Anything can go here, a sprite, a piece of music, a screenshot, and engine test.
Lets see what we've all been working on during the past few months/years that TDC has been slowing down.
Ive been in a bit of a creative rut for a long time now but every now and then I still fiddle about in MMF2 or Fusion 2.5.
Ive been lightly testing the possibility of making a big new game and drew some art for it, and also tweaked some old sprites.
Thanks Urban Monk I'm hoping to finish it soon. @AndyUK I've never been in a click group. I have played a lot of Halloween games here in the past and wanted to keep the spirit of those games alive in the art style I chose. @Hayo I like the your style. What's the game about?
I just finished a retro tribute to Wizard of Wor, originally made for The Buswick. Here's a screen shot:
Beyond that, I'm partnered up with AC Donovan to remake his original shootemup It Never Ends. I'm currently in the process of relocating, unfortunately, which makes steady progress on that long-range project a challenge. I spend more time on tabletop board game projects, since they're easier to develop in a number of ways.
Nice looking games, guys. Good luck with all of them!
I don't have nearly the amount of free time I used to, but I still use MMF and enjoy this hobby. I suppose my main project has been the full version of A Mini Falafel Adventure.
I'm working on a fantasy adventure game Called Edelin Tales Portals of Doom. Here are some screens. We've been working on it for quite a while now and I'm hoping to release within the next 6 months. You can get updates about it on twitter and at the Click Team forums. Links bellow.
Originally Posted by Hayo You are still working on that? More screenshots!
Yes, haha. I started working on a sequel in 2011 (the original game was made in 2007) but even considering that it's still been a long time coming. I really wasn't kidding when I said that I enjoy this but have no time. Anyway, I promise I'll get it done one day. I don't keep a blog but I'm on Twitter and sometimes post screenshots there.
Originally Posted by Disthron I'm working on a fantasy adventure game Called Edelin Tales Portals of Doom. Here are some screens. We've been working on it for quite a while now and I'm hoping to release within the next 6 months. You can get updates about it on twitter and at the Click Team forums. Links bellow.
^^ Portals of Doom looks SICK, I love the style! ^^
I'm still working on Hasslevania 2. Currently on the 2nd mini game for it, for about 4 days or so.
Here's a new video of the 3rd and final planet, Propagnus Prime. Hopefully I can link to it here and not screw things up:
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
@ del duio, can't believe your on the finial planet. It's going to feel a bit odd when you finish this game. Cause i've just become so accustom to seeing updates for it.
I've wanted to make a GTA clone in like forever (I started one in 2001, in The Games Factory, using the default movements, with the cars drawn as-and-when in the TGF image editor. You can imagine how 'good' that was). More recently I saw that Fusion 2.5 had a "phsyics car engine", but it's basically useless. Instead I decided to steadraw inspiration from the old Tigerworks 360 cars example. I couldn't understand the complicated trigonometry, but quickly worked out I didn't need to, I could just copy the code, and then it's simply a matter of changing some "Every..." durations, and feeding numbers in.
I quickly made an "engine" where you could drive a car and push crates around. Then I decided to work on a more universal engine (which I'll open-source), using groups to test for everything, so people can easily add in new cars, scenery, building collision objects, and so on. The universal engine will still be a game in itself, though, so I've done a few preliminary car graphics for it:
They need detail shooping in (like the old ones on the left, which are just being used for scale), and "damaged states" added, then I'll tackle the coding! Reasonably confident about making the driving, not so sure on doing 3D buildings. Will the old 3D mesh object give trouble?
@Deathbringer :
Those cars look great! Although, if you're still planning on making a GTA-like, you should probably reconsider that as it will take a lot of effort and with GTA1/GTA2 out there, people might not see any interest in playing it (and it's not very innovative). Instead, you could surely make something more unique like "Driver" (old game I had on PC) where you had to do all kinds of small missions like being a taxi for people in a hurry or being the driver for a bank robbery... I'd also love to see a versus game (or 2v2, even 3v1!) on single screen where a fugitive would have to make the cop car leave the scrolling (like in "Micro Machines") and the cop would have to stop it to win... just throwing out some ideas Good luck with that anyway!
@Others :
I've seen all your games and they look pretty cool! I'm glad to see there still is some activity around here!
As for me, I'm working on a procedurally generated platformer with old-school graphics and you play as a knight. I still don't have a name for it, but I will release a beta version in like a month I guess :
Yes, the tiles are automatically selected according to their neighbours. It's actually simpler with hex tiles than with square tiles, as you only have to worry about edges, not edges and corners.
It still requires 64 different tile variations though...
There probably won't actually be any spacemen, flying or otherwise, as they don't fit the scale of the game - it'll have to be something a bit bigger, like some kind of lunar lander / rover / dropship?
The basic idea is that there would be a big asteroid - quite a lot larger than the one shown, with destructible terrain, gravity, lighting, etc - and four players competing to mine it for resources.
The economics would function exactly like in M.U.L.E.
There would be various resources:
* Ore - required to build new units
* Energy (solar) - required to power units
* Oil(?) - used to move around (equivalent of Food in M.U.L.E.)
* Crystite - no practical value (basically a cash-crop for export)
Each player would take turns deploying units, and setting them to generate resources.
After each turn, there would be an auction where players trade their resources with each other and with "the store". Prices would of course vary, based on supply and demand.
The game lasts a fixed number of turns, at the end of which the player with the highest net worth wins - unless the overall wealth of the colony (all players combined) is too low, in which case everybody loses.
Unlike in M.U.L.E., there could be a very basic combat system, based on Artillery games. This probably wouldn't be a major part of the game, since it would have a negative effect on the overall wealth of the colony, potentially leading to the "everbody loses" outcome. Still, I like the idea of being able to influence trading with the threat of force, or to threaten trade sanctions against a player who is using force already. And obviously blowing stuff up is fun
Anyway, I've waffled on rather a lot, but that's the general plan...
Originally Posted by AndyUK Started in August 2009? Crikey.
Worse, actually it was started in Dec 2007
Just made it pubic in 2009, figuring it'd be done soon after that. YEAH RIGHT haha.
I've finished the 2nd mini game, which I can now say is that final mini game for H2. The both of them are different enough than the mini games of H1, and a lot more fun to play which of course is the whole point.
