island) completely finished
Right now I'm working on a new enemy, a dark spooky figure that sucks your mana away if you come close. I'm also working on a title screen. Still needs a lot of work, but here's the last thing I showed on Pixelation:
(http://www.psyview.nl/rwi/img/main_title3.png)
So yeah,
Quote from: Hark0 on 2012-May-01
VERY NICE ANIMATION!!!
CONGRATS!!!! :)
Thanks. Wait till you see it in game. ;)
Quote from: r0ber7 on 2012-May-25
My solution is seen on the right of the image: do a boxcoll check with a starting position (for the powerup) of Y-YS instead of Y. Height of the box would be H+YS instead of H. This way the object won't fall through the ground.
Oh I made the exact same thing in my ld48 entry :D http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=11574
<3 the graphic and animated updates.
Quote from: matchy on 2012-May-25
<3 the graphic and animated updates.
:)
Ok, so I've been kinda lazy in updating my devlogs. Many things have been added and changed. Coming very close to an official demo release. This will hopefully include more music as well, depending on the motivation of the music guy (who's doing this basically for free in his spare time). Just posting this to tell you I will publish a new video tomorrow. It will be somewhat of a spoiler, so if you enjoy discovering the game world fresh, don't watch it and wait until the demo comes out. Most likely that will happen before the end of june, although as always I make no promises.
Meanwhile, I have made two timelapse videos for fun, showing how I draw stuff. They're here (http://www.youtube.com/watch?v=SOomuEDap94&feature=channel&list=UL) and here (http://www.youtube.com/watch?v=bdWyBKUSF9E&feature=channel&list=UL).
Cheers.
Alright. New gameplay video here. (http://www.youtube.com/watch?v=lo_EfB55_ls)
Changes since last recording:
- dragons spit fire
- new spell (earth magic)
- scripts
- enemy wizards
- level 4 king's island & castle
- background improvement
- a lot more things i don't remember
How dare he have no beard! :D
This is shaping to be a very nice game. :good:
QuoteThis is shaping to be a very nice game.
I agree!!
I love the polish details, such as the sparkle particles.
It seems to flow and play quite smoothly! Great job! :good:
Quote from: Slydog on 2012-Jun-04
QuoteThis is shaping to be a very nice game.
I agree!!
I love the polish details, such as the sparkle particles.
It seems to flow and play quite smoothly! Great job! :good:
8) Thanks. Details are my strong point, big things are not. (Like landscapes and so on). But I'm learning.
- new level halfway through design.
- horizontal shooter mechanics are in place
- catapult, check
- explosive blue flame guy, check
I'm loving it!! :P
want to play!
:nw: :nw: :nw: A lot of work, and a very nice graphics... the change of Scenario I love it!!! change from the land to the castle, very good Idea, and very very nice...
Aproximadedly when it´s finished?¿...
Yes, how important is it that we know how long this project will take?
Thank you all, once again, for the uplifting comments. :)
Quote from: mentalthink on 2012-Jun-15
Aproximadedly when it´s finished?¿...
I really can't say. What I can say is that I'm halfway done with the amount of levels. Right now there are 5 levels, total will be about 10. On the one hand, most of the game mechanics are in place. Most code added after this point will be specifics for new enemies and bugfixes. On the other hand, there are still much graphics to be drawn. I'm doing this in my spare time. I also have a job, a girlfriend, am looking for a new place to live, and sometimes I just want to go out instead of sitting inside behind the computer. So really, I can't say.
I've made one thing clear for myself; it
will be finished. Which is why I'm not aiming to go for a huge world. So yeah.
In other news, I finished the horizontal shooter level where the player flies on the back of a bird. It's pretty neat, video this week. Also:
- started on gfx for next level (elves & their houses, maybe some gnomes too)
- added code so that NPCs can follow you around (for quests, like, herd the sheep back to their master or something)
Hey you guys,
New video (http://www.youtube.com/watch?v=MSJV1ZxYyjk) of the sidescrolling bird-flying level.
Today was a day for optimization. I was using REDIM in-game to adjust the size of several arrays. The problem with that was that, every time a single projectile/particle/powerup was added to the array, a REDIM was done, which would result in FPS < 60 when many explosions were going on at the same time. I still wanted the arrays to be flexible, but wanted to limit the amount of REDIMs done during gameplay. My solution:
(using powerups as example)
Get the number of powerups at the start of the level ( = powerup_n).
Set the powerup array size to powerup_n + 200 ( = powerup_reserved_n).
Replace all REDIM commands with my own rwi_redim() function.
FUNCTION rwi_redim :
if powerup_n > powerup_reserved_n
REDIM powerups[powerup_n]
powerup_reserved_n = powerup_n
endif
endfunction
This way, the array increases in size only when the maximum size of the array has been reached. At the same time, FOR/NEXT loops going through all powerups can use powerup_n, so that the loops will only check the actual powerups that are present.
The next two weeks I'll be on vacation, so I won't be doing any coding or pixeling during that time. However, I will most likely do level design and make sketches and think about the storyline. See you in two weeks. :good:
Nice video! Nice shotemup level!
Reminds me dearly of Agony.
now...vacation? what is that?
Have a nice time. :good:
Quote from: erico on 2012-Jun-30
Nice video! Nice shotemup level!
Reminds me dearly of Agony.
now...vacation? what is that?
Have a nice time. :good:
Thanks. :) To be honest, I used the wings from Agony for drawing these wings. Figured, why re-invent the wheel.
Just wanted to say I'm back, and doing some pixel work.
Previously, I spilled water over my keyboard and had to order a new one before I could code again (cleaning didn't work). And after I returned from vacation my video card was fried. Linux still runs in low-res so I can do some pixeling, but Windows won't start up so I can't do any coding, and OpenGL crashes the laptop too. So I ordered a new video card which will arrive next week. By now I know the inside of my laptop better than the streets in this town. ;)
Fried video card? Hope it wasn't a hugely expensive one.
36 euros for a replacement. Working fine now, doing some guerilla coding in between real life obligations. :) Mostly debugging and tweaking of controls / movement. Also introduced some very basic AI, some enemies will now chase you once they see you.
Quote from: r0ber7 on 2012-Jul-29
Working fine now, doing some guerilla coding...
Super cool!
Quote from: r0ber7 on 2012-Jul-29
...in between real life obligations.
Depressing. Let me take that back. lol...keep it up m8.
Quote from: matchy on 2012-Jul-30
Quote from: r0ber7 on 2012-Jul-29
Working fine now, doing some guerilla coding...
Super cool!
Quote from: r0ber7 on 2012-Jul-29
...in between real life obligations.
Depressing. Let me take that back. lol...keep it up m8.
Hahaha. =D
Alright, so I did some more stuff. But because I do a little bit here and there now, and because I have no desire to update this thread with every little thing I do, I only update www.psyview.nl/blog with all the details right now. I'll use this thread for major updates, like, new videos, interesting code, or even a demo release, etc. Rest assured, I'm still going. ;)
New enemy: (http://www.psyview.nl/rwi/img/sucker.png)
He sucks the mana right out of you. Other than that, been doing little bits (http://www.psyview.nl/blog) every day.
Just a short vid to illustrate my use of Wampus' colour changing code (http://www.glbasic.com/forum/index.php?topic=5624.msg44139#msg44139) and the menu expansion I've been working on.
Framerate is due to Fraps, game runs smoothly.
I love this game... it´s nice nice!!!, this adventures and all this magic world.
The FX of wampus it´s nice... it´s somenthign like HUE Colors in phothop.
About the date of launch the game... will be near or we have to wait a lot of time?¿.
