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What are you working on? (Game Making Thread)

I'm guessing that's not all of the events? Because in the picture there, there is nothing that actually increments the turn, which would deactivate the menu... :)
 
Just completed the new Wifi LAN peer detection system for my game, so when you're on the same network as another player they will find each other (and at the moment say "hi" to each other every now and then).

The plan is have minimal profiles of your character sent across to each other, so on Wifi LAN the profiles will be reduced into 1500 bytes of data to be advertised across the network.

What's handy is that Wifi LAN is just regular old UDP broadcast, so it's the most compatible system for iPhone and other tools could be built around this (such as a PC application that gathers all the characters on the network and holds a tea party for them or something)

Next up is Wifi P2P. BLE is another one, no clue how I'm going to test that.
 
while I wait for/figure out a custom chase/hide script I cant progress on my main project...

so Im picking up an old idea and making an adult comedy, arcade style, sidescrolling platformer. its about an angry little penguin, who has to travel the world to get to santa, who has gone on a massive drinking binge after getting fed up with his wifes constant nagging.
 
I always get disappointed in games when you reach say level 23 and it says "there's nothing to do at this level! level up some more to do some stuff!".

What's the point of the level existing?

So here's my current thoughts on tables of resources for my Miner[ and Lumberjack merchant skills.

WbvmHhO.png


G09wLLy.png


Magnetite gives 2x iron; Cuprite gives 2x copper.

The way lumber works is you always get wood. You sometimes get leaves. Rarer, you get roots. Even rarer still you get seeds. Then rarest, you get some more wood. So depending on your level, one harvest could get five materials to play with.
 
Puzzle%20prototype_zpsi53pz5ef.png

Kinda making the rules up as I go. I made a pattern generator of sorts. Now I'm thinking of ways to evaluate the pattern...to do something...anything.

Gotta learn MV's script property names and junk.
 
EXP tables.

I hate this part as because nobody has anything above level 1 at the moment, it's complete guesswork.

Currently working off exp = ((level^2)*10), shifted two places, with low values added for levels 2 and 3.
 
Spent so long working on this screen, going through about 8 different designs. On boarding is an area of design that take a massive amount of energy.
muBXDIW.png

It won't be called "Moe Hero", so I'm happy to reveal that as the working name.

A big kick in the teeth is that you should only see this screen if you're a developer or if you've managed to get multiple characters (it will be possible through a loop-hole that I'm leaving wide open), so I expect 95% of players to never even see this screen, but it needs to be done for me to be able to create the next screen proper.

All alpha testers will have access to this screen, but I will limit how many characters they can make to 3.

Sending a character to the Megalithic Mainframe (deleting them) will be implemented after launch. I want it to be difficult to do and be a bit of an emotional experience and I've given zero thought towards that feature, so it's at the bottom of the priority list.

The sprites I borrowed from an inspiration source, the final face sprites will be similar in style. You'll only see the sprites in notifications or on your smart watch - and on this screen.


I'm starting to see the direction this project is going, which is great because it felt directionless for so long (writing the technology, refactoring experiments).
 
29qmve9.jpg

point and click adventure version of my main character.

still toying with the idea of dropping what Ive done so far and starting from scratch with this style.
 
I've been working on this quest diary system. The basics of the system are working, I just need to make the images that will come up once you select a given quest, which means I need to decide what those images will say. I'm not sure what to do with the dead space at the bottom of the screen; maybe a small preview of what's written on the main image or something like that? I'unno...

BGwnVEL.gif

My test map is getting very crowded. So many custom menu systems. It's going to be hard to come up with a pretentious acronym for all of them (like a good RM2K3 user should)!
 
Error messages. It's what I always lack on and neglect, but in an online game where a lot can (and will quite often) go wrong, you need constant feedback. A white screen with Error 1 won't cut it.
 
On the subject of error messages, I just set up crash reporting in my game so my server will be notified of any crashes users may have (including a stack trace for debugging). Super important as my game is likely to get crashes at weird moments due to it spending almost all its time in the background.

Yesterday evening I was working on the character creator. Got some problems with generating the test sprites (first alpha will have sprites, not 3D models) so it looks like I need to write my OpenGL renderer a lot sooner than expected and use that to generate the sprites. That's what I'll be spending the rest of my Sunday doing.

EDIT: Yeah this is going to take a lot of work to get right...I'll be writing a specialised renderer for sprite generation, that will let me make a standalone off-screen rendering service, so that will avoid any crazy 3D scene engine.

EDIT2: My god, I was dreading going back to C programming after spending so long doing Java work, but it feels so good to be writing in C again. Everything just feels easier for me and I'm actually smiling. Java sucks.

EDIT3: Just wrote out a crap load of C code and it worked first time! And I'm beginning to realise that all this freaking awesome technology is going towards making - what is essentially - a virtual dress-up dolly for your smartphone...
 
StrawberrySmiles":2n0tlwz0 said:
One of my guilty pleasures is messing with dress-up games...
In GTA V I spend most of my time buying outfits for my character and trying to make cool looking style and combinations. It's totally something I'd be into, if the game let me show off my character to other players, which is precisely what I'm going for.
 
After drawing the first four busts of characters that appear in my game, I did their line-art and solid colors on the computer. Unfortunately, without much guidance or even tutorial help, I can't shade/highlight them myself.

MM_Busts_Preview.png


Ugh.

These are the styles I really wish I could go for:

33.png

tumblr_n3z5zpdtkg1tv58zko1_1280.jpg

60c7b9cd48eb8fef-C_019ee.jpg
 
id suggest not making the belt on the warriors chest stretch so far in - it makes it look very flat, as opposed to having an even width across. the lineart on the last guys face though is top notch, really cool stuff

but yeah i can tell you like the style of the last image you posted. it looks similar to your hand drawn style
 

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