I'll likely get back to H2 next week as we're sort of shorthanded at work and I'm getting married in RL in a few weeks so there's that too. Funny, the H2 production will take me through 2 wives. Damn that's a long time!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Originally Posted by s-m-r I just finished a retro tribute to Wizard of Wor, originally made for The Buswick. Here's a screen shot:
Beyond that, I'm partnered up with AC Donovan to remake his original shootemup It Never Ends. I'm currently in the process of relocating, unfortunately, which makes steady progress on that long-range project a challenge. I spend more time on tabletop board game projects, since they're easier to develop in a number of ways.
I actually remember Wizard of Wor!!
They had one at the corner store when I was a little kid. I think that's the only one I've ever seen.
Bonus points: The Kroger (food supermarket) also had a Joust arcade machine in it back then. The good ol' days!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Peblo Custom ratings must be 50 characters or less
Registered 05/07/2002
Points 185
6th October, 2014 at 06/10/2014 23:52:06 -
@sketchy I dunno, with squares, you just assign values to each edge to simulate corners.
@andy I signed up in 2002.. I was 12 then.
I migrated off click products for games when I made my own game creation framework. The framework matched the capabilities of C#'s XNA framework pretty well, and it performed decent.
I still have the source code if anyone does Java (I haven't touched the language in years). I made a game in 3 days with it to show it off, here's the sample
Hm... I've been working on several projects for a while (most in the same day) but I think it's time I take a break from making games lol. I put out The Zodiac Chase, Northbound and St. Egelle as fillers but the motivation is gone
On another note I'm very busy promoting a remastered version of my game Andoran Skye. (If that counts as working on a project)
Been playing "Gemfire" recently, and basically just copied the combat system from that (if you imagine the boardgame "Risk", but with tactical battles, you're pretty much there). It's mostly working, apart from terrain obstacles and a few tweaks to the damage formula.
The first picture is a screenshot of how it looks right now (all graphics are placeholder) - the second picture is how it could look if I were to reuse some old graphics of mine. I may yet change the setting to something more modern - replace archers with artillery, cavalry with tanks, etc.
Just like in "Gemfire", each army's basic troops are divided into 4 equal parts - 2 units of infantry (can build barriers), 1 of archers (ranged attackers) and 1 of cavalry (fast moving). In addition, each army may recruit 1 mercenary unit (various special abilities), and the defender may deploy 1 unit of peasant militia.
I have nothing to show. I've downloaded several versions of Blender (the 3D modeling tool) over the past couple of years but never even unzipped them. It's unbelievable how lazy I am and how fast time passes. I just wake up, browse a couple of sites on the Internet, and it's already time for bed again.
Discarded pizza boxes are an indispensable source of cheese.
Originally Posted by siven @Sketchy i really like the look of that engine. is something like that difficult to design?
Yes and no...
There's a fair amount of code (about 90 events so far), but none of it's particularly "advanced" - so it's not difficult, but it will take quite abit of time and effort.
You can have a look at the source .mfa if you're interested: http://1drv.ms/1sTEcEg
(any feedback on the gameplay would be appreciated)
With a game like "Advance Wars" or "Fire Emblem", by far the most complicated part (aside from the AI) is the movement system.
The movement system in "Gemfire" is much simpler because there's no pathfinding involved (units are moved one square at a time) and the movement cost is the same for all terrains.
If I really wanted to make the game as good as it could possibly be, I'd probably be doing things differently - most likely making the tactical component similar to the mobile game "Ancient Empires II" (basically Advance Wars with a fantasy setting, but none of the RPG elements found in Fire Emblem). I'll be going abroad for 5 months pretty soon though, so I'm not going to start anything too big.
The biggest headaches so far have been handling mouse click events when I have several overlapping objects (causing a chain reaction of unexpected events), and collision checking (due to the bug in MMF2 with multiple moving objects). I think I've fixed it now though
@Sketchy
After looking through the MFA im actually quite impressed with how simple(ish) this is. are you planning on changing the sprites for the character blocks to look like what they are or are you just gonna leave them how they are right now? either way it looks really good and stable from what i can tell.
[Game design makes my brain feel like its gonna explode.]
@Sketchy
After looking through the MFA im actually quite impressed with how simple(ish) this is. are you planning on changing the sprites for the character blocks to look like what they are or are you just gonna leave them how they are right now? either way it looks really good and stable from what i can tell.
[Game design makes my brain feel like its gonna explode.]
Originally Posted by Sketchy I've moved onto something else again...
Been playing "Gemfire" recently, and basically just copied the combat system from that (if you imagine the boardgame "Risk", but with tactical battles, you're pretty much there). It's mostly working, apart from terrain obstacles and a few tweaks to the damage formula.
The first picture is a screenshot of how it looks right now (all graphics are placeholder) - the second picture is how it could look if I were to reuse some old graphics of mine. I may yet change the setting to something more modern - replace archers with artillery, cavalry with tanks, etc.
Just like in "Gemfire", each army's basic troops are divided into 4 equal parts - 2 units of infantry (can build barriers), 1 of archers (ranged attackers) and 1 of cavalry (fast moving). In addition, each army may recruit 1 mercenary unit (various special abilities), and the defender may deploy 1 unit of peasant militia.
GEMFIRE!!! Somebody else knows what that is!
Wow, I played the crap outta' that on the SNES and haven't thought about it since.
You going to have giant monsters in it for the 5th unit?
P.S: Looks great, Sketchy!
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Originally Posted by siven @Sketchy
After looking through the MFA im actually quite impressed with how simple(ish) this is. are you planning on changing the sprites for the character blocks to look like what they are or are you just gonna leave them how they are right now? either way it looks really good and stable from what i can tell.
The dude is a genius when it comes to this stuff. I'm not even joking.
He helped me with the grid movement for Equin The Lantern and came up with a program that can convert excel files to MMF2 arrays the game can later use for the base maps. When you look at the code, it's not nearly as complex as you might imagine BUT no way in the world I could come up with the same thing and have it work so well. Very cool cat.
--
"Del Duio has received 0 trophies. Click here to see them all."
"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
Swarm striker now with voxel engine, after a successful Kickstarter.
A kickstarter? wow i'm surprised. We really have moved on from the days where people expected games like Eternal Daughter for free.
It's kind of cool that we can make money from our hobby, isn.t it?
Originally Posted by siven @Sketchy i really like the look of that engine. is something like that difficult to design?