I have to agree with Mentalthink, it has a warm cosy Amiga look to it(The graphic style reminds me of the animations in Typhoon Thompson), which is just great. :good:
BTW have you considered a 2 player mode?
2 Players in Netgame can be Awesome!!! =D =D :good:
Nice. Now I wonder why it's called Red Wizard and I also vote netgame! :good:
Quote from: bigsofty on 2012-Aug-27
warm cosy Amiga look
=D
Quote from: mentalthink on 2012-Aug-27
About the date of launch the game... will be near or we have to wait a lot of time?¿.
:) I know you're enthusiastic and that's awesome, but I really can't tell you a date, I'm sorry. Depends on so many things. All I can say is I'm about 40% done with the single player levels.
Quote from: matchy on 2012-Aug-28
Nice. Now I wonder why it's called Red Wizard and I also vote netgame! :good:
Hah, yeah me too. For now I'm keeping the name though. Netgame: would be awesome, and is still on my wishlist. I should be able to put a VS mode in some time. I'd love to play against my friends. Don't know about co-op, that'd need new levels I think.
:) I know you're enthusiastic and that's awesome, but I really can't tell you a date, I'm sorry. Depends on so many things. All I can say is I'm about 40% done with the single player levels.
Ufff!!! then this can be a very very long and nice game better... sorry for asking too much times... :-[, this it´s a hoge work, are you only doing , isn´t it ?¿... I wait paciently, this will be a Great game!!!
Regardm and how I told you sorry for asking all this times... now I know you have do it the 40%. :booze:
2player coop split screen would be cool, maybe the wizard has a 'minion'?
Quote from: bigsofty on 2012-Aug-30
2player coop split screen would be cool, maybe the wizard has a 'minion'?
Perhaps. Or just two wizards. Or not at all. :P
Quote from: mentalthink on 2012-Aug-30
:) I know you're enthusiastic and that's awesome, but I really can't tell you a date, I'm sorry. Depends on so many things. All I can say is I'm about 40% done with the single player levels.
Ufff!!! then this can be a very very long and nice game better... sorry for asking too much times... :-[, this it´s a hoge work, are you only doing , isn´t it ?¿... I wait paciently, this will be a Great game!!!
Regardm and how I told you sorry for asking all this times... now I know you have do it the 40%. :booze:
's cool, it's nice to see you get so excited. ;)
Yes I am currently working on this alone. My musician hasn't sent me anything in months, so I'm also making the music right now. Depending on his work, I'll put in my own music or his, depends on if he contributes.
:booze:
I guess the wizard default is red, so the title could been still the same, even there might been more costume colors on him. That part could even been MP or VS mode only, and in SP its can still only been red.
look like its about half year dev time more yet?
Quote from: spacefractal on 2012-Aug-31look like its about half year dev time more yet?
Maybe. :P
(http://www.psyview.nl/rwi/img/shrooms.png)
For the elven woods level.
Too much has been done since last update to say. Biggest improvement is under the hood. I'm using a combination of quicksort and bisection search to draw tiles now. Instead of an iterative loop through all the tiles I've now reduced the drawing from 10 ms per tick to an average of 2 ms per tick. (At some places, especially in bigger levels, I was getting FPS drops. Not anymore! :D) I learned that at the EdX lectures!
Buff, very nice Graphics... I think a lot of people in the RetroScene in Spain they love you... I think Pixel Art, it´s very very hard...
About 6 months of develoment only... I have this + or - and I have too less work do it than you...
Quote from: mentalthink on 2012-Nov-01
Buff, very nice Graphics... I think a lot of people in the RetroScene in Spain they love you... I think Pixel Art, it´s very very hard...
About 6 months of develoment only... I have this + or - and I have too less work do it than you...
Thanks man. :) I'm not the best pixel artist, but good enough I think. You get better over time if you just keep doing it. Thanks for your support!
Still no videos, sorry. ;-) I want you to be amazed when you see what I've done.
Tomorrow, I'm starting a major rewrite of the code. It's a big project, but it will give me these advantages:
- no more messing around with anim categories, which were a patch that grew big until it got messy
and needed a lot of code.
- all enemies, critters, and so on stored in seperate arrays, which gives more freedom for drawing
them in a specific order, which also caused me trouble in the past and is still fragile.
- multiplayer would be easy once this rewrite is done. simply add more players, each with its own info.
So, big job ahead of me. But when I'm done, I will have paved the road nicely for multiplayer. =D
Better I preffer wait and then the surprise...
I love this game, and the begin I don´t have to much interest becuase I think will be a simple game... but now... this it´s a real videoaventure like in 80... reminds me to Sir Fred... this game was awesoming...
Continue working please !!!! :nw: :nw: :nw:
So cool can't wait to play it but I am surprised it's not going to be finished by the end of the year considering it's the only thing you have been working on, and with multiplayer and code rewrite, my bet is that we get more of this blog for another year.
Good work. :nw: :happy: :whistle: :good:
Quote from: matchy on 2012-Nov-19
we get more of this blog for another year.
Good work. :nw: :happy: :whistle: :good:
Thank you! Also, that's a good bet. ;-) However, this is not my only project, although it's the only one I do in GLBasic. I also work on website design & development and general computer assistance, which, for now, are my main source of income. Once I release this game, I'm hoping I can get a lot of income from that too. :)
I haven't posted in here so much, but here's something:
I've finished developing a UDP connection protocol. I now have similar functions as the NET commands, but with UDP. I can send both reliable and unreliable data. Basically, I implemented this. (http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking) Players can join, get a user ID, and so on. I've programmed a simple chat interface which works fine and should be integrated into the main game without much of a problem. So now I'm focusing on:
1. Client-side prediction (movement)
2. Client-side interpolation (other players)
3. Server-side lag compensation
I really love working on this, but I also need food and a home, so sometimes progress is slow. :P
Quote from: r0ber7 on 2012-Nov-19
I really love working on this, but I also need food and a home, so sometimes progress is slow. :P
Haha, I knew you'd respond like that. You also need blog readers and forum members to comment and motivate you also, dude.
Quote from: r0ber7 on 2012-Nov-19
I've finished developing a UDP connection protocol. I now have similar functions as the NET commands, but with UDP. I can send both reliable and unreliable data. Basically, I implemented this. (http://trac.bookofhook.com/bookofhook/trac.cgi/wiki/Quake3Networking) Players can join, get a user ID, and so on. I've programmed a simple chat interface which works fine and should be integrated into the main game without much of a problem.
You're very quick! Was it really only 5 days to do a major reworking of your code AND get your multiplayer protocol working? It took me about a week to get my LAN/Internet networking stuff up and running but I didn't need to do as much as you when it came to handling UDP. All I did was create a broadcasting lobby system for establishing games for LAN/Internet and after that everything is done using the NET game hosting stuff.
I'm not that quick. ;)
Still need to do a rewrite of the game code. Networking protocol, myeah that's about done. I learned network programming in C when I was a teenager (so I could mess with the school printer :x), so it wasn't anything new. GLBasic makes networking really easy. Just need to kinda fit it into the main code now, which is the bulk of the work anyway. Will be quite the challenge. =D
I'm moving house, and with the holidays and apocalypses there hasn't been much time for coding, but that'll come back. I did make a prototype for a boss.
(http://psyview.nl/shop/wordpress/wp-content/uploads/2012/12/bile.png)
Current code is running, but with many bugs because of changes in the base code. After those get worked out, I will focus on getting the network layer up and running.
Thank you all for your support this year. :)
uhmm Very nice extrange Big Boss!!!
Seems the end of the world, break all us the coding workflow...!!! I hope don't repeat to 39.000 years forward... =D
Boss sure looks menacing...great stuff going.
