Non-Named (More debugging) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Creativity (https://www.vg-resource.com/forum-126.html) +--- Forum: Game Development (https://www.vg-resource.com/forum-129.html) +--- Thread: Non-Named (More debugging) (/thread-29415.html) |
RE: Non-Named (Writing 'n stuffs) - Filler - 10-22-2017 I had the map loading console for demonstration reasons working. But it's broken on Flash projectors and the web browser. Works on Flash player and desktop, oddly. RE: Non-Named (Writing 'n stuffs) - iyenal - 10-22-2017 Do you have a link to test please ? RE: Non-Named (Writing 'n stuffs) - Filler - 10-22-2017 Found out why. The 3rd party console command toolset uses a "ConsoleData" file that's stored in the appdata folder with your game saves. This is created upon game compile, and it tells what each console command should redirect to. Since web browsers can't reach this, it fails to know where the commands are. Best bet would be for me to make a console from scratch. RE: Non-Named (Writing 'n stuffs) - Filler - 10-27-2017 Working on some rough map drafts with placeholder tiles (The sign is used actor placeholders). The "Room swap" actor is used to move through maps. These are indeed 2 different maps. Other than that, it's pretty basic stuff so far, but the base designs have been planned, at least. RE: Non-Named (Writing 'n stuffs) - Filler - 10-27-2017 Took 15 minutes to "fix". But the player and other characters now actually move off the screen when they're on a warp trigger. It's still stiff, as there's no walk in animation. But it works nicely so far. You can also see these rough maps have changed a bit. Mostly for flow and visual appeal reasons (as I tend to use the rough maps as a way to shape the final ones after some play-testing to see if they feel right to me) RE: Non-Named (Writing 'n stuffs) - Filler - 10-28-2017 I've been working on the overall design for the forest maps and so, I decided I'm going to show off the most generic map of the bunch, as the rest are still sorta being tweaked. The biggest update here is that with additions to the HUD setup code, I'm now able manipulate object colours from what asset group they belong to. So now things have colour adjustments to fit with different parts of the map. An issue is that I've had is that colours look more dull when on when I tested on Windows compared to Flash. As here's what it it sorta looks like on Windows. I'll look for a fix for this, but I really doubt there'll be. As I think it's just how Flash handles the way colours are manipulated. Edit: I think I found the best possible visual option for Windows. It keeps the dark look of Flash, but also adds a bit more colour while using the dulling out nicely. The blue also enhances the feeling of it being late at night. RE: Non-Named (Writing 'n stuffs) - Filler - 10-31-2017 More map stuff. RE: Non-Named (Writing 'n stuffs) - Filler - 11-04-2017 Even more map progress! I've also made a few changes overall:
RE: Non-Named (Writing 'n stuffs) - Filler - 11-05-2017 2 new parts of the map have been added. Didn't even want to add the small passage to the larger area, but I realized that if it was kept as-is before, the road would end up actually clipping in with the main part of the area if someone actually bothered to make maps like how I do. I'll have to redo the top section of the barn map so that the tiling makes sense to match the map above it. Also, fixed up the tiles so that the filling for the corner walls makes sense perspective-wise. Overall, I'd say this part of the game - map wise, has the layouts 30-ish% done. I don't want it to be padded on for too long. RE: Non-Named (Writing 'n stuffs) - Filler - 11-05-2017 Linky to flash thing (Will take a bit to load) Map showcase thing. Make sure you set the graphic settings to "low" so the text doesn't look weird. Right click, and go to quality>low Controls: - Arrow keys to move -Z to inspect/use -X to deny/go back -V to pause. Also, dunno why the item menu is so laggy on Flash. Works fine on Windows. RE: Non-Named (More debugging) - Filler - 11-11-2017 After a massive organization of atlas use (basically, what objects are loaded/unloaded in memory), the memory use on menus has shrunken down massively. (A whopping 34.4% decrease!) This is the same menu scene before I optimized things: Edit: Another map, this one is real rough so far. And I may switch the tilesets to prevent monotonous design for the upper area of this map. RE: Non-Named (More debugging) - Filler - 11-26-2017 I've been feeling quite horrible lately (not related to making stuff. Just in mood). Which has caused me to just not doing anything and sloth around. Well, I made this? It's the first house sprite I made in GIMP. Think it's too small, though. RE: Non-Named (More debugging) - Filler - 11-29-2017 Been lacking the motivation to work on this game again. My issue is writing things up, and placing it into the game. I'd rather spend my time available doing things I want for unproductive stuff than just work on a game, as my life has been stressful enough already. RE: Non-Named (More debugging) - iyenal - 12-04-2017 Try to work on many projects, and you will see whatever you learn on another project will be useful after for this project. RE: Non-Named (More debugging) - Filler - 12-26-2017 If you're wondering why I haven't been updating the thread. To simply put, the updates are so minor, they aren't worth putting in. The next real update worth posting will be towards overhauling my flawed "reels" mechanic. Where a battle would start with 3 random modifiers. This has been overhauled into the challenge mechanic. Where upon start, the game will give you the following:
I'll work on a visual mockup, soon. |