Yes and no...
There's a fair amount of code (about 90 events so far), but none of it's particularly "advanced" - so it's not difficult, but it will take quite abit of time and effort.
You can have a look at the source .mfa if you're interested: http://1drv.ms/1sTEcEg
(any feedback on the gameplay would be appreciated)
With a game like "Advance Wars" or "Fire Emblem", by far the most complicated part (aside from the AI) is the movement system.
The movement system in "Gemfire" is much simpler because there's no pathfinding involved (units are moved one square at a time) and the movement cost is the same for all terrains.
If I really wanted to make the game as good as it could possibly be, I'd probably be doing things differently - most likely making the tactical component similar to the mobile game "Ancient Empires II" (basically Advance Wars with a fantasy setting, but none of the RPG elements found in Fire Emblem). I'll be going abroad for 5 months pretty soon though, so I'm not going to start anything too big.
The biggest headaches so far have been handling mouse click events when I have several overlapping objects (causing a chain reaction of unexpected events), and collision checking (due to the bug in MMF2 with multiple moving objects). I think I've fixed it now though
@ AndyUK - Just to be clear, I did not make that game. It's an old mobile phone game that I mentioned in that post.
@ Del Duio / Siven - Thanks Not sure if I'll do proper unit sprites, or what they'll look like if I do - it's an awful lot of work. I haven't actually even decided on the fantasy setting yet. I could just as easily go with a setting like WW2 or present day - just replace knights with infantry, cavalry with tanks, archers with artillery, and the various 5th units with Katyushas / fighters / bombers / heavy tanks / jeeps / etc.
I'm fairly new to Gemfire. I don't really like the overworld / political part of the game - it just seems needlessly complicated. What I do like are the battles - very simple, but still with plenty of scope for tactics.
Swarm striker now with voxel engine, after a successful Kickstarter.
A kickstarter? wow i'm surprised. We really have moved on from the days where people expected games like Eternal Daughter for free.
It's kind of cool that we can make money from our hobby, isn.t it?
It is fantastic! I put it up there as a test, not really expecting it to be successful; but I was quite surprised when it all went through at the last minute!
Cool to see what people have been up to!
I too have been tinkering to and fro as usual, at the moment I'm working on a NES-styled monster hunter game. I'll show some screens when I have some! ^^
Zode, that looks fantastic! I appreciate in the video that you're showing that there are still a few collision bugs happening with your project. But it looks to me like a serviceable engine already. The glitches could be sorted out through some solid level design, in my opinion. Who knows just how messy the Mario Kart engine is underneath?
Originally Posted by Eternal Man [EE] Cool to see what people have been up to!
I too have been tinkering to and fro as usual, at the moment I'm working on a NES-styled monster hunter game. I'll show some screens when I have some! ^^
Nice! I'm looking forward to that. I still remember enjoying Mr. Klister the first time I played it!
Originally Posted by Eternal Man [EE] Cool to see what people have been up to!
I too have been tinkering to and fro as usual, at the moment I'm working on a NES-styled monster hunter game. I'll show some screens when I have some! ^^
Nice! I'm looking forward to that. I still remember enjoying Mr. Klister the first time I played it!
I have a lot of projects I'd like to work on, but like Urby said, our main thing is remaking Splotches ground-up for iPad. We're both so busy, we can only squeeze in time for that very rarely.
lmao Buster crushington? badass name anyway, liked the tune OMC. im really glad to see everyone is still active and making awesome looking games. hope to see some of them posted to the downloads eventually
[Game design makes my brain feel like its gonna explode.]
This is what my team and I have been working on. We just submitted it to steam as well, so we're crossing our fingers to get lit hopefully. It's called "A Quiver of Crows"
We've been working on this about 7 months, and i'd say we're about half way through development. Check out the trailer on the steam page, i'm really proud of it. I do the art for this game, and i also edited the trailer. My brother Chad codes, and his girlfriend Alice writes the music.
I'm making a game called Stratonauts at the moment. Been working on it for a couple of years now, started just after Really Big Sky but it's nowt like it. Those screenshots were cut to remove all the silly WIP stuff. Hoping to get it out soon! haha
Good to see you again James I'm looking forward to Stratonauts! Big Sky, Lunnye and Wake were well-made but it'd be nice to play something by you that focuses on characters with some personality, which Stratonauts seems to have.
That's what I'm after too! Infact the whole game was originally going to be a little webcomic following a group of people as they went on an adventure. It's real fun doing proper characters.
And hey if you need any testers or anything for Falafel give us a bell! Eager to have a bazz on that!
Just a simple little gameboy-styled roguelike (sort of). The player sprite and floor tiles are ripped, and will be replaced in due course - the rest is original though, and randomly generated.
The icons are part of the main game mechanic, which is based on a fruit machine. Basically, each of the three slots can show either a sword, wand or boot. Each turn, you get to randomize them, "hold" any that you like, and then re-randomize the others one more time. More boots let you move further; More swords let you make a more powerful attack; More wands let you cast more powerful spells.
Just a simple little gameboy-styled roguelike (sort of). The player sprite and floor tiles are ripped, and will be replaced in due course - the rest is original though, and randomly generated.
Clayton and I are still hacking away at the remake of Splotches.
It's coming along kinda slow since we're both pretty busy, but we do have this video of the reworked title screen:
I've been working on and updated version of a game I made called "BirdyWorld", which was my entry to the TIGSource Asemblee competition some years back. The game was a Zelda-like, where the world was created by the players and stored online, screen by screen.
Looks great, Fifth! I remember that project but I only saw a basic screenshot of it before. Good luck finishing it! If I can help you in any way please let me know.
Nim, I do kinda feel like I could use help, but I have no idea what with. The pixel work is the biggest hurdle right now, but I'm getting through it, albiet slowly.
Oh dang fifth! That's awesome looking!
I'd love to alpha test it. Ha ha!
Even if all I can do is walk around.
I wish we had a decent MMO made with fusion. I was working on one myself, but the project has kinda stagnated since I have almost no time to myself anymore. Maybe I should try to make time.
Jonnnnnnny! Pleeeeeease don't abandon that project like you did that last. That looks amazing!
You're my favorite kliker from Jonny RPG and The Forum Game.
I'm following your tumblr.
Also I'm loving that art style.
The mix of hand drawn and pixel art is well done.