Keep it up, but more up, such a great game!
Nice! :good: Serpent King of Symmetry?
I was thinking of naming him Bile.
Here's some fireworks for you.
The audio department had a day off.
Nice Nice... I have a doubt about your game... the gameplay... how log it's?¿... So, I think when we playing the game, will be more than a hour?¿... I look a lot of screen yet, and I think you have a lot of work more to add...
Really impressive, the quick mode of work, and the huge development are you doing man... :-* :-*
My musician friend is going to an indie game convention. I've made a teaser for the game for the occasion. I am moving house right now so little time is left for coding. More time spent carrying boxes. :-P Anyway, here's the teaser. Music is in-game music.
Oh, so there are shoot-em-up areas flying on a bird now? Flippin' awesome. :D
It's look super cool and tune suits it well. We won't tell the musicians you are not coding at the moment as it might soften the shine. :whistle: :nana:
Wow, that really amazing. Totally professional.
Quote from: Kitty Hello on 2013-Jan-26
Wow, that really amazing. Totally professional.
=D
Releasing a demo soon.
HI rober I like to ear this... Your game will be in steam... only will be for dekstop computers ins't?¿... Only Linux or Mac and Win...
Only a curiosity, the gameplay of yourgame how much time it's... beacuse all the videos you put, the game perhaps it's about 1 hour of play?¿...
Regards,
Quote from: mentalthink on 2013-Apr-27
HI rober I like to ear this... Your game will be in steam... only will be for dekstop computers ins't?¿... Only Linux or Mac and Win...
Only a curiosity, the gameplay of yourgame how much time it's... beacuse all the videos you put, the game perhaps it's about 1 hour of play?¿...
Regards,
I am looking into an iOS / Android adaptation. Many things in the code are broken right now. I intend to fix the biggest bugs, build some more levels, and release a demo. The length of the demo will depend on how many levels I feel like making, and the skill of the player. ;)
I updated the collision code, for the third time.
I now use a sphere radius calculation.
Luckily now the wizard no longer falls through the ground
Ok you guys,
I'm uploading an unfinished beta today or tomorrow. I told myself I wanted to release something by the end of may, and it's the end of may, so yeah. I haven't done much on this project for a while though, so expect it to be buggy and unfinished. Lately I've been working on an app for a client (which pays money) so I haven't had time to revise the levels or the collision detection or readjust the spells or all the other things I'd like to do. It's still a playable game though, so I figure I would give it to you so you can have some fun with it.
Very much appreciater Robert, and I hope this project reaches full fruition and pays you back handsomely :good:
Hello r0ber7, a fast question
Your game have a level editor?
TIA ;)
Yes. Expect to see many more new levels some day.
Here are links to download:
Linux version (https://docs.google.com/file/d/0ByGl2pPjPj4eVlN1MnFyaDRheTA/edit?usp=sharing)
Mac OSX version (https://docs.google.com/file/d/0ByGl2pPjPj4eTGRXTHUtRndRSEk/edit?usp=sharing)
Windows version (https://docs.google.com/file/d/0ByGl2pPjPj4eTnZsXzVWQV93X2c/edit?usp=sharing)
WASD to move, number keys select spells, left mouse click casts. Only spells 1 & 2 work correctly. Shop system is not balanced. Many bugs inside, some of them are game-crashers. Still, enjoy. ;)
Rober7 thanks for the game, but you don't sell after all this huge work?¿... but guy if you don't launch now wait some time... but thanks I go to play , I say a lot of times I love this game...
Quote from: mentalthink on 2013-Jun-01
Rober7 thanks for the game, but you don't sell after all this huge work?¿... but guy if you don't launch now wait some time... but thanks I go to play , I say a lot of times I love this game...
:) I know, thanks! Maybe I will sell it some day, but right now I just wanted to share. :good:
Very generous! :nw:
As you may have noticed, collision detection is completely messed up. At least it was, until today I tried this (http://www.glbasic.com/forum/index.php?topic=9265.msg79403). Now it will only take some time until I've got all interactive objects in the game ported to my own custom physics engine, which I have been developing for some time. That means no more jittery movement, falling through ground and walking through walls, or magically "climbing" them. It also means I can have all game objects behave far more realistically in their response to a collision.
I also updated the map screen.
Wordcount:11112 commands
Now I'm looking if I can get rid of one command, just to get to 11111 commands. :P
I'm so excited about this game!!!!111111!1!11!!!!!! :D
Yeah this release was way more buggy then your older one, hope you get this all solved easily and maybe will publish a newer version later. :good:
haha
Quote from: kanonet on 2013-Jun-07
Yeah this release was way more buggy then your older one, hope you get this all solved easily and maybe will publish a newer version later. :good:
That's cause I was in the middle of doing a major rewrite of a lot of code, and then I didn't feel like it anymore. So when I started coding again, I was faced with half-finished work which I totally forgot about. But it's starting to pay off now. :)
Quote from: r0ber7 on 2013-Jun-01
Yes. Expect to see many more new levels some day.
Here are links to download:
Linux version (https://docs.google.com/file/d/0ByGl2pPjPj4eVlN1MnFyaDRheTA/edit?usp=sharing)
Mac OSX version (https://docs.google.com/file/d/0ByGl2pPjPj4eTGRXTHUtRndRSEk/edit?usp=sharing)
Windows version (https://docs.google.com/file/d/0ByGl2pPjPj4eTnZsXzVWQV93X2c/edit?usp=sharing)
WASD to move, number keys select spells, left mouse click casts. Only spells 1 & 2 work correctly. Shop system is not balanced. Many bugs inside, some of them are game-crashers. Still, enjoy. ;)
:good: Hi @r0ber7, thanks for sharing!
I think you are making a very good tittle... ;D
Hi!
I just downloaded last avaliable win.rar version at Google Docs... (rwi_0_25.app)
On my Windows7-64 bit with integrated video card AMD Radeon HD 6450 I found some video "bugs":
1- Options show Fullscreen NO, but it's starts at FULL screen... change don't work correctly.
2- The resolutions don't work correctly... 1280x800 are initial set. If I try to make any change the app "freezes" with black screen.
(I try to make snapshot without succes :()
And... check for speed timming... the text scroll at main menu are VERY VERY VERY fast on my computer.
I hope this comments can help you...
And continue working on this title, the gameplay, grfx, etc are VERY VERY AMAZING!
;D
Hi,
Tried the mac version. Doesn't start at all. I see the glb icon in the dock for 1 second then it is gone.
Hey you guys,
Thanks for the feedback! I warned you it was buggy. ;)
@ Hark0, yep, I know. :P Thanks for the compliments.
@vmonono, I will look into that...
I'm finishing off a project for a client, so I have some more time now to work on this again in the upcoming week. I'll be continuing progress on the physics engine first.
Cool :good:
Been some time. Started work on the physics engine yesterday. The controls will have to be adjusted to it, and also all enemies, powerups, and critters. The camera needs work too. Also.
Two new guys:
(http://psyview.nl/dd/wp-content/uploads/2013/08/pr_twonewguys.png)
Nice the project Continue, but you realease another final version some months ago, isn't?¿.
Really I hope you finish the game whit the idea when you beggin the project, but don't leave whitout finish, if you don't have time now, perhaps the next year you have more time and can fininsh correcty... was a huge work for don't finish ok, this wil be a suicide.
Continue please. :nw: :nw:
Quote from: mentalthink on 2013-Aug-09
Continue please. :nw: :nw:
The one I released wasn't final. It was just to share what I'd done up until then (and it was quite broken too but meh). I'm still working on this, and will finish it.
