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Messages - DoorKnobHandle

#201
Thanks Arj0n. Never played that game, Thexder. I will take a look at it.
#202
I'm in there right now, never been in a Google Hangout before. I don't know. Is anything going to happen? I DON'T KNOW! :)
#203
selmiak: Haha err... That's cool! :) I have no fixed date but I want the game to be done very soon, and I am definitely not going to put a bazillion features in it or delay it in any other way. I want this to be a simple small game!

Here's the third video, this time I'm talking about enemy design and show you a couple of enemies in detail:


Take a look, let me know what you think! I'm planning to make the next video about the editor!
#204
Thanks Wyz and VinceXII! Wyz, I'm using your joystick plugin of course, completely forgot to mention that so far. You'll be credited of course! :p

New video is almost done, now, if only I didn't have to make the show off level in it so freaking hard, haha! :) Drives me crazy when I need 50 takes to get the level done flawlessly.
#205
Thanks Chicky! Destructible platforms are absolutely possible, I just hadn't thought of them for some reason. Consider that a yes!

New video is on the way! It'll talk about enemy variety and show you the enemies that I've already implemented!
#206
Yeah if the game is going to have bosses at all, they will be pre-coded. I definitely won't be able to support people making their own bosses. Would be interesting but it's just way too complex.
#207
Quote from: selmiak on Sun 27/10/2013 16:59:41
I wouldn't mind having 2 screens at the beginning explaining the little bit of story you need for an action game, something like: Are you a bad enough dude to rescue the president will do already. Or you got betrayed by your best friend (who happens to be a cyborg, as that makes a cool final boss...) and he sent his personal ninja army after you and one of the ninjas was about to throw you into the hole and you grabbed onto him and dragged him down with you. You managed to land on him and thus survived the fall and got the sword from him. Now it's revenge time! Voila.

Good ideas. Man, I need to think about whether or not to go for boss battles at all. I'm undecided. On the one hand I like the idea, on the other, it's tricky haha. Opinions?
#208
Quote from: dactylopus on Sun 27/10/2013 10:15:07
That's really cool.  Quite interesting from a design perspective, and fun to play from the looks of things.  Looking forward to more videos.

Also, level editors are always fantastic.  I'm definitely behind that idea.

I am curious about one thing, though.  I'm interested in the story of this game.  So far, we know that the character is a sword wielding police officer.  Will there be more exploration of story in further videos?

Thanks! Right now the plan is to go very, very story light. But maybe I'll get a good idea and put that in? I was thinking more along the lines of Spelunky; you're a guy in a cave, there's treasure to loot and enemies to kill. That's it. But maybe I should get more creative. I'm not sure how I would implement story telling though. Intercom at the lower third of the screen? Log files you can access and read? Not sure.
#209
Thanks Fitz! I think it's important to really go into detail when designing games, I myself made the mistake of not doing that way too many times. Also, please do make a platformer - we need MORE AGS platformers!! :)
#210
Thanks for the nice comments! Here's the promised second video talking about attacking:


Take a look and let me know what you think! It's getting a bit more interesting now! The next video will introduce the various enemies in the game!
#211
Ascovel: Good question! Not really, but I did increase the framerate of the game to 60fps via GetGameSpeed(). It's absolutely important that the game runs at ~60fps and not just the default 30-40, this doesn't matter much for more static point'n'click games but for an action game like this it's vital. Apart from that, I just detect the frame in which a key is pressed with IsKeyPressed() and a boolean variable per button and then perform the actions. Nothing special!

Arjon: Thanks for the interest! The sliding will be explained further in the next video on attacks! I'm also glad to hear that you're also interested in the editor!
#212
Thanks, Crimson. I hope it's not too smooth, I really want precise and tight controls!

selmiak: the keyboard currently used A to jump, S to attack. This configuration is only a problem with French keyboards. I'd like to implement rebindable keys, hopefully I'll get around to that. Otherwise, I'll make a universal key binding (or just make players use a gamepad haha)!