I'm adding a reminder to my phone to try the prototype after work today.
I recommend not releasing demos because there's something about them that discourages development. maybe it's just me, but i doubt it.
originally demos were the generous 'try before you buy' arrangement, but these days playable demos seem to have time limits and a lower amount of content. To be fair, the amount of content in games these days is smaller. If you look at old rpgs the exploration maps were huge, I don't know how anyone did it. but getting back to the point, demos don't really have a use outside 'try before you buy' other than providing spoilers.
Okay, so I know it doesn't look like much, but this has actually taken quite a lot of time and effort.
It's really just a simple demonstration of the html5 canvas / javascript engine I've been working on, which aims to faithfully reproduce some of the functionality of an original gameboy. It's not an emulator and it's not a complete game engine (you'd need to code all the game logic in javascript), but it does handle all the drawing of background tiles, text, sprites, etc - and also keyboard input.
I still need to finish up the animation system, and then maybe add some features to make coding game logic a bit easier (a kind of stack-based system, like clickteam products use) - I've done it before, so hopefully it could be integrated.
This is the editor for tiles/maps/sprites:
TECHNICAL STUFF:
The background layer is tile based, with 8x8 tiles loaded from a single image file, using a layout stored in a 2d array "map". The layer covers the entire screen and maps can be any size (they scroll and also wrap at the edges). Small maps are tiled to fill the screen. There is also a function for easy blitting of bitmap fonts.
The entire background map is drawn and then saved as a single image, and then a screen-sized section of it drawn onto a canvas. To improve efficiency, the canvas is only redrawn when required (eg. if the map is scrolled). The background map image is also only redrawn when required, and only the tiles that have changed need to be redrawn.
The sprite layer contains animated sprites. These may be composed of any number of 8x8 tiles, and may be positioned anywhere on the screen. Both the individual tiles and the sprite as a whole may be flipped horizontally and/or vertically.
Although there is no limit on the number of sprites which may be shown at once, the sprite layer is redrawn every frame, so large numbers of sprites may affect performance.
The window layer is similar to the background layer, but does not scroll, does not need to cover the entire screen, and is always displayed on top of both the background and sprite layers, making it ideal for frames, dialog boxes, etc. As with the background layer, there is a function for easy blitting of bitmap fonts. Tiles or rectangular areas may be drawn to the layer or cleared, and this is the only time it is redrawn (there is no "map" and no stored image - just the canvas).
The only important feature missing (compared to an actual gameboy) is palette swapping, which simply can't be done efficiently using the canvas/javascript, unfortunately.
Looks like a fun technical challenge, I also love the simple gameboy type artwork in that little demo.
So far it looks like a gameboy style rendering engine for javascript. Do you plan on making any games with it?
That's really nice Sketchy! If you do it well and give it a bit of a push, there a chance that it could take off as a game development framework like Flixel.
Oh, I hadn't noticed that anyone replied (it is rather quiet around here) - thanks guys
The closest thing at the moment is probably Pico-8. That's the direction I was thinking of going, until I discovered it already existed
http://www.lexaloffle.com/pico-8.php
One nice advantage of sticking to the Gameboy specification is that it stops me getting overly ambitious with the features I want to add.
I definitely think there's potential though. There are always people doing Gameboy themed jams and contests, and I think the Gameboy has the perfect combination of simplicity and flexibility - the limitations stop you getting too ambitious or bogged down making spectacular graphics / special effects etc, but at the same time, just about every genre of 2d game is possible.
If I can create a decent tool for editing tiles / maps / animations, and a user-friendly way of coding (it'll be Javascript obviously, but I want to make it more Clickteam style - eg. "if(enemy.x === player.x){}" would individually check all instances of the enemy object) - then it could become one of the fastest ways to make simple games
Some of this stuff looks really nice. Andy, looks like you put a lot of effort into that background there. Are you still working on that? That post was nine months ago!
Sketchy, that looks really nice! I actually learned something about how Game Boy games are made just watching that gif. Lovely interface and functionality. Just a suggestion, but I imagine that it would be helpful for developers to be able to create "groups" of tiles (like box-selecting multiple tiles, but they're not adjacent in the tilemap) - for example, an empty room in a Zelda dungeon, to place with one click instead of painting it every time. But I suppose they could arrange the tilemap in a specific way to allow that, too. Keep working on it!
The main problem is that the image editor in MMF2 (I presume the one in CF2.5 is much the same) is truly terrible. Honestly, I cannot express just how bad it is, compared to any number of alternatives (including freeware), most of which will already include a range of palette-related features to begin with. Do yourself a favour, and start using something better.
Aside from that, you're selecting colors by red/green/blue value, which is not good. It would be *much* better to be able to pick colors by hue/saturation/lightness (or better yet, hue/chroma/luminance). Adjustable color temperature would be a nice bonus too. Also, it would be very useful to be able to interpolate between two colors, and to adjust the color balance of the palette as a whole.
As far as my editor goes, I understand what you're saying about being able to create and place pre-fabricated blocks of tiles, and at some point I may include options for "copy selection to clipboard" / "paste from clipboard" / "paste from file" etc.
However, I really don't want to waste too much time on non-essential features.
If you look at the image editor in MMF2, it is as I've already said, complete rubbish - but that's fine. There's no point in them trying to reinvent the wheel, when users can already download a great free graphics application from elsewhere (eg. The GIMP).
Similarly, the frame editor is really quite basic, but that's because no "universal" level editor could ever match a level editor that was custom made for a specific project, and most users working on more complex games will be making their own anyway.
So basically, I want to get the important basic features really slick and functional, and forget the unnecessary extras.
Thanks for the suggestions. Yes, HSL/HSV would be better than RGB. That, and adding automatic gradients are top of my list if I update it, which I would like to do sometime but for now I've moved on to other projects. I'm sure someone who knows what they're doing could make a much better palette editor. Earlier I made a bunch of 15 retro palettes that could be useful to anyone making a retro-styled game.
Originally Posted by Matthew Phizacklea Some of this stuff looks really nice. Andy, looks like you put a lot of effort into that background there. Are you still working on that? That post was nine months ago!
Not that I know of. It's kinda super-buggy and super-limited, but it's the quickest way to get stuff into your game.
Originally Posted by Sketchy Just in case anyone working on a palette editor wants a color selector example...
