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ReBirth
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Reply #2 - Posted
2013-04-09 14:12:48 » |
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"Mr. Korea", PSY huh?  Graphics are nice. DL link is waited.
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Games published by our own members! Check 'em out!
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dime26
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Reply #3 - Posted
2013-04-09 14:18:41 » |
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Once the first puzzle is implemented I will create a quick demo which you can test, I will also replace the Mummy with my own graphics. I have a full story in mind for the game and a more futuristic look but will keep that a surprise for now.
I have had sounds recorded for the game also just waiting to receive them.
What would you like to see in the demo?
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ReBirth
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Reply #4 - Posted
2013-04-10 01:55:54 » |
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As like other people want, as much as possible. Entertain us! 
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dime26
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Reply #5 - Posted
2013-04-12 01:19:37 » |
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Update: I have added a new Puzzle & Pressure Plate Class to the game, as with other objects you declare them in the object layer (tiled editor), more work to do on these, animated doors, different types of activation for the plates and so on but this is a start: http://www.youtube.com/v/iXMzGaSU_hc?version=3&hl=en_US&start=Create a Door object that is locked and linked to a puzzle, create pressure pads that when activated solve a puzzle, I will implement other types of triggers and variants of the pressure plates(Ones that require a crate pushed on them etc). Also need to animate the plates (This way the level editors have to know zero code just properties) How they are implemented / Customizable 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34
| <object height="42" name="door" type="warp" width="31" x="736" y="30"> <properties> <property name="locked" value="true"/> <property name="warp" value="map2"/> <property name="warp_x" value="755"/> <property name="warp_y" value="40"/> <property name="puzzle_id" value="2_pads"/> </properties> </object> <object height="25" name="puzzle" type="door" width="25" x="737" y="180"> <properties> <property name="puzzle_id" value="2_pads"/> <property name="number_of_parts" value="2"/> <property name="solved" value="false"/> </properties> </object> <object height="25" name="pressure_plate" type="" width="25" x="737" y="180"> <properties> <property name="puzzle_id" value="2_pads"/> <property name="plate_id" value="pad_1"/> <property name="activate_order" value="0"/> <property name="activate_by" value="crate"/> <property name="activate_weight" value="0"/> </properties> </object> <object height="25" name="pressure_plate" type="" width="25" x="800" y="180"> <properties> <property name="puzzle_id" value="2_pads"/> <property name="plate_id" value="pad_2"/> <property name="activate_order" value="0"/> <property name="activate_by" value="crate"/> <property name="activate_weight" value="0"/> </properties> </object> |
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Bearded Cow
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Reply #6 - Posted
2013-04-12 01:24:02 » |
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You going to get this working for android??... I hope so.
More on topic, I am interested to see how well you can implement puzzles into this shoot-um-up style.
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dime26
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Reply #7 - Posted
2013-04-12 01:39:56 » |
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You going to get this working for android??... I hope so.
More on topic, I am interested to see how well you can implement puzzles into this shoot-um-up style.
I will make this a desktop game first off, then if people like it Android is an option for sure. When I say puzzles... think of tomb Raider, get a key, push some boxes about, toggle levers maybe while under attack. Some puzzles will be optional or sort of hidden and not just open doors but reward you with extra ammo etc. Very much open to ideas and will try anything can always just throw away code/ideas if it does not work.
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Vermeer
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Reply #8 - Posted
2013-04-12 18:52:55 » |
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Your game looks very interesting, with some nice touches. I like puzzle games, and yours sounds like a good idea. Will keep poping back and checking on how this is going! 
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Vendettaseve
Junior Newbie
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Reply #9 - Posted
2013-04-13 06:44:48 » |
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Hey that looks really slick man  I especially like how fluid everything is, I look forward to seeing a finished piece 
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Games published by our own members! Check 'em out!