Alright. I cancelled plans for a complete physics engine. I could do it, but it would take too much time. It was fun experimenting with vector calculation though, I learned a lot.
- Updated level editor
- Doing level design
- Removed many bugs
- Added enemies
Here's me building a level, sort of. (http://www.youtube.com/watch?v=dvgJA86tCTE)
WOWOW!!! :nw: :nw: :nw: I love the Editor, it's really really Usefull, but the Editor it's new or you did when you start the project, never you show to us... Really cool!!! Another thing in the editro you can test, or only can design the Levels... I say, because can try in the editor I think can save a lot of time, between make the Level, test in real game, and modify it's necessary...
In my Editor, really it's the game plus the Editor...
I loved the User interface.. very dark like practically all the commercial soft now.
About the Sprite it's really nice, but how many enemies you have in your game, I think a very big number , in 3D I think it's more easy when you know for frames, but pixel art, really it's a hard job...
All I see really really impactant and very cool!!! :booze: :booze:
Thanks. I saw your level editor, and thought I'd post mine too. :)
It's a seperate program, so for testing I have to fire up the game as well. The number of enemies is growing, but not all enemies need new code. Sometimes I just re-use existing code with different values for jump-height, attack time, etc. Pixel art isn't that time consuming, it depends on how many frames per enemy I want. Some enemies have only a few frames, and most of that is copy-paste work with some slight adjustments. The big timesink of pixeling is adding details. For my next game I think I will do less detail, that takes up most of the time.
Boss 2 (graphics unfinished):
If I could make all parts of the boss rotate at the angle of the movement direciton it would look a lot cooler. ;)
Very very cool!!! the demo working in the model it's simply Awesome... a doubt, the program you use for paint, it's done for you or it's something comercial or opensource?¿
I look the timelapse and it's really nice see the effetcs like depth or shinnes only changin a bit the colors, really I think it's a hard job, but the result it's really Cool...
I hope someday play to the ended Game, I think in this game for arrives to the ending will be a lot of time playing it , for now I look a lot fo stages, Continue it, please... :nw: :nw:.
Great video! Bosses are the thing!
Good to see this project advancing and getting newer feats.
The ´kind of dpaint´ going on there is Grafx2, open and free and really cool https://code.google.com/p/grafx2/
:offtopic: The build for the caanoo works amazingly great, the one for android is a bit tough on the side...bad, as it would be perfect on a note II.
mightbeen the game should only supports tables based devices? Its does look extremely awesome.
Quote from: mentalthink on 2013-Dec-19I hope someday play to the ended Game, I think in this game for arrives to the ending will be a lot of time playing it , for now I look a lot fo stages, Continue it, please... :nw: :nw:.
I hope someday to finish it. :) The game will probably have four worlds: a "green grass" world, an iceworld, a forestworld, and an underworld. But this could change, if my ideas change. This is the boss for the underworld.
A lot of things that used to work, don't work anymore right now. The bird, and two spells for example. I updated the shield spell, did some work on collision detection. I would also like to fix any system-specific issues, as well as the menu, loading screens, etc.
Quote from: erico on 2013-Dec-19
Great video! Bosses are the thing!
:D I know, I'm really happy with how this one turned out. Still working on him, will post the end result. Bosses are also a lot of work if you want to make them a little intelligent.
Right now this boss uses way too much CPU, it makes my laptop heat up. I think it's probably all the calls to ATAN() and SQR() in the physics functions. I'm thinking about writing my own ATAN & SQR objects, using precaching of common calculations, combined with a fast searching algorithm.
Quote from: spacefractal on 2013-Dec-19
mightbeen the game should only supports tables based devices? Its does look extremely awesome.
I'm not sure what you mean by tables based devices. I think erico was referring to Grafx2, not my game. But thanks. :)
have to download now and have a go! ;-) Amiga !!!
I don't know if the old build is still up. Working on some bugs recently.
Ok, I'm working on things... Moving everything to a new system & doing endboss graphics.
Getting this:
*** Unhandled exception ***
EXCEPTION_ACCESS_VIOLATION
Where should I begin to look? It's a lot of code and I can't remember how I fixed these errors in the past. I think it's something with a pointer pointing to nothing? Could it be caused by missing files? :blink:
Edit: never mind, was caused by VirtualBox: http://www.glbasic.com/forum/index.php?topic=6497.msg52209#msg52209
Ok, so I've started doing things on this again. My intention is to do something every day, even if it is very little. A lot of little things make a big thing. It will be a while until I can show you the new stuff, I just wanted to say I'm on it. For all you guys who are still enthusiastic about this, thank you, you reminded me I want to make this. :) So I will be updating this thread more often, but when I'm not working on art there's not that much to show you know. Lots of the bugs there were have been removed now.
May continued interest be on your side :)
We look forward to any progress.
:|
finish this game!
Take it easy on him. It's been 2 and a half years and maybe more time is needed for very informative updates. :D
Final boss frames. Man, pixels.
(http://www.psyview.nl/img/rahu.gif)
Yeah! hail the snakes! :good:
You pixelling process is pretty great too!
Where is a video of it in action? ::)
more snakes =D :good:
WOW!!! the Sprite it's fantastic, you have very high skills doing Pixel Art, very very good this "model"...
About finish the game making little things every day, it's what I'm doing from sometime ago, don't waste all my day working in the game, and now I go more faster... I think too much hours only saturate myself.
I'm waiting this development... Only a think r0bert7, the playgame how many hours will be, beacuse you put some videos and the Stage are really long more than 10 min each....
I love this Snake... <3
Thanks all. :)
Quote from: erico on 2014-May-13
Where is a video of it in action? ::)
Coming up, slight code adjustments necessary. :)
Quote from: mentalthink on 2014-May-13
the playgame how many hours will be, beacuse you put some videos and the Stage are really long more than 10 min each....
Depends, I'm thinking short levels, but a lot of them.
for mobile games, short levels (but many) is better than long levels. on a desktop versions, here long levels mightbeen better. Im did have that issue with my game due that.
Quote from: spacefractal on 2014-May-13
for mobile games, short levels (but many) is better than long levels. on a desktop versions, here long levels mightbeen better. Im did have that issue with my game due that.
I don't think I'll be targeting mobile. The controls would be all over the place.
This week is for debugging. Things I want to fix:
- after winning 1 or 2 levels, game crashes
- in certain cases, casting earth magic spell, game crashes
- loading bird level, game crashes
- loading screen for some reason is not visible
- level reset now does not reset all variables, so add everything to be reset
V after winning 1 or 2 levels, game crashes: fixed (i think)
V in certain cases, casting earth magic spell, game crashes: fixed
V loading bird level, game crashes: no longer crashes, but needs work
V loading screen for some reason is not visible: fixed
- level reset now does not reset all variables, so add everything to be reset: in progress
Getting there! :) :good: :whip:
Quote from: erico on 2016-Feb-19
Getting there! :) :good: :whip:
I detect hidden sarcasm disguised as kind support.
haha, I think I can see what you mean...but no, just some support. :D
Quote from: erico on 2016-Feb-22
haha, I think I can see what you mean...but no, just some support. :D
Um, how when this project is 5 years old with 20 months silence? I think you are just being too nice for no reason.
Oh no, I actually have my own share of about 2 or more years old to-be-finished games, so I can never judge that. :P
What is nice is to see that the project is GOING on.
Fair enough but this project development is blogged unlike most projects. Randomly, I was actually wondering about this cool game last week. As a fan only, I am a bit sour it's taking so long with a just a log report. Hopefully some media promotion might help me see more of the light. ;)
Thank you for the support, sarcastic or not. 8)
Worked on the menu some. Moved all important code to a git repository. Started designing a new level. It's a bit barren at the moment. >:D
Its certainly progressing, I always liked the look of this game BTW.
