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What are you working on? (Game Making Thread)

framework of a little multiplayer-only game with a working title 'Not Siege'. can you guess where the inspiration comes from?
Kappa.png

 
ZenVirZan":3f9hshx3 said:
i think varying line width is what you need there

It's hard without a tablet. I wanted to try drawing on my iPad, but I don't know how to use it.

SAI has the option of using different line widths with it's curve/line tool, though I probably could have done better. I might have to try again. :P
 
I don't quite get the lighting, I think I prefer the earlier iteration.
The only thing I don't like about the general design is the breast area of the chest plate, it doesn't really look like it's supporting her breasts (the armour piece seems short in length and low down).



As for what I've been working on; Japanese character conversion. The name you give your character will be rated out of 100 for how well it converts into kana, haven't planned for how this would effect the game (if at all), but I'd like to do something with this.
 
I like things from both versions, but coloring digitally is a pain in the ass... ;_;

And about armor... I've never been good at drawing or designing it. Maybe she should just wear like leather. But then... I'd have to do things again. D:
 

Spoo

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I'm further exploring Java and code in general just for kicks. I need to stay motivated because I feel like it's a very worthwhile thing to learn. Only, I suck at staying motivated.

Whatever. Wish me luck.
 
50U0sB2.gif

This was nearly functional, saving and loading and all but I gotta rework it ;_;

Construct 2's native saving/loading isn't good with multiple slots (especially if you want to name said slots) so I'm going to have to utilize local storage and dictionary
 
Just refactored my user account system (client size) for the millionth time. I can get things working individually, but when it's time to pull everything together it falls apart.

Another step towards alpha. Tomorrow morning I'll be working on the game-play systems once again and then I won't be able to work on this project until next Tuesday due to other things I need to take care of.

I was on schedule for finishing the alpha version a 2 weeks ago, then that 2 day delay with the issue in the sign in process literally delayed it into my pre-booked commitment time. I've only had about 4 days in the past 2 weeks to actually work on this.

Game-play will be fun to work on. The entire game is real-time, so battles will be very interesting.
 
I finally figured out how to get a dictionary (which is just a hash-table) and local storage in Construct 2 working for the basis of a save system.

The process in brief:
>On start, check if the local storage key "GameData" exists then request the dict.json file
>on "dict" completed, load the dict from the JSON using the .json file and set it to the local storage key
>If the LS key exists, get the key, and on that, load from JSON "LocalStorage.ItemValue" but if the key is missing, call a function to initialize the data (which just loads from AJAX.LastData and then saves)
>Saving data sets the dictionary to local storage as a key
>Loading checks a flag (variable) to see which file was selected, then sets variables and gamedata to their respective save (i.e, the dict key "Save1Rupees" or the dict key "Save2HP")
 
Spent 2 days doing technical work towards getting a scripting engine into my project. Went with mruby for a few reasons;
  • Lua syntax is dumb
  • Scripts over messages is a requirement
  • Byte-code
  • Using Ruby fits with the Japanese culture theme of my game in a subtle way
  • It's up-and-coming open-source so could do with support

The big reason to not use mruby is because why would you when everyone's using Lua? And honestly, that simple fact outweighs the benefits of mruby for the vast majority of circumstances.

The results of the technical work is available on the mruby github (basically a new Android build script for mruby) github.com/mruby/mruby so if you want a scripting language for Android NDK projects, then mruby works great for ARM and x86 Android.

Originally I was going to avoid having a scripting engine as I didn't want to spend 2 days writing it, but after going over my options for implementing the game database (Skills, items, weapons, etc) I realised that it would be faster to implement in script, even if it meant losing more time.

A scripting interface also makes it easy to skin the game, so if a big IP want to pull a Niantic/Pokemon Go with me then that would be way more flexible.
 
ZenVirZan":nu1acq59 said:
now thats not something you hear every day
yay :cheers:
The next best would have been Javascript using the platform's JS engine; which is very, very difficult to get working and would have taken me an entire week.

MRuby isn't without its issues; namely I can't forward STDIO to Android's logger (without rooting - not an option for testing purposes) so when there's a script error I have absolutely no way of telling. I'll have to consider a few options and write up an issue for it, the best case scenario would be to retarget the output to a custom C function, but mruby scatters its output somewhat.
 
Not worth the effort. I got a sort of working solution where I can check the VM for any raised exceptions and then print that out, but stack traces don't work at all so got to hope the exception messages are good enough.
 
I finally fully implemented the savesystem in my Zelda Gamekit for Construct 2 using a dictionary (hash-table), local storage (it functions like browser cache?), AJAX, and JSON.
I had to debug it a bit at first once implemented due to the saving of stuff like chest contents not saving properly then I tested it out via an exported .html project. Everything works fine but I think I may need to slightly simplify the eventing I did to load the stats of chests and such. It's a bit messy atm.

Not sure what I'm going to work on next. I was gonna implement rebindable keys using keycode numbers, but I also want to implement gamepad support, more items, and a basic dungeon system.
 

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