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dime26
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Reply #11 - Posted
2013-05-13 14:59:46 » |
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So I have managed to find a little time to update the game, working mostly on the enemy A.I. This mob type hunts you down until its withing shooting distance then fires. TODO - Bullet facing right way
- Avoid objects
- Predictive Firing
- Work in groups to cut your path off
- Add Roaming/patrolling
Started working on realistic(ish) Pathfinding, I want to enemy to only follow once it sees you. If you are behind a wall making noise it will come hunt you down http://www.youtube.com/v/UxHQX9-37Z8?version=3&hl=en_US&start=
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Morgan Allen
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Reply #12 - Posted
2013-05-13 19:31:45 » |
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Having a little break from Java tonight and looking at making some walls, these are some ideas/concepts and how I want the game to look, I will reveal the story behind the game at a later date  Looking well. Also fireballs! Fireballs are good.
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dime26
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Reply #14 - Posted
2013-06-04 10:59:20 » |
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Added some simple Line of sight so the enemies know when to fire, currently adding many states to the enemies including: Static, Chasing, Hunt, Firing, Patrol, Retreat, Freeze Next I will make the enemies chose a path around obstacles, maybe even allow them to blow up the crates when they are blocked/trapped. http://www.youtube.com/v/K5n4pGaBDfY?version=3&hl=en_US&start=
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wessles
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Reply #16 - Posted
2013-06-25 22:13:31 » |
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I like the radar! Just wondering though, why is the character named Korea man?
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dime26
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Reply #17 - Posted
2013-06-26 10:55:55 » |
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I like the radar! Just wondering though, why is the character named Korea man?
A friend of mine made him for me, he looks a little like Psy hence the name. My art skills are limited. If I had a full time pixel artist helping this project would move so much quicker May just save some money and pay for art.
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dime26
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Reply #19 - Posted
2013-07-23 13:39:54 » |
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Still working on the game, slight shift in direction; aiming for a leveling / crafting / wave survival shooter.
Updated LibGDX and started writing all the code from scratch, learned a lot setting up the project and felt my code could be neater and do with a huge refactor.
Also going isometric so having fun writing a new object parser using the MAPS API and polygons rahter than rectangles.
More soon! oh and I have a pixel artist helping me now
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dime26
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Reply #20 - Posted
2013-08-05 01:31:08 » |
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After playing around with this game for a while I decided to rewrite all of the code and change the idea significantly, its going to be more of a survival / shoot um up but with crafting, leveling, and defending outposts from wave attacks. Got working on the new code and implementing the old features, but something new is the inventory system (All graphics are place holders) http://www.youtube.com/v/i313oJh7S3Y?version=3&hl=en_US&start=
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Thesisus
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Reply #21 - Posted
2013-08-05 01:59:45 » |
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Your work looks great but I drop the Minecraft UI and textures asap.
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dime26
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Reply #22 - Posted
2013-08-05 02:03:33 » |
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Your work looks great but I drop the Minecraft UI and textures asap.
"(All graphics are place holders)" Once the mechanics of the game are in place I will be doing so of course, just using a texture pack until then. I tried working on art and code at the same time and progress was too slow.
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wessles
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Reply #23 - Posted
2013-08-05 02:08:25 » |
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Okay, but could you get back to that futuristic look after that? How in the world did you go from a cool To korea man in minecraft?!
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dime26
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Reply #24 - Posted
2013-08-05 02:36:49 » |
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haha fair point, once the game is running how I want it I am thinking of paying for the art to be done, looks like I might need some new placeholder art before I get slated.
I will replace the temporary art; back to the game though. Next on the list of things to do is use the items in the Inventory and pick items up.
I am thinking of allowing items to be placed in the world, first off simple items that will be used as a line of defense.
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dime26
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Reply #25 - Posted
2013-08-05 23:51:52 » |
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Ok I have quickly updated the look of the game even though this will change significantly at some point in development. Thanks for the feedback though appreciate it and was a valid point. 
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wessles
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Reply #26 - Posted
2013-08-06 00:07:49 » |
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NP!  No, you should keep that GUI. It would go great with your original art. Keep up the good work! 
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dime26
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Reply #29 - Posted
2013-10-14 10:47:52 » |
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Been working on random island generator, it works quite well and is instant in creating a map. The grass area is almost complete, next I will smooth the sand to water edges then move onto added more details and then interactive items like trees and so on. You might be able to see the hero is a tiny dot on these; here are some of the dev stages: 
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