Thanks, it is suffering from many bugs still. But I made another level.
:happy:
Saw a little review of your amiga version on Amiga Future magazine here:
http://www.amigafuture.de/kb.php?mode=article&k=4732&start=0&page_num=14
Quote from: erico on 2016-Mar-13
Saw a little review of your amiga version on Amiga Future magazine here:
http://www.amigafuture.de/kb.php?mode=article&k=4732&start=0&page_num=14
Interesting review. Most of it is true.
I made a level, and I drew some plants.
Looks nice, I like the style. I used eyeball plants in an old CPC game I made many moons ago, this looks very similar funnily enough. A blink animation or a 'follow the player' view state would be a nice addition to it IMHO.
Rober7, are you think sell in Steam?¿ (I'm not sure if you comment this). I see the last video and I think the game have enough quality for a PC Game... I love the effect of the vircle arround the main character...
Continue the game is really really good and nice.
Quote from: bigsofty on 2016-Mar-26A blink animation or a 'follow the player' view state would be a nice addition to it IMHO.
I have considered the same thing, maybe I will do that. For now I updated the sprite's graphics a bit.
Quote from: mentalthink on 2016-Mar-26Continue the game is really really good and nice.
Thanks, your compliments are humbling. I have not decided anything about commercial things, like how to sell, yet.
Today I did a forest level, with some elves and a few darklings.
I tweaked the forest level some more, and now it won't load. So it's back to bug hunting for now. I also want to cut off a lot of unnecessary codebase. Optimization and elmination are needed.
The whole game is looking like it is in shape, is it necessary (optimization and clean up)?
The forest is great, but I feel some of your newer GFX are going a little bit away from what you currently have style wise, not too away, just a bit.
Maybe check the optimization and clean up based on your target hardware´s performance?
Quote from: erico on 2016-Mar-30
The whole game is looking like it is in shape, is it necessary (optimization and clean up)?
The forest is great, but I feel some of your newer GFX are going a little bit away from what you currently have style wise, not too away, just a bit.
Maybe check the optimization and clean up based on your target hardware´s performance?
I still consider it somewhat important, especially the loading time for levels. However, optimization is not the biggest priority, thanks for reminding me. :-)
Niiiiice!
Like the those spell effects and paralax scrolling...
Quote from: MrPlow on 2016-Apr-01
Niiiiice!
Like the those spell effects and paralax scrolling...
Thanks. :)
The way I compile currently is by running GLBasic v12 on an old Windows laptop, which I've got hooked up to the ethernet. It compiles for Mac, using OS-X uni.
This is tedious (having to work with two computers) so I've tried setting up GLBasic v14 in a VirtualBox, but to no avail.
For now I only make minor changes to the code, and I'm making levels. I added a castle to the forest level shown above. I'm also planning an ocean level, with lots of boats and squid.
I've made a lot of progress these days. This is because I installed Crossover, making development a lot easier.
<3
- tweaked the shield particle effects
- added earth magic animations
- tweaked jump gravity
- fixed a bug in the menu
- fixed broken colour customization of wizard
- added details to existing levels
- fixed enemy spawning
- edited a bunch of levels
I still cannot directly compile for Mac. It gives the error "create process failed", which probably has something to do with Crossover. Maybe I can adjust the bottle settings.
Crossover has been awesome. I've added some functionality to the level editor. I also made a loading screen.
(http://www.driewielerdigital.com/rwi_img/loading_snake.png)
Just posting to say I've picked up work on this again.
Well done, always was a good looking game. :good:
Quote from: bigsofty on 2017-Mar-11
Well done, always was a good looking game. :good:
Thanks. I don't have much fancy graphics to show right now, but I have been working on this. Specifically:
- I completely redid the camera system, making movement feel a lot more smooth. Based on this talk: https://www.youtube.com/watch?v=pdvCO97jOQk
- Grass now moves a little if the wizard or other creatures walk on it.
- Level editor has been improved by adding DDGui components, making level creation quicker.
- A few enemy sprites have been redone or improved.
- I added an ingame menu, allowing the player to exit to the menu or to desktop.
- I moved back to the old map and added a new island to it. Also some user interface to see which level to play.
- Fixed many, many bugs.
:coffee:
Nice that you are back at it! :good:
Do you have a plan of what things are left to do? Or are you going about at will?
It is a great game, from the last time I experienced it, so it must be even better now. :)
Do you happen to have a pic of the level editor with the ddgui?
Great stuff! I also watched that video recently - really useful stuff.
Quote from: erico on 2017-Apr-04
Nice that you are back at it! :good:
Do you have a plan of what things are left to do? Or are you going about at will?
Sometimes at will, but most of the times I keep a list.
Quote
Do you happen to have a pic of the level editor with the ddgui?
No, but I got this: https://www.youtube.com/watch?v=yaBeYCgKKF8
Nice! Seems pretty functional, but more to the ones who know what is going on. Do you happen to keep track of a manual for it? Is it going to be part of the release?
I´m quite interested in level editors.
Super nice the Editor
Quote from: erico on 2017-Apr-14
Nice! Seems pretty functional, but more to the ones who know what is going on. Do you happen to keep track of a manual for it? Is it going to be part of the release?
I´m quite interested in level editors.
It wasn't made with usability in mind, but you could probably figure it out. No manual. I could share it if you want to try and make a level. ;)
Quote from: mentalthink on 2017-Apr-14
Super nice the Editor
Thanks. Here you can see the new "copying" feature while I make a castle level: https://www.youtube.com/watch?v=-Q9F1ghuXwI
I´d sure wish to try out, but I need to finish that avocado game first. :)
Quote from: erico on 2017-Apr-16
I´d sure wish to try out, but I need to finish that avocado game first. :)
Heh sounds familiar. Looks good though.
I made a small website for Red Wizard Island. (http://cortexcode.com/rwi/)
Looking pretty good.
But I think you should add more to it on the dev part, it helps a lot.
You did a lot already here on the forum, add some stuff there as a dev blog maybe.
Thank you, I will look into it. As it stands, it is just a way to reach people who are interested so I can contact them when the game releases. But thank you for the suggestion. =D
Made a gif.
(https://media.giphy.com/media/KI4tsRoKtP9wA/giphy.gif)
And a youtube.
https://www.youtube.com/watch?v=x2iid_nX9lI (https://www.youtube.com/watch?v=x2iid_nX9lI)
No sound on the tube version? Great work, it has been a while I played a beta.
Abou the site, yeah, if it has that primary objective, all is fine.
Quote from: erico on 2017-May-05
No sound on the tube version? Great work, it has been a while I played a beta.
Abou the site, yeah, if it has that primary objective, all is fine.
No sound, but the next one will have some. I added some new sounds in too, but I'm not sure if they fit the rest. They're more "old school" than the rest is. I also looked into music for the loading screen and so on, but have not decided on those either.
Recently made adjustments to the menu map level select. You know, like a world map. It's nothing fancy but it's not ugly either and it does the job. Still a ways to go, but sometimes it's good to celebrate the little things too.
(http://www.cortexcode.com/rwi/public/img/map_june_2017.png)
Map may change in the future. Could be that I remove the second mountain.
It's looking solid, and most stuff is on place - moving, shooting, enemies, patricles..
You can choose several path for game and it has a real potential as those days both 'mixed action rpg' (1.) and 'bullet hell' (2.) are very popular.
1. Player beside to kill monsters need to do some quests (some story line), manage stats, equipement, maybe some follower that will help with harder maps and so on.