Ha, I just used the Color Selector Object. It's kinda tacky, but it gets the job done. Pixel shaders are a bit above my head, anyhow.
So, here's what I ended up making. It's a little mini-palette generator. It uses a set of "Key Colors" placed into a little grid and blended with each other to create a small palette of like colors. And it's got a "randomize" button.
Not a full-on palette creation tool, but it's good for creating color schemes for inspiration.
Fifth, that's really nice! Where did you get the idea to use key colours like that? I've never seen that done before. I'm sure this will be handy so thanks for making it available.
Anyone else got games to show off? It's E3 season!
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.
Oh man, it's perfect! Everything just feels right!
I love all the little interface touches you've got, like the controls appearing on the title screen only if you try pressing a non-controls button, and the options for the color tint and the vignette, and how the game pauses with a little noise if the window loses focus (or how the boss intro stops playing if you die against a boss too many times, as I've just found out with Cliff)... All these little things add up. There's a lot of care put into it.
And the bosses are incredible. I love how you ran with the juicy feel of your original Mini Falafel Adventure. Even if I'm dying a bunch, they're still a joy to fight. And the way you end up damaging Handsman (I think that was its name?) is so very satisfying.
I'm still in the middle of it (currently stumped by Rupa), but I'm enjoying it thoroughly.
EDIT: And just beat it. That was magical. The last bit was kinda reminiscent of Rocket Knight Adventures.
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...
Originally Posted by Sketchy 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...
Looks good!
I think you need to make the camera movement a bit smoother though - the player character moves a bit too quickly and changes direction too often for you to just always centre the camera on him. You really need to give the camera a bit of inertia.
Anyway, this is what I was working on:
It's a 3D cube (if you wear red/blue glasses, obviously). For some reason, the 3D effect only seems to work when it's in motion. Of course, my eyes are pretty messed up, so it might not work at all for other people...
Thanks for the shader sketchy! I've been making this with it in mmf2, not sure what will come of it.
It should be able to handle about 1000 of these square thingos.
I could do triangles too but they texture funny. I will probably add support later as that's as good as it gets.
It really needs a good 3d editing interface. Anyone have any ideas for input?
Nice "Qolygons"!
I don't know if you're interested in making an actual 3D engine, but I originally made the shader at the request of someone on the clickteam forums, called Schrodinger - and this is what he's using it for:
I think I will scrap my 3d engine because the quad-deform is insufficient to correctly render 3d shapes. There's a major technical limitation regarding co-ordinates appearing behind the camera. Basically you can't implement a frustum.
Imagine standing the middle of a massively wide 4 point polygon extending near infinitely into the distance. You would think the only way to fill the screen with the quad-deform is to stretch the remaining 2 points as far as possible, but in this configuration it's only possible to fill half the screen.
We need an deci-deform to do frustrum clipping, where you set 12 points for the perimeter, and an additional 8 texture offsets!
Sketchy has informed me no more variables can be added to the shader!
@Hayo: Always loved your art style! Hope you say a bit about the project rather than just dropping a screenshot and bailing. Is it a farming sim of some sort? Because I'd totally like that.
i'm VERY gradually working on a handfull of songs for stratonauts. but not all of them i hasten to add. someone else is doing the bulk of those.
i'm also waiting for andyUK to get close to finishing whichever project he wants. because i owe him a soundtrack. to that end i've been working on better emulating old sound chips such as those from the NES (obviously) C64, megadrive, amstrad. i take perverse enjoyment in that sort of thing you know.
see this link for some C64 style experimentation: www.soundcloud.com/mrpineapple/64k-turds
i could probably be doing more to be honest. i get lazy when there's nobody around to tell me to work on things "right now this second".
i also have 3 different pretty big game ideas which i just cant quite get myself started on. my ambitions are vast compared to my actual abilities when it comes to actual MMF. so music it is.
To get the project to export you could always copy the editor version of the extension to the runtime folder. It'll be a little larger than the runtime version since it contains all the code for the Fusion editor too, but at least it'll work!
n/a
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
18th April, 2016 at 18/04/2016 19:31:09 -
Hi TDC!
Haven't had/taken much personal time to work on games, but there's something in the planning stages with a hopefully recognizable character for you old-timers:
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
22nd April, 2016 at 22/04/2016 16:26:26 -
Not yet. Like I said, planning stages! It'll actually be a while before I can truly dedicate time to it. Probably also good to mention it's not made with a Click product, heh.
Originally Posted by Hayo Thanks! Unfortunately random maps are quite beyond my coding skills.
Probably just as well - with randomly generated levels, that would definitely seem like too much of a Spelunky rip-off. Handmade levels ought to be a lot more interesting and varied, and allow for more of a storyline.
Looks like a very solid engine though.
Haha, thanks.
That's kind of what I'm going for, but with simpler tactical battles, wrapped in a more large scale strategy game - so a lot like Gemfire in fact.
You'll have an strategic map composed of territories, where you can move your armies around a bit like the board game Risk - and then when you invade a territory, the battle is played out Advance Wars style.
I havn't gotten around to learning coding language. Fusion is nice to mess with especially with 3d and the open gl extensions. Although I wish Fusion 3 or later versions will come out with the 3d making function incorporated inside.
Originally Posted by UrbanMonk That seems like an awfully complicated game to be doing it in Fusion.
Impressive though.
Why did you use fusion and not something like unity?
I used to, but in the last two years I have been really busy getting my master degree. If all goes right I will be done with that in 2 months and I guess I will be free to do some freelancing again!
Thanks
That last gif looked good, but I'm actually still having issues with it...
Note the blocky shadow in the doorway, and also the strange glitch in the shadow on the right hand wall. I think I can fix the wall bug, but doubt there's anything I can do about the blocky floor shadows
However, while the old gif used a really buggy system with a separate shader for the wall shadows (which wouldn't have really worked in an actual game), I've now combined both wall and floor shadows into a single shader, so that's a *big* improvement
Hayo, if you decide you do have some time for freelancing at that point, mind giving a hoot on the emails? I'll trade wallet liners for a smidge of art.
Sketchy, that looks really awesome! But at this point wouldn't it be easier to just code it straight in MMF?
Also, what parameters is the shader using that it knows the room layout?
