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Post by tbird on Mar 29, 2019 19:22:26 GMT -6
Well I got some more done on my game, also had to fix and add some stuff to the framework, so this is what the next coming update Ver 0.50 is looking like, I got some quirks and kinks to work out but it's almost considered to be ready for prime time, minus quality of life fixes.
April should be upload time, hopefully after some minor annoyances are out of the road.
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Post by johnno56 on Mar 29, 2019 20:03:20 GMT -6
Looking good so far...! If you could put a time-frame on it, how many hours/days, would you say you have spent on the project up until now?
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Post by tbird on Mar 29, 2019 20:45:09 GMT -6
Funny enough I actually kept track of that, I am at 86 hours as of today.
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Post by tbird on Apr 9, 2019 13:47:44 GMT -6
Well I have done my first major test of the cells and collision and dynamic entity updates.....it was very buggy lol, but RC ran very fast so I am happy about that. So should mean that when the ai portion gets included should be plenty of speed left for that as well.
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Post by tbird on Apr 30, 2019 18:50:00 GMT -6
Well I got the first major part of the collision system done, so it's entirely arbitrary based collision, tile or "entity" position makes no difference. The only thing I have to do is fix the jittering, but I already know how to do that.
It is exciting it works pretty well, needs tweaking but I am happy.
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Post by johnno56 on May 1, 2019 0:08:54 GMT -6
Very cool. Parallax scrolling and slopes. Impressive. Where are the aliens? lol
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Post by tbird on May 1, 2019 6:36:08 GMT -6
Aliens have not landed....its not Indepence Day yet After I fix the jitter then I will add the rotation and rotating collision masks to the framework, I already have my art picked out from OGA, so soon lol.
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Post by johnno56 on May 1, 2019 15:42:17 GMT -6
Cool. I use OpenGameArt quite a lot... especially when I am too lazy to make my own... lol Looking forward to the next stage...
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Post by tbird on May 4, 2019 16:53:59 GMT -6
Jittering is fixed, also added smooth dropping around corners when stepping off a ledge. Short demo next..yes I am going to make a short functional game using the framework, and also my really crappy artwork haha!
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Post by n00b on May 4, 2019 20:36:02 GMT -6
I am looking forward to it. I have actually been working extra hard trying to finish my game. Any engine or framework eventually needs to be adapted into a playable game to show the capabilities more clearly. Cant wait to play it.
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Post by johnno56 on May 5, 2019 3:31:24 GMT -6
On the edge of my seat... No pressure, right?...
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Post by tbird on May 6, 2019 23:43:46 GMT -6
I can't wait to play it either lol, I made some headway then get distracted by a missing feature or an annoyance on the framework side, 2 more issues down the drain haha!
On the edge of your seat johnno wait till you see some of my original artwork, it will knock you right off the seat. And no, not because it's so good lol, the other way....definitely the other way.
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Post by johnno56 on May 7, 2019 3:08:06 GMT -6
How is your Latin? Ars gratia artis
You've probably seen this more times than you think...
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Post by tbird on May 7, 2019 6:56:30 GMT -6
Yes good point, it is entirely functional.
Another yes for apparently I have seen this before many times, but never noticed. Interesting, thanks johnno.
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Post by johnno56 on May 7, 2019 16:58:27 GMT -6
Don't worry about the artwork. When and if I prototype, I usually use the basic geometric shapes such as rectangles and circles, before switching up to the "good stuff". I have seen games made from using 'stick figures' all the way up to 3DS models. Sure, the graphics are important, after all it's what initially attracts one to the game. But, in my opinion, it's 'what is under the hood' that keeps a player in their seat.
If you are having difficulties with your artwork, and assuming that I have sufficient skills, I would be glad to help out in whatever way that I can. One only needs to ask.
J.
ps: Still on the edge...
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