2. Game with minimalistic RPG elements - basic stats, but with more shooting elements, yet for this random generated levels would be needed - like 'Nuclear Throne', 'Enter the Gungeon'.
Or you targeting somehing other? (Sorry I didn't followed this topic by some time)
But I have to point something out, and you surely know that. It's WIP project so graphic style isn't final but it's incoherent, great looking pixel art style ground, grass tiles, simple shaded stone blocks + trees, particles with a lot of alpha effects. One graphic style would help very much in overall reception of the game. And don't get me wrong, in this form it's much better that many games from Greenlight, I just hope that in final version graphic will be more consistent.
The map screen reminded me of Loom and Monkey Island right alway! :)
Maybe a Golden Axe kind of map could also fit fine. :booze:
Quote from: dreamerman on 2017-Jun-16I just hope that in final version graphic will be more consistent.
Thanks for your reply dreamerman. The consistency is a point I've heard before, which is probably caused by the assets having been made over a 7 year time period. Thanks also for the suggestions on gameplay, it will be more of a "mixed action rpg" as you described it, although some parts are pretty heavy on the action. It's not a bullet hell.
Finally if you like, consider subscribing to the mailinglist (http://www.cortexcode.com/rwi) if you want to receive updates on release. :good:
Quote from: erico on 2017-Jun-17
The map screen reminded me of Loom and Monkey Island right alway! :)
Maybe a Golden Axe kind of map could also fit fine. :booze:
Haha, it kinda does. Both games I absolutely love, but for this map I was inspired more by the Heimdall 2 map:
(http://www.myabandonware.com/media/screenshots/h/heimdall-2-into-the-hall-of-worlds-1rw/heimdall-2-into-the-hall-of-worlds_11.gif)
Heimdall 2 is one of my favorite old time Amiga games. :)
Oh my, how could I forget Heimdall, the chase the pig game! :D
Great reference!
Quote from: erico on 2017-Jun-19
Oh my, how could I forget Heimdall, the chase the pig game! :D
Great reference!
I don't remember that part, was that Heimdall I? Perhaps I should play that some time.
Anyway, I've signed up for Steam Direct and am looking into Steam Pipe for a beta deployment some time this year. I have two paid projects and two little kids running around, so progress is slow, but it is there. Doing a lot of bugfixes, mostly to do with collision errors, right now. Will keep you all updated.
Great to know, let us know how it goes! :good:
the chase the pig is here at 5:38
https://youtu.be/VjaORgAAS5M?t=337
I am currently following the motto "something is great when you can no longer remove anything". I have to do away with some things I've worked on a lot, simply because they have no effect on gameplay and some of them are quite buggy. I hope to reduce the game to something resembling the original idea.
The pig game was definitely Heimdall I, it looks great. Now I have to play that, of course. 8)
Looking at the youtube of your game...looks super! It should do well on Steam!
Looks smooth and fast!! Nice particle effects and pixel art! Look forward to seeing this on Steam! =D
Quote from: MrPlow on 2018-Mar-15
Looking at the youtube of your game...looks super! It should do well on Steam!
Looks smooth and fast!! Nice particle effects and pixel art! Look forward to seeing this on Steam! =D
Thanks, I've been working a lot on it. I've also made a site http://www.cortexcode.com/rwi/ (http://www.cortexcode.com/rwi/) where people can subscribe to the newsletter. I will probably send the Steam betakeys through the newsletter.
I have also made some screenshots.
Looks great, love the bendy castle! :D
now steam have been easier, but this game also have a long dev time :good:
Quote from: spacefractal on 2018-Apr-20
now steam have been easier, but this game also have a long dev time :good:
Too long, lol. :D
A long way to home.. eh to Steam ;) Any sneak peek about preview version?
That chicken enemy or boss looks terrifying :D
Quote from: dreamerman on 2018-May-13
A long way to home.. eh to Steam ;) Any sneak peek about preview version?
That chicken enemy or boss looks terrifying :D
The chicken is the mid-boss. Last boss is a snake, still have to make his environment (a spooky cave sort of thing.)
I don't have a sneak peak for you yet, but I don't think I've shared this marble tileset yet. It will mostly be seen in the two levels you cross by boat, but could also be present at the start of one of the forest levels. I don't like the idea of seperating tilesets completely into different biomes. I'd rather have the environment gradually changing.
Yesterday I've started work on the first boat level. I'm getting a new job soon, three days a week. I have decided I will dedicate one day per week to this game when I start my new job and the other project I have going on finishes. :)
Bugfixes bugfixes bugfixes... :glare:
Finished building the first boat level. I've made a screen recording of me playing it. Fixed a whole lot of bugs in the process as well.
Forgive me for the audio quality, it is a bit low.
Video is unavailable?
Quote from: r0ber7 on 2018-Jul-17
Finished building the first boat level. I've made a screen recording of me playing it. Fixed a whole lot of bugs in the process as well.
Forgive me for the audio quality, it is a bit low.
Should be working now, yes? Sorry about that, it was a "draft" although I seem to remember clicking the publish button.
It's something how Youtube videos are tagged here on forum, in Opera I had to disable ad blocking and allow 'dangerous' content to be shown :D
You can always check html source of that post to get direct link or hit 'inspect element' in browser.
Game is looking good, I know that this could be a lot of additional work but it would be nice to see cooperative gameplay option, plug two gamepads and play with friend, or even some versus mode.
Quote from: dreamerman on 2018-Jul-19
It's something how Youtube videos are tagged here on forum, in Opera I had to disable ad blocking and allow 'dangerous' content to be shown :D
You can always check html source of that post to get direct link or hit 'inspect element' in browser.
Game is looking good, I know that this could be a lot of additional work but it would be nice to see cooperative gameplay option, plug two gamepads and play with friend, or even some versus mode.
Thanks for the heads up, I hope the video is working for everyone now. I won't be doing co-op, sorry. Development of the levels, camera and so on would have to change and there is plenty of work without adding extra features now.
What would be the thing you think is most interesting about this game? :)
It's really hard to say, doesn't look complicated but would be more demanding in other ways than most of current platforms with pixel perfect jumping, yet not overwhelming as some indie games that require to much thinking and management like in Sim games..
If it will have some basic RPG element's, then some even simple story would be nice. If it will be platform game with bullet-hell/shooting elements what would be it main determinant of the difficulty level - amount/strength of enemies, some immune to fire and so on, or e.g. mana management.
Sounds like a good game description. Do you mind if I use it? :D
Obviously no problem with that, if You like it, use it freely ;)
Finally got the video to work, looks like is maturing well R0ber7. Reminds me of Caveblazers graphically, which is one of my favourite indie Steam games at the moment. Although I would like to see a multiplayer feature, I would cash this in on Steam as is and reap in some well deserved cash! :good:
Quote from: bigsofty on 2018-Aug-03
Finally got the video to work, looks like is maturing well R0ber7. Reminds me of Caveblazers graphically, which is one of my favourite indie Steam games at the moment. Although I would like to see a multiplayer feature, I would cash this in on Steam as is and reap in some well deserved cash! :good:
Yeah, definitely. :) Thanks. I checked out Caveblazers and can see the resemblance. I would play it if I had the time. :P Currently moving house, so a lot of my time is spent on that at the moment.
Amazing. Can I use screenshots of this to advertise GLBasic?
Of course! If you want to include a link to www.cortexcode.com/rwi (http://www.cortexcode.com/rwi) that would be great too. But feel free. :)
Quote from: Kitty Hello on 2018-Aug-29
Amazing. Can I use screenshots of this to advertise GLBasic?
If you want, I can include a link to glbasic.com on my website too. Shall I do that? :booze:
Might be cool. I'll try to put GLBasic on STEAM...