Anyway, lately I've been fiddling with the idea of an object-based engine. Right now it's really rudimentary:
The idea is that a character will stick to an object once it's collided, and collide with/stick to other objects if it intersects them as well. And the character will be able to tell what kind of slope it's standing on or what angle it's passing over, so that if something is too steep or too acute it will collide or else detach from the object and return to a free-moving state (not shown here).
This character has no slope limitations, so it just clings to things forever. You can probably tell it's not perfect, but I think it has promise. I can't wait to start making levels with massive spinning obstacles.
Originally Posted by Fifth Sketchy, that looks really awesome! But at this point wouldn't it be easier to just code it straight in MMF?
Also, what parameters is the shader using that it knows the room layout?
Thanks
The idea of using a shader is to improve performance, by shifting all the complicated calculations to the graphics card (plus I've already done it using the Surface object before). In practice though, there are three problems:
1.) It's very difficult to make a shader that works perfectly, without any kind of glitches (as you can see).
2.) Raycasting (possible in a shader) is a lot less efficient than shadowcasting (not possible in a shader).
3.) The specific method of raycasting that is possible in a shader is particularly inefficient (it re-visits the same pixels repeatedly).
Anyway, the way it works is that each light source is a separate object, containing a map of the level. White means clear - anything else will block light rays. Black pixels are always dark. Intermediate shades of grey are used for the walls that are able to be illuminated - the lightness represents the vertical distance from the pixel, to the base of the wall - and then to find if the wall should be illuminated or not, the engine traces a line from that point at the base of the wall, to the lightsource.
I think it's quite a neat solution, and it requires virtually no extra calculations.
I could very easily (and probably will) use two separate components (ie. red & green) to give me both horizontal and vertical offsets, so that the system would work equally well with walls facing other directions - eg. isometric walls.
btw: Nice engine - reminds me of one of Pixelthief's old projects. You'll find it's when you add gravity and jumping that it starts to get complicated...
No posts for a while.. I guess everyone feels intimidated by Fifth and Sketchy's awesome engines! But I don't want Clubby to come here and see nothing but forum spam, so..
I've been working on a new game recently. It's an arcade arena platformer game and I had a lot of fun making it. I wanted to make something colourful after Falafel, and to make the music myself this time. It's almost done and I'm putting in finishing touches now, and stuff I always stupidly leave until the end like joypad controls. Here's a wee video of it so far:
Looks like a simple and fun kind of minigame. Nice to see someone else is still around here occasionally too...
As you can probably tell from this thread alone, I have the world's shortest attention span, so since my last post I've been working on all sorts of different things...
I made a 3D Look-Up Table (LUT) pixel shader for someone on the Clickteam forums, which is used to perform pre-defined color adjustments - perfect for day/night/weather effects, and probably other things too.
I started working on a kind of squad-level roguelike, partly inspired by MicRogue and X-Com - and as part of that, I made a very simple extension-less pathfinding system (an implementation of Dijkstra's algorithm), and also remade an old procedural level generation system.
I'm working on a new array editor, using a combination of MMF2 and Javascript (via the WebControl extension). Unlike my previous array converter, this one actually has a spreadsheet-like interface. It won't support xml any more, but it will support 3d arrays via multiple csv files, and via json files (including "Tiled" map files and "Construct 2" arrays). Also, it should allow scripting via Javascript (a bit like using macros in Excel), which could be used for things like auto-tiling.
I wrote a Javascript library to add some features from Clickteam products, such as event-based programming, automatic object pairing, object scoping, etc.
To go along with that, I created my own scripting language, and a compiler to turn code written in this language, into Javascript that uses the new library I wrote. The next step would be to create a basic HTML5 game engine to work with the new language.
I'm still looking to move away from MMF2 / CF2.5 altogether, and have started to explore other options, including Construct 2 and Unity 3D. I've pretty much reached the conclusion now that my best is probably to just create my own simple HTML5 game engine instead...
Mostly though, I'm busy with actual work and looking for a job for the winter...
Huh? Didn't understand a word of that!
It's generating Javascript, not Java, so it doesn't involve any bytecode:
^ On the left is the original code; on the right is the Javascript that is generated from it (in the middle are all the individual tokens from the lexer). All those functions you see (newEvent, newObject, setProperty, etc) are part of the new library that I wrote.
This is the 3d LUT shader in action:
At the bottom you can see what are effectively two palette images, know as "Look Up Tables" (LUTs). Basically, what the shader does is to replace the colors in the first palette, with the colors at the same position in the second palette. In this example, the red, green and blue components vary in increments of 15, giving a total of 4913 unique colors - but the clever part is that for any colors which appear in the image but aren't in the palette (if any component is not a multiple of 15), the shader uses linear interpolation to calculate what the output color should be, so the resulting image isn't limited to 4913 colors. You can of course, use larger LUTs for better accuracy. It's quite a handy shader, because it essentially lets you adjust red/green/blue/hue/saturation/brightness/gamma etc curves, all at once.
Link: http://community.clickteam.com/threads/98225-REQUEST-3D-LUT-Shader?p=700768&viewfull=1#post700768
This is the array editor so far:
It was actually quite a mission just to get everything to adjust properly when the window is resized. The tabs along the top are to set the array Z-axis; the rest should be pretty obvious.
Finally, just a few of the many weapons from my squad-level roguelike:
These images sort of demonstrate one of the game's core mechanics - that combat is completely predictable; there is no element of luck whatsoever. Units will get 2 actions per turn. Moving costs 1 action, and other things like firing weapons and using items may also use 1-2 actions. Ammunition is also extremely limited, so it's important not to waste it.
If you look at the Assault Rifle, you can see that its "semi auto" firing mode uses 3 rounds of ammo and 1 action point, but does 2 points of damage - so in a whole turn, it could inflict up to 4 points of damage (but would use 6 rounds of ammo in doing so).
On the other hand, the Sniper Rifle's "aimed" firing mode also does 2 points of damage, but only uses 1 round of ammo - the trade off is that it costs 2 actions (ie. it takes a whole turn), so the weapon is capable of inflicting less total damage per turn (note that both weapons also have a "snap" firing mode, which is a compromise between the two). Consequently, you would want to conserve ammunition by using the sniper rifle to pick off targets from a distance, and use the assault rifle to take down more heavily armored targets.
Also shown is the Plasma Rifle, which doesn't require ammo, but has to recharge after each shot, which seriously limits its ability to keep inflicting damage turn after turn - not good if there are a lot of enemies around.
