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Non-Named (More debugging)
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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.
I like to make models in my free time. I also make weird games, too.
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Do you have a link to test please ?
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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.
I like to make models in my free time. I also make weird games, too.
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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.
I like to make models in my free time. I also make weird games, too.
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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)
I like to make models in my free time. I also make weird games, too.
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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.

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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.

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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.

[Image: JCFvNdy.png]
I like to make models in my free time. I also make weird games, too.
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More map stuff.
I like to make models in my free time. I also make weird games, too.
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[Image: 9pk9qxS.png]

Even more map progress!

I've also made a few changes overall:
  • You can now fast forward text to displaying a character/frame by holding X. This means it draws 60 characters a second, making it pretty fast.
  • Fixed broken hit boxes on warps. Rather than scaling them, I've made different animations with different collision sizes so I don't have to deal with scaling not being set up right.
  • Increased map setup time by about 3-4 more frames. That way, it hides the object initialization pretty much perfectly.
  • Pressing X on a Yes/no choice moves the cursor to no. So that way, you can quickly press X and then Z to cancel.
Codebase fixes - Stuff that I broke, then fixed:
  • Fixed enemies on the overworld not initializing right after you loaded the map back (this caused a softlock when going to menus, ouch) - was caused by coding error in optimization of the behavior for enemies.  
  • Fixed ladder animations on followers getting broken - another optimization choice causing a bug.
  • Fixed the Yes/no dialog not popping up right (had to force a text slowdown when it reads it "\(Y/N)" in a text string). Since this is usually placed at the end of text strings for about 1-6 frames, nobody will really notice the text slowdown.

I like to make models in my free time. I also make weird games, too.
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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.
I like to make models in my free time. I also make weird games, too.
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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.
I like to make models in my free time. I also make weird games, too.
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[Image: I8AwkF1.png]

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:

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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.

[Image: vlV5F0t.png]
I like to make models in my free time. I also make weird games, too.
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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.

[Image: HhRH5ae.png]
I like to make models in my free time. I also make weird games, too.
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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.
I like to make models in my free time. I also make weird games, too.
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Try to work on many projects, and you will see whatever you learn on another project will be useful after for this project.
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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:
  • The challenge itself (for example not using items)
  • The reward for doing the challenge (forced item drop, double EXP)
  • Challenge level (for example, a level 2 challenge will be harder than a level 1 challenge, but will reward more)
As you can see, the lack of negative impact to the game makes these optional. This was due to the reception over an idea of forced, negative challenges enforced upon you. And honestly, this system is more what I intended anyways.

I'll work on a visual mockup, soon.
I like to make models in my free time. I also make weird games, too.
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