[WIP] Sky goes to Net on Boomstarter!
[WIP] Sky goes to Net - Life-bars and more collisions
A screenshot showing enemy life-bars and revealing the sensors layout
fair dealing only, please
A fresh *love file (as usual, no cleanup done):
And a Win32 app (for the sake of testing - I have a no Windows machine)
As usual,
[WIP] Sky goes to Net - Millipedes!
I always liked how Terraria's EoW behaved and planned to introduce something like it in my game.
And then I saw this:
http://www.youtube.com/watch?v=pfklL8-8O5E (Why doesn't [youtube] work? )
For those who might be unfamiliar with what's on Earth "EoW" is, I have a video:
http://youtu.be/WqYjA--N04I?t=5m4s
(Well, technically it's not "me" who uploaded that, but you get the idea )
So, I took both that "slinkie" by Jasoco and "EoW" by Re-Logic as an inspiration and created this new enemy:
Clearly there are a couple of bugs (player should go through the worm, for instance) but in general it works just fiine
Here's an initial worm's code w/o collision detection, game-specific triggers, optimizations and other stuff which is irrelevant to answer "How did you turn a slinkie into a worm".
And then I saw this:
http://www.youtube.com/watch?v=pfklL8-8O5E (Why doesn't [youtube] work? )
For those who might be unfamiliar with what's on Earth "EoW" is, I have a video:
http://youtu.be/WqYjA--N04I?t=5m4s
(Well, technically it's not "me" who uploaded that, but you get the idea )
So, I took both that "slinkie" by Jasoco and "EoW" by Re-Logic as an inspiration and created this new enemy:
Clearly there are a couple of bugs (player should go through the worm, for instance) but in general it works just fiine
Here's an initial worm's code w/o collision detection, game-specific triggers, optimizations and other stuff which is irrelevant to answer "How did you turn a slinkie into a worm".
Last edited by 4aiman on Fri Jul 01, 2016 6:32 am, edited 1 time in total.
Re: [WIP] Sky goes to Net
Hello everyone!
Nothing much to see this time, just a prototype of a shop based on inventories: Supports messages (like "you don't have enough money" etc), price tags, shop-specific items/prices, shows player balance.
Player buys items by pressing action1 button.
Still can't:
I'm also toying with 2.5D. Textures s**k, but help to get the idea (semi-transparent rects are from Bump):
Nothing much to see this time, just a prototype of a shop based on inventories: Supports messages (like "you don't have enough money" etc), price tags, shop-specific items/prices, shows player balance.
Player buys items by pressing action1 button.
Still can't:
- buy more than one item per press (not an issue? just press action button as many times as you want)
- sell items
I'm also toying with 2.5D. Textures s**k, but help to get the idea (semi-transparent rects are from Bump):
Last edited by 4aiman on Fri Jul 22, 2016 7:48 pm, edited 1 time in total.
Re: [WIP] Sky goes to Net - Shops, Stackable items, Shop messages and lame 0.9.2 support
So, I've got inventory-based shops and stackable items now
Player has a balance and shops have per-item price.
The cost of an item is adjustable upon or after the moment some item is being added to the game.
If player doesn't have enough money on it, a message telling to go grind some money will be shown in the description area.
Whatever glitchy inventories drawing may seem, those still support different sizes and widths The items with max_stack defined will be able to ... uhmmm.. stack
Oh, now powerups can't be "stacked" that means that if some effect takes place, it should wear off.
Then and only then it will be possible to activate the same or higher-tier powerup affecting the same characteristic of a player.
Bonus:
So, after I've asked what's up with slowdown on old HW it became clear that for that old HW I should use 0.9.2 version of love2d.
It's not that I'm planning to fully support 0.9.2 and make my game to draw everything exactly the same as it does in 0.10.X.
But as I'm forced to work on this on some 9 y.o. HW, I needed to be able to test the project somehow.
From now on the prototype adjusts controls and text wrapping when run in 0.9.2.
