Hi !
Featured games (84)
games approved by the League of Dukes
Games in Showcase (601)
Games in Android Showcase (171)
games submitted by our members
Games in WIP (649)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
    Home     Help   Search   Login   Register   
Pages: 1 ... 4 5 [6]
  ignore  |  Print  
  Treasure Tomb Development Diary  (Read 30767 times)
0 Members and 1 Guest are viewing this topic.
Offline princec

« JGO Spiffy Duke »

Medals: 555
Projects: 3
Exp: 16 years

Eh? Who? What? ... Me?

« Reply #150 - Posted 2007-10-25 22:01:11 »

25 October 2007

Bunch of work done on the menu with Chaz today. Fixed lots of little quirks and buglets in my "gui" code in order to get it working nicely, which it almost does, perfectly. End-of-level stuff is looking nice too with some little icons; Chaz will be finishing that all off tomorrow with a bit more graphical flourish. Hopefully manage to blag a "treasure" out of him as well so I can put it in moonbase6, to be guarded by the boss.

Did a little More work on moonbase6, have a general outline of the map done. At some point I'll have to code a boss AI. Actually I might just use one of the existing AIs like Chase which should probably be sufficient, though I might have to do a bit of code tweaking to cope with the fact that the boss is more than 1 tile wide.

I think the boss robot lurking in the bowels of moonbase6 is probably going to be armed with a rocket launcher. Muahahahahaa.

As of next week I'm going to be very sketchy, as I'm moving house, fixing cars, riding motorbikes, getting trains, etc. so internet access will probably be rare and intermittent. Then I'm immediately going to Wales after moving for a week, to start this new contract. We're kinda hoping to get a "demo" ready by the time I vanish but can't promise anything. In particular music and sfx are "behind" for one reason or another (just can't bloody rely on musicians, tsk).

[size=0]Music; Tomahawk - Anonymous; Mit Gas, The Breeders - Last Splash[/size]

Offline princec

« JGO Spiffy Duke »

Medals: 555
Projects: 3
Exp: 16 years

Eh? Who? What? ... Me?

« Reply #151 - Posted 2007-11-02 14:35:45 »

26 October 2007

Did a bit of moonbase6.

We've now got a tile called a "space" tile which is just black, and represents "bottomless pit". You're not allowed to move into it (because you'd die instantly) but you can shoot over it. Flying gidrahs can move over it too, as well as platforms.

[size=0]Music: Cool Keith - The Lost Masters[/size]

Offline princec

« JGO Spiffy Duke »

Medals: 555
Projects: 3
Exp: 16 years

Eh? Who? What? ... Me?

« Reply #152 - Posted 2007-11-02 14:39:37 »

2 November 2007

I'm in the throes of moving house at the moment, and then off to Wales for a week for some work related tedium, so there won't be much in the way of diary. Also just got my new bike - BMW F800ST - which is a hoot. It does 61mpg on average! Pootling around I've seen the dial reading 95mpg! Handy in this day and age of super expensive petrol. And still it somehow manages to do 140mph and 0-60 in under 4 seconds. I advise you all to get one Smiley

In the meantime, Chaz has tweaked and prettified moonbase4, and I've tweaked the gobbler powerup to make all spawners currently visible immediately spawn a (scared) gidrah.

Decided my current moonbase6 design is pants and I'm going to completely trash it and start a new one with lots of scary black areas and strobes. Have to be cunning to make sure that player can't possibly miss the treasure at the end of it. Probably by sticking it in front of the exit. I shall probably move the sonic spanner here too.

Anyways... no updates for a week or two. By which time maybe the demo will be finished Smiley

[size=0]Music: the sound of an 800cc 360 degree parallel twin thrumming away[/size]

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline endolf

JGO Coder

Medals: 7
Exp: 15 years

Current project release date: sometime in 3003

« Reply #153 - Posted 2007-11-02 15:07:19 »

Pfft, what you want, is an 800cc, horizontally opposed, air cooled, twin exhaust BMW, like mine Smiley

Ok, the economy sucks, 0-60 is 5.5 seconds, and the top speed is less than your new one, but the sound is fantastic.


Offline princec

« JGO Spiffy Duke »

Medals: 555
Projects: 3
Exp: 16 years

Eh? Who? What? ... Me?

« Reply #154 - Posted 2007-11-02 15:39:56 »

I just sold my 1200GSA with fully open Remus pipe on it Smiley Sounded like a howitzer going off. But it was too silly for everyday use really.

Cas Smiley

Pages: 1 ... 4 5 [6]
  ignore  |  Print  
You cannot reply to this message, because it is very, very old.

Jesse (12 views)
2015-07-29 04:35:27

Riven (35 views)
2015-07-27 16:38:00

Riven (18 views)
2015-07-27 15:35:20

Riven (21 views)
2015-07-27 12:26:13

Riven (12 views)
2015-07-27 12:23:39

BurntPizza (30 views)
2015-07-25 00:14:37

BurntPizza (41 views)
2015-07-24 22:06:39

BurntPizza (24 views)
2015-07-24 06:06:53

NoxInc (27 views)
2015-07-22 22:16:53

NoxInc (18 views)
2015-07-22 22:13:39
List of Learning Resources
by gouessej
2015-07-09 11:29:36

How Do I Expand My Game?
by bashfrog
2015-06-14 11:34:43

List of Learning Resources
by PocketCrafter7
2015-05-31 05:37:30

Intersection Methods
by Roquen
2015-05-29 08:19:33

List of Learning Resources
by SilverTiger
2015-05-05 10:20:32

How to: JGO Wiki
by Mac70
2015-02-17 20:56:16

2D Dynamic Lighting
by ThePixelPony
2015-01-01 20:25:42

How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!