01-10-2014, 07:10 PM
Devlog #End
Welp, I apologize, but I no longer want to continue programming for this game. I'm going to relax a bit, learn and most likely move onto Unity. Goodluck guys, and again, sorry for leaving.
Okay so this is my first time making a dev log. I didn't want to start this off with a meh post but I needed to at least start the dev log...so a meh post it is!
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I'm Mit's programmer for a game called Mfgg TKO. It's a 2D brawler platformer based around the members of MFGG. I'll try to post about progress whenever I feel I need some feedback, have done anything log worthy, or to just keep you guys in the loop.
Instead of writing of everything I've done so far in single post, I'll try to spread it out over a few days so it's not too overwhelming. For now, I'll just make a general post about what I've done so far.
Here are a few gifs of the game so far. The levels aren't apart of the final game, they're just for testing purposes. (which some have seen in the WIP thread)
GIFS
Here is the animation tool I made which took a few months and still isn't finished. I just gave it out to mit and the others for use.
GIFS
The tool supports palettes, skeletal animation, and normal frame-based animation. You can also animate tinting, rotation, scaling, translating, skewing visibility, and palette fading/changing/animating among other things. I also added subanimations which I had fun implementing. You can basically use and animate multiple subanimations within an animation. However, you can only animate the subanimation from a higher level. You can indirectly affect it's timeline so you can play it at arbitrary times or even speed it up or slow it down. It was originally made for Ridge Troopa's and Phaze's game which unfortunately went on hiatus before I could get any good progress done on the tool. I've made a few animation tools, and this one along with the sprite engine is my favorite so far, thanks Ridge.
The game itself is still in very early development. I'm still just laying down the core engine stuff.
------------------------
Videos:
AI pathfinding (very early WIP)
Random Pics (old)
GIFS
In the engine, attacks have "scripts"(subactions) attached. The script is called once per animation frame. I love this system which I based off of how PSA's are done over at kc-mm. I can create offensive collisions, graphics effects, play sounds, whatever, etc within the script in order to create the move. -I gotta move the code out of C# later and into Lua so Mit and the others can code their own moves without needing to rebuild the game or directly need me. An idea we have is to have online multiplayer where your friend's custom characters will be loaded and can be selected by eachother. That should be fun to code when we get there.
--------------------------
Team Members:
-Leader: Mit
-Spriter: Mit, ~CaMtEnDo~
-Programmer: TheShyGuy,
-General/Other(unsure, sorry): Shadow Kami, Genogenesis7, StrikeForcer
--------------------------
If you're interested, then please feel free to ask, suggest, comment, or otherwise contribute.
Thanks for your time.
Welp, I apologize, but I no longer want to continue programming for this game. I'm going to relax a bit, learn and most likely move onto Unity. Goodluck guys, and again, sorry for leaving.
Okay so this is my first time making a dev log. I didn't want to start this off with a meh post but I needed to at least start the dev log...so a meh post it is!
-----
I'm Mit's programmer for a game called Mfgg TKO. It's a 2D brawler platformer based around the members of MFGG. I'll try to post about progress whenever I feel I need some feedback, have done anything log worthy, or to just keep you guys in the loop.
Instead of writing of everything I've done so far in single post, I'll try to spread it out over a few days so it's not too overwhelming. For now, I'll just make a general post about what I've done so far.
Here are a few gifs of the game so far. The levels aren't apart of the final game, they're just for testing purposes. (which some have seen in the WIP thread)
GIFS
Here is the animation tool I made which took a few months and still isn't finished. I just gave it out to mit and the others for use.
GIFS
The tool supports palettes, skeletal animation, and normal frame-based animation. You can also animate tinting, rotation, scaling, translating, skewing visibility, and palette fading/changing/animating among other things. I also added subanimations which I had fun implementing. You can basically use and animate multiple subanimations within an animation. However, you can only animate the subanimation from a higher level. You can indirectly affect it's timeline so you can play it at arbitrary times or even speed it up or slow it down. It was originally made for Ridge Troopa's and Phaze's game which unfortunately went on hiatus before I could get any good progress done on the tool. I've made a few animation tools, and this one along with the sprite engine is my favorite so far, thanks Ridge.
The game itself is still in very early development. I'm still just laying down the core engine stuff.
------------------------
Videos:
AI pathfinding (very early WIP)
Random Pics (old)
GIFS
In the engine, attacks have "scripts"(subactions) attached. The script is called once per animation frame. I love this system which I based off of how PSA's are done over at kc-mm. I can create offensive collisions, graphics effects, play sounds, whatever, etc within the script in order to create the move. -I gotta move the code out of C# later and into Lua so Mit and the others can code their own moves without needing to rebuild the game or directly need me. An idea we have is to have online multiplayer where your friend's custom characters will be loaded and can be selected by eachother. That should be fun to code when we get there.
--------------------------
Team Members:
-Leader: Mit
-Spriter: Mit, ~CaMtEnDo~
-Programmer: TheShyGuy,
-General/Other(unsure, sorry): Shadow Kami, Genogenesis7, StrikeForcer
--------------------------
If you're interested, then please feel free to ask, suggest, comment, or otherwise contribute.
Thanks for your time.