I'm still working on this. It's obviously way different and I abandoned it for awhile. Most probably won't remember the first project of it. Anyways for once I am making progress enough to be motivated and somewhat proud of myself.
I'm still working on this. It's obviously way different and I abandoned it for awhile. Most probably won't remember the first project of it. Anyways for once I am making progress enough to be motivated and somewhat proud of myself.
Thanks very much, Rikus. It's pretty short but I'm glad you enjoyed it. It would be amazing to watch you play the game so I'll look forward to that! Good to see you back again, btw!
There are a few things I could add to it. Those are good suggestions, but I think I'm done with this one. Check the included manual for a few extra things you can do after you've beaten the game!
Thanks Nim! I will check the Manual right now. I recorded the Let's play a couple of days ago s expect that in the coming week, might still be a bit since there are a couple of Episodes in front of it, but yea I had a great time! Old school exploding bees!
Be sure to follow us on the twitters for the latest and greatest: @dailyclick
I think I need to account for the difference between the apparent brightness of red, green and blue, as blue appears so much darker than the others.
I also want to try and generate an actual truetype font, designed to work with cleartype etc.
That's hilarious, Sketchy, and uncannily it works For making the font, I'm not very experienced but I've previously used Inkscape to create individual glyphs and imported them into FontForge.
That's kinda nuts how that font actually works. I think I've seen someone try something like that before? But still, it's nuts.
So, work on my object engine thingy is coming along, though slowly. It's still got a lot of kinks to iron out, but at least I've managed to implement some important stuff I wanted, like pinning objects to one another, a system by which objects can have uniquely-calibrated behaviors, players/characters being able to apply forces to objects, and objects being able to transfer forces up their pinned hierarchy. The result is the ability to make complex, interactive object cluster thingies.
I'm most pleased with how the "swinging platform" behavior turned out, 'cause that one's got a lot of uses.
Like...
Set of scales
Ferris wheel platforms
And bendy platform.
...Now I just need to figure out what kind of game I'm making.
Thanks!
I might try to release it in some form if I can get it all into a useful state, but right now I don't think there'd be any point.
This is also turning out to be one of the most stupidly complex things I've put together. I've used up all the alterable values for the ground objects and am continuously trying to find ways to store/reuse more.
The physics themselves are just a bunch of applied trigonometry, which is applied on top of the whole polygon collision and hierarchy thing I've got in the engine. Which is mainly just more trigonometry.
Here is a latest project I was working on. I call it Cry of Fear - Project Zero. It's a fan game of the original Cry of fear Mod for half life. It has 3d elements and a 3d world + Scenes for a horror game. Worked on in multimedia fusion 2 with the OpenGL extension. Also was going to release an open mfa for it if anybody was interested.
Originally Posted by Fifth That's kinda nuts how that font actually works. I think I've seen someone try something like that before? But still, it's nuts.
So, work on my object engine thingy is coming along, though slowly. It's still got a lot of kinks to iron out, but at least I've managed to implement some important stuff I wanted, like pinning objects to one another, a system by which objects can have uniquely-calibrated behaviors, players/characters being able to apply forces to objects, and objects being able to transfer forces up their pinned hierarchy. The result is the ability to make complex, interactive object cluster thingies.
I'm most pleased with how the "swinging platform" behavior turned out, 'cause that one's got a lot of uses.
Like...
Set of scales
Ferris wheel platforms
And bendy platform.
...Now I just need to figure out what kind of game I'm making.
My god thats some next generation click stuff right there.
If I was to make a game using that engine I wouldn't try to shoehorn physics puzzles into every single inch of the levels. Especially if it slowed the flow of the game down.
My god thats some next generation click stuff right there.
If I was to make a game using that engine I wouldn't try to shoehorn physics puzzles into every single inch of the levels. Especially if it slowed the flow of the game down.
Oh, why thank you!
And I quite agree. If I ever get a chance to make a game out of this, I'd rather use it to make interesting levels and platforming with moving, changing parts and elements. Using game physics to implement puzzles often feels so fiddly and annoying.
My mother babysits him sometimes so he told me he asked for his own game. It is not the first time I do it, I already did over 15 years ago with D.B. Team and D.B. Team Xmas!
Originally Posted by UrbanMonk Awesome Sketchy!
Is that being made with Fusion?
Clayton and I are nearing completion of the latest iteration of Splotches.
Will launch on iPad, iPhone, and PC so far. Possibly more.
Thanks
And yep, I'm still using Fusion.
The interesting thing with a turn-based game like this, is that nothing just happens on its own - everything is a direct response to player input. It means that out of 125 events, 100 are "on loop" events, 20 are "on click" events, and only 5 are "other". I think that's what happens when you get too used to coding in Javascript, and start using fastloops for everything because they're the closest thing Fusion has to functions...
Splotches is looking great btw - the presentation is very polished and professional
Originally Posted by Sketchy Thanks
And yep, I'm still using Fusion.
The interesting thing with a turn-based game like this, is that nothing just happens on its own - everything is a direct response to player input. It means that out of 125 events, 100 are "on loop" events, 20 are "on click" events, and only 5 are "other". I think that's what happens when you get too used to coding in Javascript, and start using fastloops for everything because they're the closest thing Fusion has to functions...
Splotches is looking great btw - the presentation is very polished and professional
Yeah same here. I build "functions" by adding a behavior to an object and store the parameters as Alterable Values of that object. Just set the alterable values to what you need and call the loop once. You can even call the loop/function multiple times inside the same condition statement.
I believe fusion 3 will support building classes and functions, so hopefully this workaround won't be needed anymore.
Also thanks! We're really excited to launch! This is like the 3rd or 4th iteration of this idea. It had to be remade to work on mobile devices and consoles though since the old version had some design decisions that only work on PC.
Hmmm, I've never used behaviours (and always been quite critical of them) - mainly because they force you to use the awful event editor instead of the much better event list (why?), but also because you have less control over timing, since behaviours are handled separately from the main game loop (of course, that must not apply to "on loop" events).
We'll see about Fusion 3... I still think Javascript & WebGL is going to be the way to go in the long run. Fusion is great for graphics/animation and mouse/keyboard inputs, but for actual coding, it's so much slower and more cumbersome.
Anyway, you've done very well to pull off those special effects without pixel shaders - must be a lot of pre-rendering and alpha channels... Good luck with it anyway
Oh, and I got unit movement working in my game, so yay me!
