So for the first time like, ever, I have a game that is nearing completion in that I feel it's mostly done, bar the polish and feature creep. I've built a table-top battle game, presented thusly in screenshot form;
Features:
- 2 Completed army lists (totaling 18 units), with at least 2 more to come (ideally I'd like 8 )
- Robust stats/game system, with simulated die rolls deciding hits/wounds/morale tests
- 6 different mission types, from killing everything to capturing objectives to escort
- Random terrain generation each battle, with terrain offering hard or soft cover
- Poorly drawn lines sprites (paging anyone who wants to draw some stuff for me...)
- Simple but engaging 2 player strategic fun.
I'd love to upload an exe somewhere and get some feedback, so any information regarding where/how to do that would be great, as well as some help with what the next steps should be. As it stands it's 2 player hotseat only, but I'm keen to add multiplayer obviously, and would very much appreciate some advice on how to go about doing that.
Sidenote 1; Thanks I think to Nim for the line code example file which I lifted for the menu stuff.
Sidenote 2; Despite messing about with mmf on and off for literally a decade+ and not making anything close to finished, this project was started on the 7th of May and has taken a little under 2 months to get to this stage. Just shows you what you are capable of when you put your nose to grindstone and grab that inspiration with both hands and throttle the life out of it.
Originally Posted by s-m-r Not an E3 participant, but I actually did finish a few short projects lately. Most recently is a minigame sort of like those arcade cranes, where the player is trying to find their keys while digging under the couch.
I am enjoying this! Thought I'd give it a quick go before plugging my controller in, but then I ploughed through with the keyboard, got stuck on boss 2 (didn't know how to hurt him at first) but kept coming back for more. Very good. Nice and sweet. Not enough games like this these days.
Thanks, Fifth! That's pretty much the best feedback I could have hoped for. Really glad you had a good time. James! I'm really glad you're enjoying it too. If you plug in an xbox controller you can enable rumble.
I think I'm still very early in considering there's a picture of Boss 9 on your Twitter! All I'd suggest is adding the option to further scale the window. Oh! And you can drop bombs during some cutscenes (when the hammer dog shows up). What a boss that is too!
That was great Nim, I remember really enjoying the original version as well. Some things annoyed me, like during the final boss, where he's dropping stuff from the ceiling. If I got unlucky and got completely surrounded with the little bouncies, when I got hit, there were no iframes/temporary invincibility. So I'd get hit by one and then lose control and bounce between all of them, leaving me either dead or with just one health left for the rest of the very long boss fight.
Cheers Phizzy. Some parts of the game are not quite as refined as they could have been. I'm still learning and trying to get better. I hope those rough spots didn't spoil your experience with the game overall. Thanks for playing and sticking with it until the end
My attempt at a pixel shader to deform an object to an arbitrary convex quadrilateral:
Unfortunately, it's buggy as hell, and there really isn't anything I can do about it, due to the limitations of the outdated shader models which MMF2 supports (although it could be made faster). Of course, if someone can figure out a way to fix it, that would be great
I fixed all the bugs in the quadrilateral deformation shader I was working on (see above), and added the texture offset and lighting options from Werbad's 3D shader, so it's quite a powerful shader now
Download: http://1drv.ms/1SggQD1
I've also been working on a shadowcaster pixel shader:
It's not totally finished yet, but it seems to work moderately well...