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Socoder -> Concept/Design -> AGameAWeek : 2016 - Part One

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Tue, 31 May 2016, 03:32
cyangames
Ohh, noice! I've wanted to get one of those working for the gameboy for a lil while myself. F1-Race 'n' everything. Just can't find out how to horizontal shift the scanlines :/

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Web / Game Dev, occasionally finishes off coding games also!
Tue, 31 May 2016, 03:33
Jayenkai
Poor little laptop fan's spinning like crazy!!

Hundreds of squares, a gradiented fade in the background, and then all those giant sprites on top.

Certainly not the world's most optimised code..


View on YouTube

And I need to fix that flickering, too.

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Tue, 31 May 2016, 03:46
cyangames
Looks very Space Harrier Esque though, which is allllwayyysss good!

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Web / Game Dev, occasionally finishes off coding games also!
Tue, 31 May 2016, 03:47
rockford
Animal Crossing mixed with Space Harrier. Got a winner on your hands!
Tue, 31 May 2016, 03:49
Jayenkai
Indeed.. Went more or less like...

*aims for Space Harrier*
*needs quick sprite for movement testing*
*grabs Trees from Tree generator*

... Oh!

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Tue, 31 May 2016, 03:50
Pakz
I sometimes use a cheap laptop for programming. Can not do a lot. Not that fast. I sometimes wait minutes before it responds. I am now concidering buying a i5 940m 8gb star wars laptop that is on sale currently.

Thing is with the new nvidia cards coming out it might be better to wait. Computex started and nvidia wil maybe anounce the new mobile cards.

The graphics look very good. Is it going to be a shooter?

edit:just saw it is going into space harrier direction
Tue, 31 May 2016, 05:15
rockford
If you're waiting for a newer/better/faster graphics card to come out before buying a new pc you'll never buy a new pc!
Tue, 31 May 2016, 06:01
Jayenkai
I always use my cheap laptop.
I can't overdo things, as I tend to target things like HTML and OUYA. Those don't have the oomph, so I can't exactly buy a top-of-the-range mega system and expect my games to work on the low end stuff!!

When I do complain about "my shitty laptop" and "making it's fan spin like kerazzeeeee!" what I actually mean is "bloody hell, this is badly coded.. I need to sort it!!"
This is, more than likely, why this game won't be showing up any time soon.

Need to compress my maths quite a bit, methinks.

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Tue, 31 May 2016, 06:46
cyangames
Welcome to my world of lookup tables ;P
Wed, 01 Jun 2016, 04:56
Jayenkai
Back to Puzzobomb..
I've now got over 100 of my own "Bomb" levels in the game, and have interspersed that with over 400 levels from the classic game "Vexed". (4 "classic" levels for every Bomb one)

I now need to create some kind of menu system to hold all of these.
I'm not 100% sure on the style, but am considering a crosshair with bombs in the middle, plain levels on the four points, and then have that expand into a giant grid full of crosses.
Might be a bit fiddly on a tiny iPhone screen!!!

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Mon, 06 Jun 2016, 02:23
Jayenkai
Most of this week's game is done, all except the Credits.
I need to add those, somewhere, but I'm not sure where.
Game works well, though.

Meanwhile, back at Puzzobomb, I've now tried about five different menu systems, but nothing quite feels right.
It's annoying, because I honestly thought the "bit that takes ages" would've been the making of levels, and yet that actually went fairly smoothly.

Just goes to show!

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Wed, 08 Jun 2016, 11:22
Jayenkai
I was aiming to make this month a month of "Final" games, but this second one doesn't really fit into a "Final" slot.
It is, however, a game that I said I'd get around to, eventually, over on the OUYAForum a couple of years ago.
Since I'm not going to have another chance to release this on OUYA, I figured I'd better make it, this week.



So, that's that started!

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Thu, 09 Jun 2016, 07:13
Jayenkai
Right.. Need to do AI players, now.
Not going to be easy!!!

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Thu, 09 Jun 2016, 10:29
Jayenkai


Basic AI movement is up and running, but very much a "target" based movement. Going to have to try to add danger-avoidance, next.

But.. Yeay!

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Fri, 10 Jun 2016, 00:36
Jayenkai


Still looking very much the same, but note that the players are starting to earn points, now!

Now to make them vicious!

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Fri, 10 Jun 2016, 01:07
Jayenkai

View on YouTube
Fri, 10 Jun 2016, 03:09
rockford
I didn't get it at first, but then it all became clear. I like that
Sat, 11 Jun 2016, 10:42
Jayenkai
Hmm..
Spent hours working on a remix to Space Popcorn's tune, but once I tried adding it into the game, it was FAR too much...
Going to have to scrap it and do something a bit more subtle, I reckon.

Clicky for Epic Choonage!


View on YouTube

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Sun, 12 Jun 2016, 05:32
Jayenkai
Powerup logic works, just need to add a bunch.
Also, I need to double check my multi-controller code, and additionally add some kind of "Congratulation : Player #" sort of screen.

But the single player mode works great

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Thu, 16 Jun 2016, 05:40
Jayenkai
*one hour into project*

Yeah, that's a decent platforming engine. Jumping feels good, wall collision works, landing is great.

*Adds ceiling to test level*

OMG! THE HORROR!!!!!

*closes laptop in disgust*

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Thu, 16 Jun 2016, 11:10
Jayenkai
*scraps ceiling, and removes head-bumping*



Much better!!

Now to decide on an art-style.

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Thu, 23 Jun 2016, 08:01
Jayenkai
The last game from the first half of this year.
Whatever will it be?!

...



Yeah, that'll do!

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Thu, 23 Jun 2016, 13:20
cyangames
"recorder" word search?
Thu, 23 Jun 2016, 13:21
Jayenkai
"Corded"!
Sat, 25 Jun 2016, 08:39
Jayenkai
Quickly test build.
No audio yet, and although it's remembering how many you've completed, it's not showing anything, yet...

Will piss about with that stuff tomorrow.

For now, if you'd like to see just how fucking insanely hard it is, you can play it the test build here.

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