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Messages - r0ber7

#526
:) 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
#527


Pixeled a title screen.
#528
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:


Shield active:


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.
#529
Thanks. :)

Here's my first attempt at a shield animation:
1

2

3


I think the start up is ok, but the loop could probably benefit from an extra frame.
#530
I'm very interested in testing this in Linux! Please finish this, I'm tired of having to switch to Windows.  :rant:
#531
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.
#532
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.

#533
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:



It's not perfect yet, but at least it's suitable for hitting curved objects.
#534
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. :)





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...
#535
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. ;)
#536
Hahaha, I'll keep that in mind. :)
#537
Looking good!  =D Nice music too.
#538
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:

Code (glbasic) Select


....._____________......
:     |           |     :
:     |           |     :
:     | visible   |     :
:     | screen    |     :
:.....|____________|....:
  /\                 /\
  |---- draw here ---|


[attachment deleted by admin]
#539
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. :)
#540
Alright, thanks for the comments. I think I'll go with glc on linux though.