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Messages - Akumayo

#81
"War" (Working Title) is a platform-shooter game I've been hard at work on for a long while now.
____________________________________________________

Game Concept:

Ultimately, I'd like to see this game become a strategy type as well as a platform-shooter.  It will take place in three different solar systems, each offering two different playable armies, for a total of six possible campaigns:

    -Orak System:
        (Civil War)
        -Federal Republic of Orak Campaign
        -Confederal Republic of Orak Campaign
    -Earth System:
        (Religious War)
        -Holy Empire of Terra Campaign
        -People's Republic of Melanor Campaign
    -Jhull System:
        (Power Struggle)
        -Kingdom of Azael Campaign
        -Socialist Republic of Kaaman Campaign

Early concepts for the campaigns would have each team take turns choosing a major settlement to attack.  Attacking a settlement would result in a battle on that settlement, with different objectives for each team (like eliminating all enemy forces, or destroying a certain object in the battlefield).  If the objectives were completed, then the team that completed them would gain control of that system, or keep control of it, if that were the case.  The first team to control all 10 systems would be declared the winner.
(Another concept, which would be added to this one, would have an option for the player to chose which system to fight in, and which armies would fight there, a custom campaign of sorts.)
____________________________________________________

Features in the Teaser Beta Demo:

-2 Modes of play (Domination and Elimination)
-2 Available Teams
-4 Units per team for a total of 8 playable units
____________________________________________________

Screenshots:

A lone Confederate Pyro-Technician fights to his death against a swarm of Federal troops.


A Federal Grenadier prepares to blow the brains out of an unsuspecting Confederate.


A Federal Guardian pushes through flames to capture the Confederate flag.


The Federals set up a defensive perimeter in front of the Confederate base.

____________________________________________________

Known Bugs in Teaser Beta Demo:

-None!
____________________________________________________

Progress Calender:

-August 13th:  Teaser Beta Demo relased (with greater pride ^_^)
-August 3rd:  Beta Demo Game released (with great pride ^_^)
-July 30th:  Spritist/Animator positions filled
-July 27th:  Tech Demo V2 released
-July 26th:  Tech Demo released
-July 25th:  Mad Hatter recruited
____________________________________________________

Progress Chart:


(All percentages estimated)

Engine - 100%
Systems - 60%
Sprites -  30%
Backgrounds - 3%
Music - 0%
Sound - 0%

Overall Estimated Progress - 32%

____________________________________________________

Production Team:


-Akumayo:
    -Game Founder
    -Programming
    -Spriting
    -Paintover Art
    -Miscellaneous Artwork
    -Game Concepts
    -Co Writer

-Mad Hatter:
    -Main Writer
    -Animation
    -Game Concepts
    -Testing

-Colxfile:
    -Testing

-Positions Unfilled
    -Background Artist(s)
    -*Musician(s)
    -*~Voice Actor(s)


* Not needed this early in development, but will be in the future.
~ Small amount of work.

About Positions Unfilled:
If you see a job on the 'Positions Unfilled' list that you think you could contribute to, then please PM me to let me know, and I will send you detailed information on what is needed in that area.  DO NOT post in this thread if you see a job you think you could contribute to, PM me.
____________________________________________________

Download here:

"War" Teaser Beta Demo
____________________________________________________

Please report any bugs you find, and know I'm more than open to suggestions.

-Regards, Akumayo
#82
Well, it's the last day for entries.

If anyone else is working on an entry, but didn't get finished yet, say so.Ã,  Perhaps an extension is in order?Ã,  C'mon, surely we can get an entry from Pablo and someone else, if we extend the deadline.
So, is anyone else working on one that needs more time?

EDIT:

No entries... again... apparently I'm bad at making topics...
So, who makes the next thread?
#83
Quote from: TheSaint on Sun 23/07/2006 23:14:42
I need to hide character after interacting with it. One way to do it is SetCharacterTransparency, is there another way?
You could try moving the character to a new room.

Quote from: TheSaint on Sun 23/07/2006 23:14:42
And also i have a problem with room "playing character" hiding - namely i cant find the way to make it appear again
I believe I read how to do this in the tidbits and snippits section.  When you tick 'Hide Player Character', the variable Character.On is changed to 'false'.  I believe.
So, to make the player visible after ticking 'Hide Player Character', you'd just do this:
Code: ags

character[player.ID].On = true;


Once again, I think that's what I read, I'm not positive.  Try it out.
#84
About your latest update, the first frame (side-view) seems a bit dull when compared to the next frame (also-side-view).  I think you should use frame #2 as the side-view, #3 as the 3/4'ths view, and #4 as the front-facing view.  This may have been what you were already going to do, so I guess I just wanted to say that I think #2 would do better as a side-view than #1.
#85
You don't.
#86
Only four days left, there better be some entries in the forges... please?
#87
General Discussion / Re: Humble Debate Club
Wed 19/07/2006 18:46:44
It probably won't, but still  :)
#88
Wait... that does sound stupid doesn't it? >.<

unicorn=horse in my head, leave me alone ._.
#89
Hah, good idea dkh, I hadn't thought to write a RawDraw code, since the game I'm working on pretty much forbids tampering with the screen (causes too much slowdown).
If you really want the colors, Yurina, dkh's solution is better.
#90
Surprisingly enough, I had this exact problem just yesterday.Ã,  I would recommend using a Slider.Ã,  With a slider, you can change the color of the bar image to show red at the bottom, fading into green at the top.Ã,  You can't get the black space like in your examples, but it is a simple way to acheive what you're talking about.Ã,  Here's the code I used:

Code: ags

if (Player_Healthbar.Max != Entity[player.ID].Max_Health) Player_Healthbar.Max = Entity[player.ID].Max_Health;
if (Player_Healthbar.Value != Entity[player.ID].Health) Player_Healthbar.Value = Entity[player.ID].Health;


'Player_Healthbar' is a GUI Slider, and Entity[player.ID] is the player's ID in an array I have.Ã,  A basic code looks like this:

Code: ags

if (Slider_HealthDisplay.Max != Max_Health) Slider_HealthDisplay.Max = Max_Health;
if (Slider_HealthDisplay.Value != Health) Slider_HealthDisplay.Value = Health;


I hope this helps!Ã,  (And, on another note, the ifs are unnecessary, but I dislkike having the game re-write something that is already true, so I added them.Ã,  Also, my game eats a lot of memory, so I stop it from doing things like re-writing something that is already displayed as often as possible.)

-Regards, Akumayo
#91
General Discussion / Re: Humble Debate Club
Wed 19/07/2006 06:24:43
Yet another update.

Some new boards have been added to the 'Community' section, for discussion various things.Ã,  So if you're not particularly intersted in debate, you can still drop by and make a quick review or discuss your favorite video games ^_^

We hope to see you around.

EDIT:
Also, when we get some more members around, we'll probably have a 'Tournament' section for chess/checkers/poker/etc tournaments and things.
/EDIT

-Regards, Akumayo
#92
 :-[ Sorry, I will fix that as soon as I update the module, or get some extra time.
#93
Version 1.1 now finished.  It incorporates several more functions that are useful only for fine tuning and customizing the module.

-Enjoy, Akumayo
#94
It looks like a naturally shaped horse to me.  I mean, I haven't studied the shape of a horse, but I can definately tell that the unicorn you've drawn is indeed a horse.
#95
(Your back  ;D)

Ahem.
While this is true, the problem isn't finding the modules, it's getting them their own space.  Right now they clutter up the Tech forums, mainly the archive, making it difficult to browse.
#96
Though it depends on what you're aiming at, I'm personally most fond of F & E.
#97
General Discussion / Re: Darth WHAT?
Mon 17/07/2006 23:36:58
Ha, that was great.
#98
Aya, everyone needs musicians or animators, why not throw my needs in the pot too?

-----------------------------------------------

I just need an animator/sprite artist.Ã,  Being able to make neat tiles is a plus, but not nessesary.

I'm making a platform/shooter with AGS, and I'm horrid at any type of computer art.Ã,  Each character in the game needs 12 frames.

-3 frames walking with gun pointed straight ahead (one standing, two with leg movement, ordered 'standing'/'move1'/'standing'/'move2')
-3 frames walking with gun pointed 45 degrees up
-3 frames walking with gun pointed 45 degrees down
-3 frames with legs pulled up for jumping, each portraying a different gun position

Should you take interest in the job, know that if you can only provide a template of 12 sprites, that is fine.Ã,  And if you can do work for each character needed, that is fine also.Ã,  Either way, if you're interested, PM me.


Okay okay, I stand corrected.Ã,  The project is going better than I expected, and I think the art should compliment that, so I'm asking for something a bit more now.Ã,  The game is a platform-shooter, the engine works nicely and improves every day, but the graphics are holding me back, I suck at them.Ã,  I need a real artist if this is going to go any farther.
The sprites will mostly be very low res, between 20/40 pixels in height/width.Ã,  It will include but not be limited to bipedal soldiers, but crawling and flying ones as well.Ã,  (I hope).Ã,  If you're interested, PM me, but be warned, it will be a while between each character needed, as I'm still working on the story as well as tweaking the engine.
Anyway, think about it if you consider yourself at compatent at spriting.  I assure you, you're better than me ^_^'

-Regards, Akumayo
#99
As I said, I don't have a problem with the way the modules are being handled, except for the clutter.  It is difficult to see non-module topics because there are so many of them.  It just seemed logical to filter them a bit.  Just a suggestion though, and I do look forward to my other suggestion getting somewhere, that will be neat  :)
#100
Look around, it IS becoming a little annoying isn't it?  The MODULE topics everywhere?  They dominate the Technical Archive always, and they clutter this board.  I have nothing against modules I assure you, I just think there should be a seperate board or two for them.  Perhaps "Modules in Progress" and "Finished Modules" boards, mirroring the game boards?
What do you all think?

-Regards, Akumayo
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