Still, any previous versions (i.e. 0.9.1 and lower) are not supported.
Cheers!
Player has a balance and shops have per-item price.
The cost of an item is adjustable upon or after the moment some item is being added to the game.
If player doesn't have enough money on it, a message telling to go grind some money will be shown in the description area.
Whatever glitchy inventories drawing may seem, those still support different sizes and widths The items with max_stack defined will be able to ... uhmmm.. stack
Oh, now powerups can't be "stacked" that means that if some effect takes place, it should wear off.
Then and only then it will be possible to activate the same or higher-tier powerup affecting the same characteristic of a player.
Bonus:
So, after I've asked what's up with slowdown on old HW it became clear that for that old HW I should use 0.9.2 version of love2d.
It's not that I'm planning to fully support 0.9.2 and make my game to draw everything exactly the same as it does in 0.10.X.
But as I'm forced to work on this on some 9 y.o. HW, I needed to be able to test the project somehow.
From now on the prototype adjusts controls and text wrapping when run in 0.9.2.
Still, any previous versions (i.e. 0.9.1 and lower) are not supported.
Cheers!
[WIP] Sky goes to Net - Tileset Bounty!
It's been a while since I've updated anything here, but fear not as the thing is not abandoned
It's just that my vacation came to it's end and I have some more stuff to do and some less time to jest.
Anyway, here come some updates as we as the announcements.
First of all, I need some assets and I have been struggling to create or find something appropriate (I still am!).
What I did there was overengineering the concept: I wanted a 2.5D look and feel and that effectively added the needed amount of work to be done. I love how it feels like when Sky (the protagonist) is standing on something with volume, though.
Announcement:
I will gladly buy a ready-to-go or pay one for creating a 2.5D tileset for this game.
Now, there are several requirements to a tileset, but so far "MegaMan-like 32x 2.5 tileset" as a list of requirements would do.
That means there should be 8 to 12 different styles of tiles suitable to create at least 8 different levels. Re-coloring doesn't count .
Also, note that I'm planning to use the tileset commercially (ads or sales as a part of a game) and probably edit it (heavily), so adjust your license accordingly.
The actual sum is negotiable and will depend on how much would like the tileset of yours and the terms of the license you'll chose.
Please, PM me if you're up to the job!
The game takes place inside the Internet somewhere in 1995.
So, the next stop was making the game look a bit more like it is being played on a screen of some ancient hardware.
Due to the storyline's twists it has to be some ancient tech even by the scales of 1995.
Guess what computer became a prototype: (but don't speak it out loud yet! )
Of course I don't want players to look at horrible graphics *that* old hardware was capable of.
So, the actual gameplay now uses some shaders to make the game look pretty old-school:
I also have written some parts of the game script. Namely the intro and some cut-scenes.
I still am not entirely sure how to present the cut-scenes.
So, I decided to do scenes with no character dialogs MegaMan-style.
Those with, would probably end up looking like a Felix-the-Cat very limitedly-animated kind of scenes.
I don't have any ready to show footage, but if you mix this
link
with this
link
you'll probably get the idea
Leave your suggestions!
I also toyed with AI and make it respect various sized of the enemies.
I guess, this *almost* FullHD screenie will tell you all about it:
I've also added a 3rd subfolder to my Dropbox SgtN showcase with different screenies
Sky goes to Net Showcase (The link in the 1st post still works)
It's just that my vacation came to it's end and I have some more stuff to do and some less time to jest.
Anyway, here come some updates as we as the announcements.
First of all, I need some assets and I have been struggling to create or find something appropriate (I still am!).
What I did there was overengineering the concept: I wanted a 2.5D look and feel and that effectively added the needed amount of work to be done. I love how it feels like when Sky (the protagonist) is standing on something with volume, though.
Announcement:
I will gladly buy a ready-to-go or pay one for creating a 2.5D tileset for this game.
Now, there are several requirements to a tileset, but so far "MegaMan-like 32x 2.5 tileset" as a list of requirements would do.