Hmmm, I've never used behaviours (and always been quite critical of them) - mainly because they force you to use the awful event editor instead of the much better event list (why?), but also because you have less control over timing, since behaviours are handled separately from the main game loop (of course, that must not apply to "on loop" events).
I'm just using them as a way to have self contained "classes" that can be transferred to other projects and frames.
I also use global events for some things that span frames such as music control, and user input management to support touch screens, etc.
We'll see about Fusion 3... I still think Javascript & WebGL is going to be the way to go in the long run. Fusion is great for graphics/animation and mouse/keyboard inputs, but for actual coding, it's so much slower and more cumbersome.
Agreed. Besides smaller projects this might be the last I use Fusion. I've been playing around with SMFL for my future projects: https://www.sfml-dev.org/
I do hope Fusion 3 is amazing though.
Anyway, you've done very well to pull off those special effects without pixel shaders - must be a lot of pre-rendering and alpha channels... Good luck with it anyway
Thanks! Clayton is to blame for the graphics.
I'm not sure what I would use pixel shaders for though?
Not much per-rendering actually. Most of the animations are dynamic and interactive.
Oh, and I got unit movement working in my game, so yay me!
I'm thinking maybe PixiJS (or Kiwi or Phaser?) myself - I like Javascript, and I like the ease with which projects can be ported to virtually any device
Meanwhile, I'm currently working on the interface a bit, now that most of the basic engine is done - I now have a pie chart to show how much territory each player owns (think I need to make it bouncy though). The colour scheme will probably change later - I think the grey is too dark compared to the bright, cartoony graphics everywhere else...
Originally Posted by Sketchy I'm thinking maybe PixiJS (or Kiwi or Phaser?) myself - I like Javascript, and I like the ease with which projects can be ported to virtually any device
Meanwhile, I'm currently working on the interface a bit, now that most of the basic engine is done - I now have a pie chart to show how much territory each player owns (think I need to make it bouncy though). The colour scheme will probably change later - I think the grey is too dark compared to the bright, cartoony graphics everywhere else...
The gray looks pretty good to me! Maybe add a raised edge or something.
The reason I'm avoiding javascript is for performance reasons. I don't want to be limited in what I can accomplish. Although I suppose I should have thought about that before using Fusion.
I figure if I'm going to learn a new language anyway it might as well be something with a lot of room to grow.
I guess the same argument can be made for javascript though too.
That's fair enough.
Realistically though, I'm only interested in 2D turn-based strategy / puzzle / roguelike etc games, so performance is never going to be the highest priority. Javascript is easily fast enough, and there's still hardware acceleration for the graphics. And it's just a really easy and intuitive language (and being able to instantly test things in a browser is so nice)
I got my pie-chart bouncing which is nice, but maybe a step too far (people might get seasick if I make everything bouncy)
This is the kind of lighter color scheme I'm considering:
All graphics are potentially going to be redone anyway, so I'm not worrying about it right now.
Think I might start a little devlog thread, to save me clogging up this one...
So I have something new I'm working on. Remember that old game I was making a while back? Tiipotopia.
Well I've resurrected it. I started remaking it in Fusion, but got stuck with performance issues and was limited in what I could do, so since I didn't get very far I restarted using C++ instead.
I have no idea if I'll ever finish this or not, but it's a fun side project.
This new version lets you edit the game while it's running in realtime with other people if you want, but it's not designed to be a minecraft clone. I'm trying to make a cave-story type game that's multiplayer, but also add elements of animal crossing (like decorating your house and buying silly clothes) So kinda like Flanville I guess, but a platformer.
Started working on Fishhead 5 (4 is nearly done).
These are just gfx, all I have to come up with now is good coding and good gameplay and good level design.
It turns out I have a 99% finished game on my harddrive so i'm going to tweak it a little bit and release it. It will be the first game ive released here since 2013.
It's a Green Beret clone made to look like a budget home computer game. With a fixed 8 colour pallete too!!
There's only 3 levels and no sound yet so I might have to work on it some more before I finally release it.
It was probably an example for some sort of imaginary console where i'd make up the specs and do a sort of launch lineup for it.
The player and enemies do look like postmen though...
Also I had a weird bug i only just discovered. The jump arc was broken (ie stunted) and the only reason it didnt work properly was the was order of my groups. But i had designed the whole game with the broken jump arc in mind. Now the game works properly i need to change the jump arc so it's smaller lol.
Originally Posted by The Chris Street No. I'm not sure it ever will, at least in its current form. I'm thinking of turning my focus towards Android/portable projects.
BTW - Zone Runner: Portable will be out on Android on Tuesday 19th June, all going well
I bought the Android exporter ages ago. I don't know why I never made anything for Android.
Originally Posted by The Chris Street Thanks, I appreciate the offer I might take you up on it (although I do have the iOS exporter anyway)
Well as long as it doesn't have any Andriod specific code and it's the correct resolution you're good to go.
Another issue is the new iPhone X. I managed to get most of my apps working on the new screen size, but one of them is a little more difficult to adapt.
Also once you get it working on that screen you have to make sure it still works on the older ones also.
Originally Posted by The Chris Street Thanks, I appreciate the offer I might take you up on it (although I do have the iOS exporter anyway)
Well as long as it doesn't have any Andriod specific code and it's the correct resolution you're good to go.
Another issue is the new iPhone X. I managed to get most of my apps working on the new screen size, but one of them is a little more difficult to adapt.
Also once you get it working on that screen you have to make sure it still works on the older ones also.
Nothing Android specific apart from possibly AdMob but am I right in thinking this works on iOS also?
I'm currently getting a stable 60fps with up to 50,000 sprites on my laptop. That compares to 11fps using Pixi JS, which is generally accepted to be the fastest 2d WebGL renderer - of course, Pixi JS is much, much more powerful in terms of features, and this is not a good test of real-world performance anyway.
Although it may not be very apparent, my engine is actually inspired by the original Gameboy. You'll get two scrolling background tilemaps (the GB only allowed 1, but having 2 allows for easy parallax scrolling), one layer for animated sprites, and one non-scrolling foreground tilemap (used for the HUD, dialogs, menus, etc). Both sprites and individual tiles can be flipped, mirrored and/or rotated in 90° increments. There won't be any limitations on tile size, colour palettes, etc.