[edit]
I can't get screenshots off YouTube videios :( Can you post me 2-3 screenshots, please?
Quote from: Kitty Hello on 2018-Aug-30
Might be cool. I'll try to put GLBasic on STEAM...
[edit]
I can't get screenshots off YouTube videios :( Can you post me 2-3 screenshots, please?
Here are two .zip files with screenshots I've sent to other people somewhere in march.
Progress on this has been slow the last months, because I was moving. Now I've moved and am working towards Steam alpha tests. I have my new development environment set up (Windows 7). I used to work on Crossover in MacOS, and I couldn't use the debug option inside the IDE. So that is now back and is extremely helpful in (of course) debugging. :)
Quote from: Kitty Hello on 2018-Aug-30
Might be cool. I'll try to put GLBasic on STEAM...
[edit]
I can't get screenshots off YouTube videios :( Can you post me 2-3 screenshots, please?
Good news! :D
Quote from: Kitty Hello on 2018-Aug-30
Might be cool. I'll try to put GLBasic on STEAM...
=D
:booze:
Working on the Steam store page and support website. Going for "early access". :P
Ah, yeah early access is a little different story, will need to read about it later..
You are planning to release it as English only game or to support those most populars languages on Steam?
I think that at least store page should be translated, even if you would use a Google translator for it :d
Steam release date set: 21 January 2019. Now Steam is reviewing my application.
Also, check out the new website: redwizardisland.com (https://redwizardisland.com/)
Quote from: r0ber7 on 2018-Nov-16
Steam release date set: 21 January 2019. Now Steam is reviewing my application.
Also, check out the new website: redwizardisland.com (https://redwizardisland.com/)
Woohoo! Well done r0ber7, we all know the last 5% of development before the release is the hardest stage. :good:
Yep, site is also cool.
I like the trailer.
nice trailer.
Looks great!
Thanks guys, appreciated. :) I just received a message from the Steam guys about how my graphical assets suck and should be updated or they won't open the store page. So now I have to do that, lol. Oh well, I guess I'll have better press images as a result after that. ;)
QuoteCaution: Some of your screenshots aren't the recommended dimensions. For best results, please provide screenshots in high-res, widescreen format (ideally 1280x720 or 1920x1080). We recommend resolving this issue, but this won't prevent you from releasing the app. Failure: Your store page has failed our review because some capsule images do not feature your product's entire name. It is important for capsule images to have a clear product name because they appear in many places throughout the Steam store that may not also display your product's name. Please update the following capsule images: - Small Capsule (capsule_231x87.jpg) Failure: Your store page has failed our review because the capsule images need a bit of improvement on the artwork. Please update the following capsule images: - Main Capsule (capsule_616x353.jpg) Your artwork doesn't fill the available space of the capsule. Borders and other minimal treatments are fine around the edges if it is consistent with the game's artistic style. Capsule images are visible in many different parts of the Steam Store, and they are often the first impression Steam users will have of your app, so it is important to have quality capsule images. For more information regarding capsule images, please see: https://partner.steamgames.com/doc/store/assets. Failure: Your store page has failed our review because the "About This Game" section doesn't fully explain what features and content a customer can expect to be included with their purchase. A good description will let the customer know what type of game it is and contain a list of features and content — essentially, what they can expect to get with their purchase. When reading through the description, they should get a sense of what the game is about. The description doesn't need to mention the genre (FPS, puzzle game, survival, RTS, and so on), but this is usually the easiest way to convey the gameplay. Failure: Your store page has failed our review because your Early Access answers do not fully explain what a customer can expect from your app. In particular, please expand on the answers to the following questions: - "How is the full version planned to differ from the Early Access version?" This answer should give details about the features and content you plan on adding. In Early Access, it's very important to give customers a clear expectation of what features and content is missing before the game is considered complete. - "What is the current state of the Early Access version?" This answer should give details about the features and content currently implemented in the game, so customers buying it know what to expect. If all the features listed in the "About This" section are already implemented, you can simply add a line telling people to refer to that section for details. Caution: Your Early Access answer to "How are you planning on involving the Community in your development process?" is a good start, but you might want to inform users where to contact you in order to provide feedback. This can be either a forum, a website, the Steam Discussion board, etc. However, leaving this unchanged will not prevent you from releasing your app.
:rtfm:
It seems you just got the art on the wrong sizes. Their explanation can be confusing at some point but using their reference PSD should make things easier.
I got that part without problems, let me know if you need any help with that.
Their complain about my game was only related to the PAUSE function, which I didn´t implement (and won´t).
They also complained about the "plugin a joypad after the game has run" as it won´t detect, one has to start over.
I´m fine with both problems and might just add a note on the store page warning for that.
Thanks erico, I fixed all the things and posted again. Hopefully now the store page will be ok. :whistle:
In general best way is to have screen shoots/trailer in SD - 720p and HD - 1080p sizes, as they will scale without issues, and most stores (not only Steam) have containers with similar aspect ratio for that game media. And as full HD is mostly used screen resolution on Steam (65% as in last survey) it's good to show users how exactly the game will look on their monitors. So it's recommended to take that in note when designing game UI and so on. Additional work needed for special graphic resources like capsule images is worth time, at least for Steam platform, but that also requires some good ideas to make such image 'eye catching' and interesting for possible buyers.
Store page in 'beta' mode is visible only for dev/publisher or can be viewed by others?
Quote from: dreamerman on 2018-Nov-22
Store page in 'beta' mode is visible only for dev/publisher or can be viewed by others?
It has been approved so I set it to 'coming soon'. You can view the page here (https://store.steampowered.com/app/792390/Red_Wizard_Island/?beta=0). :)
I think I will change the logo to something a bit more "flashy" and colourful, but overall I am quite happy with it.
they accepted trailiers and screenshots in 16:10, but they do noticed they wanted 16:9, but nothing that doesnt get your game released with that.
I have started an Adwords campaign. I think Adwords is pretty good, but maybe Facebook ads would work better. Do any of you have any experience with various forms of advertising? How have you approached this?
I used Google Ads but mainly for my mobile games.
Facebook is better because you can target your audience - but it's more pricey.
Google ads got me 1 subscriber to my newsletter. That's not a lot, so I paused the campaign. Think I'm better off doing this on my own for now, or paying someone a little bit to do it for me. In other news:
Quote from: SteamYour app build is in the review queue. This review typically takes 2-3 days, but please allow up to 5 business days in cases feedback needs to be addressed. No further action is required until the review is complete. You may still upload updated builds at any time.
Submitted for review on Dec 21, 2018
=D
This build has six finished levels. Still working on the rest, but it's a nice start!
A few more levels added, and...
You can now find the first Early Access release of Red Wizard Island on Steam. https://store.steampowered.com/app/792390/Red_Wizard_Island/?beta=0 (https://store.steampowered.com/app/792390/Red_Wizard_Island/?beta=0)
:booze:
Open up all levels at the beginning of the game, or choose for a linear progression model instead?
I was thinking maybe I will give the player the choice to pick from all the levels, except the endboss. Once all levels are completed, they would get to the final level.
Even though the story is linear, it is not primary to the game. You could still choose to do the levels as intended. Alternatively, I could open up two levels at a time, so if a player cannot finish one level they could still progress.
What would you do?
Testing endboss
https://youtu.be/yB8ajfIRsNM
https://www.redwizardisland.com
Nice! Body stretching looks cool too.
Quote from: r0ber7 on 2020-Jan-26
Testing endboss
https://youtu.be/yB8ajfIRsNM
https://www.redwizardisland.com
Looks great! :good:
Possibly add some hissing sound FX?