Right now I'm planning to just 'ship' the game with a bunch of levels that you can play as a campaign, one after the other. But those levels wouldn't be encrypted in any way. You could load them up in the editor and edit them etc.
#213
Awesome, I'm glad to hear that you like the video idea! Fitz, let's hope the build-in level editor takes off only 0.001% as much as Minecraft did! I'd just love to play levels made by other people in my own game! Andail, it is indeed a straightforward platformer, I'm not really focusing on innovating with this one, I just want it to be a good, solid AGS platformer. Secret Fawful, I really hope I did get it right, it's indeed the most fundamental thing to get right in a platformer, for obvious reasons! I personally think it's very fun to control, both on keyboard and gamepad!
#214
Thanks! Stupot, I'm not planning livestreams, no. The coding is pretty much done so there's no point in starting now anyways. Streaming takes a huge amount of work, The Art of Dying is something I'm development whenever I get an hour or two of free time inbetween work sessions.

Selmiak, I can't promise much backstory but we'll see! Glad to see that I caught your interest with the project! :)

The next video will be uploaded within 24 hours and, as I said, it will go over the various attacks in the game!
#215
The Art of Dying

The Art of Dying is a small new game I've been working on for about a month. It's a platformer made in AGS of course! The idea is to start with easy levels and then ramp it up to pretty ridiculous degrees of difficulty. I'm doing everything including art and animation except for the music! The game features an ingame level editor that's easy to use and should hopefully result in a couple of self-made levels by you, the players! The way I am presenting the game is with several short Youtube videos that focus on a particular aspect of the game - here's the first one talking about movement. Please check it out:


The Art of Dying - Dev Diary Entry #1: Movement
[embed=640,390]http://www.youtube.com/watch?v=D_WmTg8Az9k[/embed]


The Art of Dying - Dev Diary Entry #2: Attacking
[embed=640,390]http://www.youtube.com/watch?v=np4ixRjp5w4[/embed]


The Art of Dying - Dev Diary Entry #3: Enemies
[embed=640,390]http://www.youtube.com/watch?v=8kD2iZJ7qs4[/embed]


The Art of Dying - Dev Diary Entry #4: Editor
[embed=640,390]http://www.youtube.com/watch?v=b_5ryKGxWkM[/embed]

Please let me know what you think! I'd also like to get an idea about how much interest there is in the level editor. Stay tuned for further video updates, I'm going to produce them in very regular intervals. Keep a close eye on this thread and/or subscribe to my Youtube account to stay up-to-date. The next one is going to focus on how attacks work in the game. More and more information will be revealed about the whole game with each video.
#216
Quote from: Armageddon on Fri 18/10/2013 23:11:08
Quote from: DoorKnobHandle on Fri 18/10/2013 14:17:44
The free version of Unity3D has no watermark (just a very short and unintrusive logo when the game starts). It does not export to several more exclusive platforms (consoles and mobile) but still does allow Windows, Mac, Linux and in-browser play. Considering that you get an extremely powerful engine for absolute free I think that's very, very hard to complain about.
I don't want that start up logo though. I hope Adore gets finished soon, with whatever game was being made with it.

Adore and Unity3D are two very, very different beasts. I can only speak for Unity3D but if a relatively elegant black and white 3-4 sec start up logo is too much for you even when you get an incredibly powerful, flexible, cross-platform and full-fledged 3D engine with an integrated level editor suite in return, then I guess Unity just isn't for you. Considering the fact that you're looking forward to Adore instead (which is totally reasonable and fine of course!) probably means that you wouldn't be interested in most of the Unity functionality anyways?
#217
I did read your post carefully. You did not explain that specifically, you put that under the Knossos variation. Either way, I still don't get what discussion you're trying to start here though, sorry! It depends on the structure is my answer I guess?
#218
Apples and bananas in my opinion. One is generally based on a pattern you need to find out (or find clues for), the other one is a 'real' and true maze where you just need to find your way, oftentimes accompanied by stealth or fighting elements to make it more interesting. I don't think they can be compared or discussed very much.

EDIT: Also, if I may suggest, putting 'READ CAREFULLY' in your posts in all caps is unnecessary. People here will read your thoughts if they deem them good and interesting.
#219
The free version of Unity3D has no watermark (just a very short and unintrusive logo when the game starts). It does not export to several more exclusive platforms (consoles and mobile) but still does allow Windows, Mac, Linux and in-browser play. Considering that you get an extremely powerful engine for absolute free I think that's very, very hard to complain about.
#220
The Rumpus Room / Re: Happy Birthday Thread!
Tue 15/10/2013 12:09:25
Happy birthday Cat!
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