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[Image: cappani_world2beach2_1_.gif]
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Thanked by: Kold-Virus, iyenal
Well hello again, Cappani! Genki ^_^

Looking amazing as usual!

@iyenal. Yep. Shaders good. Genki ^_^
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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Have you thought about adjusting the camera for when Cappani goes out of bounds? The fact that she can jump that high but you won't be able to see her seems like it could take away from the gameplay and fun of jumping around.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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Well, normally I would just make the room bigger, in order to prevent that from happening. What you currently see is a test room for the tileset, in which I just have thrown the tiles in to see how they look like and how they fit with each other.

The out of bounds scrolling could be done, but it would mean, that I need to build actually way more level structure than now because of it. Currently, you can only see as much as the camera shows. But the camera needs an overhaul anyway (many people are saying it's too hectic, instant and fast).
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Thanked by: puggsoy
Giving some update :
Actually working on a level editor for Eggman Shuttle, on mobile platforms :
[Image: image.png]
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Thanked by: puggsoy
I don't know if Processor Developement enter in Game Development, but I think it is interesting to show this :
[Image: COVER1.png]
I started to make my own processor, and this is the cover of the development guide. Maybe it could be used somewhere.
And about the Sonic fangame, I make currently the UI.
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Thanked by: puggsoy
a forest scene from my rm2k3 project
[Image: unknown.png]
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Thanked by: iyenal, Kold-Virus
(01-07-2019, 11:46 PM)IceManual Wrote: a forest scene from my rm2k3 project
[Image: unknown.png]

Wow, outstanding scene, so well detailed! Really great.
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Thanked by: IceManual
YAY, Ploaj and SMG are life-savers. They helped me fix my Metallic shader I was writing for Super Smash Bros. Feud!

Here it is in action! Left -> Right: 0 - 1 blend value!

[Image: BdOZLKJ.png?1]
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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Happy to see new progress on Feud!
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Thanked by: Kold-Virus
Thanks buddy! Big Grin

I haven't done much actual gameplay and stuff yet. I've been focusing on "core" game stuff like my moveset script intepreter, core fighter functions, etc.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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Thanked by: iyenal
I'm currently trying to create some sort of "old-school-fan-made-fighting-game" inspired by Mugen with the purpose of learning. I always give up on my projects, but at least this code will be reusable. I'm currently creating my own file format for the characters, I'm calling it the ".chr". It's made out of textures and character data. I have learned a bit of Python so I could make a script that converts PNGs and a readable JSON into this format. It supports custom palettes and some sort of compression. It is also usually smaller than PNG files, even with the additional data. The format is partly working, already. The converter script is working fine and my game can already load and display the textures from these files, but now I am working on something I'm calling the "frame data". It defines the animations and the offsets of each frame on the sprite sheet. If I don't give up on this game soon enough I might create some thread for it in the future. But even if I give up on working on this game, I'm glad I'm making this code to be as reusable as possible. It is very modular with some features you would find in a game engine.

...Working with binary in Python is easier than I thought.
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