Looks super!
Very professional work. Well done :good:
HI r0ber, just I purchase yesterday your game, very very nice . Thanks for advise me. I don't play too much yet, but I like a lot remind me a lot to 8 bit Era.
Congrats on the release, I would wish you luck but you don't need it, its a great game it will sell well! :booze:
A gif of the trailer I made for the full release:
(https://redwizardisland.com/static/media/trailer.gif)
I now consider this game finished. I will perhaps tweak levels and fix bugs later, but other than that I'm on to other projects.
Here is the trailer on Youtube: https://www.youtube.com/watch?v=MJBBjV8M4nU (https://www.youtube.com/watch?v=MJBBjV8M4nU)
Cheers. =D
Good luck with the release! :-)
Some thoughts to consider, as it's better to do this on release, later it's just harder to attract some users. Features must to have for this game: controller/gamepad support if it's not present and Steam Cloud for saves (easy to do, just specify what files need to be copied in Steamworks) - as those features aren't listed on game store page. If Your game doesn't have many text based buttons/ui also multi-language support could be good option, and at last also Steam Achievements would fit it nicely.
Looks awesome!
Very well done. That's a lot of hard work and dedication.
How much development time do you think you put into it?
I'll check it out on Steam.
Thanks for playing!
I've worked on it on and off for 9 years.
Looks good. Love the vibe and atmosphere. Can tell there's a lot of work gone into it. Well done!
I've got through to Level 3 'Tower Tunnel Jump' but can't progress when I get off the Viking ship. Moving right I fall through the ground and drown.
I found that if I jump when on the ship I can walk along through the air for a while but then fall off after a short while and fall through the floor again. If I walk off the ship and jump its like I'm hitting an invisible ceiling.
Looks like maybe the platform collision is out of sync with the level?
I've posted a short vid below to show you:
Vid removed as it's now fixed. :)
Can't get past this point in the game.
Let me know when you've seen it and I'll delete.
Cheers,
Steve.
im have tested it and confirm it. Also you can do get past it by jumping on the water, but then the game might crash back to desktop after a few death (as im tested the area).
Howover im do not have the wierd VIEWPORT issue here throught as seen on your youtube. Im guess this has been happens because the original resolution game use does not present in fullscreen. so glbasic failed to set that resolution and still uses the desktop resolution? This is why im in my games allways uses the desktop resolution and scale to that. All you do need here to set a proper VIEWPORT and center it, then the issue is fixed. Im dont mind borders at all.0
This was a issue a user have pointed it back in 2019 throught.
Also the windowred mode does not work correctly as well and uses larger than the desktop, looks odd. Just resize it some where 64 pixels down or use the game native resoloution.
in Greedy Mouse im did that, while im in Power Up Elevation used its game native resolution (but scaling down if its dont fit as im remember):
GETDESKTOPSIZE x, y
FOR i=1 TO 3
LOCAL oldy=y
x=x-64
y=x*0.5625
LOCAL diff=ABS(oldy-y)
IF diff>128 THEN BREAK
NEXT
SETSCREEN x, y, 0;
Im do not remember where 0.5625 game from, property to retain a screen ratio format in windowered mode.
Im wonder why im diddent play the game, as im really like it and the flow and even nice camera scrolling as well? The atmosphere is excellent and well done! Love that.
Thank you for reporting this bug. :good: I will release a small update soon that will fix this. Will let you know in this thread.
and if you ask me, no need to delete bug reports. im is happy to get those in my games as well. im will newer delete bug reports. its a reason :-D. Some bugs can sometimes been quite strange....
I just released an update that should fix the issue some of you have been having in level 3. If you encounter any additional things please let me know.
not fixed here. still fall throught floor start in level 3 and all enemies walk on the water. Im did even tried to validate. So did you updated with right exe file?
Quote from: spacefractal on 2020-Jun-18
not fixed here. still fall throught floor start in level 3 and all enemies walk on the water. Im did even tried to validate. So did you updated with right exe file?
Did you get the update? You should not even start near water now. If it still fails, you can skip level with "N" in dev mode (show FPS in options)
LINK REMOVED (ITS WAS DELETED, was about a bug as im remember).
yes im did. im even deleted all Media files and sync it.
The level data might not have updated correctly and need a reupload (and make sure you use the changed files as this also sometimes happens here too).
This also happens to me few times when im forgot to manually copy the data files, glbasic might not replace when compiling the win32 version or you diddent press on the live button (but the game exe seens to been updated, but not the dat files?).
I've still got the error after the steam update as well. Still falling through the ground when leaving the boat on level .
Thank you for your replies. I will look into it today.
I have released an update that locks the resolution on 1280x800, as I could see you were having some graphical glitches as well. The collision problem was caused by code that works fine on 1280x800 and 640x400, but not others. I also adjusted the calculations. Anyway, I have released an additional update solving this problem. If you would try it out that would be great. I've also opened up all three first levels for all players now.
Once again thank you for giving such a good bug report with a video and everything, helps me a lot. :)
yes that fixed the issue and works perfectly on windowered mode in that level. also not all monitor supports 1280x800 and then might looks very wierd and strected.
in Karma Miwa im did also internal collosion used a fixed resolution, but was completed uneffected by the gameplay that used different assets to draw the scene.
But you could also want to uses a virtual offscreen and scaling it (include mouse):
https://www.glbasic.com/forum/index.php?topic=9848.0
Howover....... Good fix in the end and im would have do the same thing property and playable without those bugs. that is most important! Windowred mode does plays PERFECTLY as well.
:)
You really are the most patient and helpful guy I know in the programming world, Spacefractal.
You have my respect, and it's really sincere ;)
Generally game logic shouldn't be dependent on the monitor resolution, only some simple games like FlappyBird may do that, also puzzle games (or other single-screen based games) can also recalculate collision rect and part of logic depending on tile/block size. In 2d tile based with scroll-able map (any platformer, strategy, more advanced games) games screen size should matter only for how much of map is visible and zoom value in a way to preserve originally designed viewport for the game. Specially with GLB as You can use all kind of tricks: OpenGL scale, render-to-texture and so on, as those mostly aren't available in some popular gamemaking tools that limit's game made within them to a single resolution.
Are You planning to release it on Android, such normal game without micro-transactions would be really nice on that platform.
you can use fullscreen ads on Android, but not micro-transactions.
PowerUp Elevation was also such a game that used a internal resolution in mind (1280x720) and that game might uses offscreen for gameplay scaling and eventuelly add some graphics instead of a black border (none scaled, but repeated graphics).
Also, you cant force 1280x800 on Android in mind at all, so you are forced to use the surface you will get from Android. This was why im release a snippet about it. just use that and the issue will been fixed.
Working for me now too! :booze:
Hey, I noticed that You are working on next game Power of the Ancients (https://store.steampowered.com/app/1360130/Power_of_the_Ancients/), and it will be made wit GoDot. From start please don't get me wrong on this, I noticed that GoDot is lately heavy promoted in many ways, on gamedev videos and so on, but still. I hope that You are coding it at least in C# - cause GDScript was utter unoptimized **** as I last checked it, maybe something changed in last two years but just there is no point for me on checking that yet again. Just don't feel into that high requirements indie games category - small, simple games that require good >1GB dedicated gpu to run, as they are running on poor engines with ton of unnecessary effects. And since this is early stage of project development you should already consider some proper touch controls and design to simplify future port to mobiles.
Honestly good luck with it ;-) I like RTS game, and also small ones but just to many fall short and are rather one time/run experience :-)
ah btw. there was some expansion 'Power of the Ancients' for Dungeon Defenders 2, so check if that title isn't covered by trademark or something.