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(something)
Posted: Sun Jul 12, 2015 11:52 pm
by mikeisinlove
Re: (something)
Posted: Mon Jul 13, 2015 1:09 am
by FruityLark
It looks very nice from what I can tell. Cool animation and art assets.
You made it with löve I assume?
Re: (something)
Posted: Mon Jul 13, 2015 4:58 pm
by Tesselode
Those visuals are really slick!
Re: (something)
Posted: Mon Jul 13, 2015 5:48 pm
by portify
That level editing system looks fantastic.
Re: (something)
Posted: Sat Jul 18, 2015 8:32 pm
by mikeisinlove
Thanks @portify @Tesselode and @FruityLark, feel free to ask questions.
People in the irc recommended I put more into the OP so there you go, some nice taster pics.
Re: (something)
Posted: Sat Jul 18, 2015 9:46 pm
by Positive07
As I said in the IRC once THIS IS AMAZING, PLAIN AWESOME! I would love to play with that editor hahaha it is great!
Re: (something)
Posted: Sat Jul 18, 2015 10:14 pm
by mikeisinlove
Positive07 wrote:I would love to play with that editor hahaha it is great!
My code is awful and not at all educational but I figured once the game is done I'd just open source it anyway so there might be an easy in for non-programming game designers that doesn't require setting up environments and whatnot, there's an incomplete graphics/animation editor but the idea would be you could download the packaged app and make the whole game in that without any external software then just change the name/icon and publish as is.
Re: (something)
Posted: Mon Jul 20, 2015 12:13 pm
by s-ol
holy **** this editor is looking awesome! Are the physics Box2d/love.physics?
I am starting to work on something similar, but networked and with a top-down view, got any recommendations, tips or gotchas? And is the graphical-programming thing really useful? it mostly looks overly complicated for me.
Re: (something)
Posted: Mon Jul 20, 2015 12:36 pm
by mikeisinlove
S0lll0s wrote:Are the physics Box2d/love.physics?
yup
S0lll0s wrote:got any recommendations, tips or gotchas?
Not really, i think I saw someone made an entity based thing on the forums here that would probably be worth looking at, my stuff is just sort of cobbled together. Read a book on design patterns probably, save yourself from writing redundant code, from the looks of it this is going to end up at about 9-10k lines but a smart programmer could probably do it in 3 or less, especially considering the only 3rd party class I use is Tserial, using loveframes or something for the UI would have shaved off thousands of lines of UI programming.
S0lll0s wrote:And is the graphical-programming thing really useful?
lol I get what you mean, it's just supposed to be flexible but the majority of usage is just for simple things, like if I want a platform to spin and fly off after being touched for a certain amount of time I can do that in one or two events then copy that behaviour to other things and tweak them appropriately with variables, the example above is code for the character which is why it seems overly complicated, if your game has a single control paradigm like most games it's totally unnecessary and would be better to just hard code it, my game has a lot of totally different ones though, in fact only maybe 40% is even platforming related, I wanted to be able to drift between completely different game genres on the fly so I scrapped all my old code and decided to make an editor that suited my purposes.
Thanks for the questions!
Re: (something)
Posted: Mon Jul 20, 2015 12:58 pm
by Fenrir
Wow impressive work on the edition part!