That means there should be 8 to 12 different styles of tiles suitable to create at least 8 different levels. Re-coloring doesn't count .
Also, note that I'm planning to use the tileset commercially (ads or sales as a part of a game) and probably edit it (heavily), so adjust your license accordingly.
The actual sum is negotiable and will depend on how much would like the tileset of yours and the terms of the license you'll chose.
Please, PM me if you're up to the job!
The game takes place inside the Internet somewhere in 1995.
So, the next stop was making the game look a bit more like it is being played on a screen of some ancient hardware.
Due to the storyline's twists it has to be some ancient tech even by the scales of 1995.
Guess what computer became a prototype: (but don't speak it out loud yet! )
Of course I don't want players to look at horrible graphics *that* old hardware was capable of.
So, the actual gameplay now uses some shaders to make the game look pretty old-school:
I also have written some parts of the game script. Namely the intro and some cut-scenes.
I still am not entirely sure how to present the cut-scenes.
So, I decided to do scenes with no character dialogs MegaMan-style.
Those with, would probably end up looking like a Felix-the-Cat very limitedly-animated kind of scenes.
I don't have any ready to show footage, but if you mix this
link
with this
link
you'll probably get the idea
Leave your suggestions!
I also toyed with AI and make it respect various sized of the enemies.
I guess, this *almost* FullHD screenie will tell you all about it:
I've also added a 3rd subfolder to my Dropbox SgtN showcase with different screenies
Sky goes to Net Showcase (The link in the 1st post still works)
Re: [WIP] Sky goes to Net
While I still in need for an artist, I've decided not to wait till one magically pops up and have started to make a template.
I've looked how things were done for MegaMan/RockMan series of a games (NES ones) and decided to simplify things.
The tileset for a level should have:
The test level now looks like this:
I've looked how things were done for MegaMan/RockMan series of a games (NES ones) and decided to simplify things.
The tileset for a level should have:
- floor tiles (at least left, center and single)
- wall tiles (at least left, top, center, several corners for "big" platforms and single)
- BG tiles (recolor of the above ones?)
- decoration tiles (like grass/clouds/signs/rails/whatever)
- object tiles
The test level now looks like this:
-
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Re: [WIP] Sky goes to Net
You should contact josephpagoda he has a couple artists and I'm sure he would have one of them help you out.
You can find him and some potential artists on irc
You can find him and some potential artists on irc
Re: [WIP] Sky goes to Net
Sooo...
I have regained access to a love2d-powered device and have tested some textures I've made while being devoid of one.
These textures are very likely to be introduced in the 3rd location of the SgtN.
I won't put a gif here due to it's size (over 130MB!) but here, have a link to one: https://www.dropbox.com/s/8c3tqate4kgln87/12.gif?dl=0
Also, there's an equivalent video available which is a bit smaller: https://www.dropbox.com/s/j55z93k8z4oc7 ... 0.ogv?dl=0 (still, over 100 MB!)
As one can see, I've also added 2 layers of decorations: foreground and background.
There's also some animations for those decorations.
P.S. Is it possible to desynchronize animations in Tiled?
I have regained access to a love2d-powered device and have tested some textures I've made while being devoid of one.
These textures are very likely to be introduced in the 3rd location of the SgtN.
I won't put a gif here due to it's size (over 130MB!) but here, have a link to one: https://www.dropbox.com/s/8c3tqate4kgln87/12.gif?dl=0
Also, there's an equivalent video available which is a bit smaller: https://www.dropbox.com/s/j55z93k8z4oc7 ... 0.ogv?dl=0 (still, over 100 MB!)
As one can see, I've also added 2 layers of decorations: foreground and background.
There's also some animations for those decorations.
P.S. Is it possible to desynchronize animations in Tiled?
Re: [WIP] Sky goes to Net
My tileset is slowly growing to contain sufficient tiles to finally make some levels.
Shaders No shaders
Here's a piece of a test level:
Shaders No shaders
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