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What are you working on? (Game Making Thread)

Jason

Awesome Bro

Last night I used Construct 2 for the first time in ages, and was so happy that within two hours I'd made a shitty test platformer with touch controls and ported it over to android, so I have a working build downloaded on my phone... yay me!
 
Jason":1d3epvco said:
Last night I used Construct 2 for the first time in ages, and was so happy that within two hours I'd made a shitty test platformer with touch controls and ported it over to android, so I have a working build downloaded on my phone... yay me!
How does Construct 2 deploy to Android? Does it pull an RPG Maker MV and give you a website to go ahead and wrap yourself?


Let's see...Today I worked more on the 3D graphics for my game. Because I literally can't use any existing 3D engine due to the unique nature of my game I had to go ahead and write something that's bespoke, yet highly portable so the iOS version can reuse almost all of it.
 

Jason

Awesome Bro

Not too good with explaining stuff like this since I've never done it before yesterday, but in short, I just exported it into Intel XDK and used that to make an android build which I can then download on my device
 
Yeah you export an XDK-ready version. And through XDK you sort out the certificates, thumbnails, screenshots etc for the app store. You can target multiple platforms or just a specific one. Plus when you build the app within XDK, they give you option to preview the app via their online storage.

Talking about previewing, Construct 2 allows you to preview apps on your Android phone / tablet by connecting said device to the PC and setting up a LAN within Construct 2; just have the device go to the specific IP address and port number, and poof; every time you press 'Run' or 'Debug' within Construct 2, it updates the device. So handy. :)
 

Jason

Awesome Bro

Yeah I also found that out last night, was able to preview my game on my phone through LAN and make changes on the fly, it was actually pretty cool... baby steps back into game development for me, lol.
 

Jason

Awesome Bro

So carrying on with Construct 2, I'm working on a shoot 'em up, I know it's not exactly an exciting genre, but it's something that works well with touch controls and I have a few cool ideas I think I could bring to the table... not been working on it long, only started earlier today, but got a build up and running on my phone, running nice and fine, although it's very barebones right now anyway, all the graphics are placeholder and there's only two enemy types so far, also need to add some different shooting mechanics and bullet types, and I've got a couple of boss ideas planned out, I think I know how I'll do one of them, still figuring out the other.

I sent the build to a friend too who does quite a bit of indie development, he said the gameplay was solid and addictive, so can't wait to see more features added, and says I should definitely stick with this until it's finished... so that's what I'm gonna' TRY and do, lol.

Just need to decide, if I ever finish it, if I want to put it on the store for free, or try and get a little money out of it, lol... even if I did, it'd be cheaper than a chocolate bar, lol.
 
If you objectively would consider paying for it, then go ahead, just be careful not to base it off of time spent developing or effort put in, because customers don't see that.
 
Today I made great progress with the 3D rendering tech. I'm on track for this week's deadline of getting a test cube spinning about.

I made it command submission based using OpenGL ES 2 on 3 threads. 1 thread is for consuming the rendering commands, 1 thread is for consuming the upload commands, and the other thread is for updating the scene and dispatching render commands.

I don't think I'd have been able to write this system so quickly and so efficiently a year ago. I think having a commercial project and knowing how much time I should not be wasting on pretty 3D graphics helped me cut away what needed to be cut and focus down on what's absolutely needed. I really wish I could use Unity or that existing 3D engines were more flexible for what I want to do (Irrlicht is so out of date now, Ogre3D isn't flexible enough - power efficiency is very important to me).

It features dynamic resolution scaling based on battery, so if your battery is low then it will drop the rendering resolution to try and save energy.


I need to implement support for shader uniforms, textures and frame buffers then I can write the scene engine to go on top of this graphics engine. The test scene should ideally be a cube floating up and down that the user can spin the camera around and a shadow casting light source.


What I plan to do in the future is make the light source the "sun" and have it try to match the angle of the sunlight based on the time of day and the latitude of the device. Doesn't have to be perfect - because it's a game, but it would be easy enough to implement and a neat little bit of polish.
 
I decrypted a Japanese rpgm ace game last night to snoop around in the project folder. It's always interesting to see people's development practices. Like, I see more often then not in Japaneses rpgm games, most things with "display text" are in common events. They even have a common event for "Examining things"

This particular game was an Abandoned School Exploration game. But more silly than scary. I thought about translating it, something for Halloween, but after looking it over...nah.

So as I was saying, there are a lot of repetitive events for examining desks and stuff. Truly common events. They keep it all together in 1 commone event using control variables to distinguish what it is they're examining.
So it's like all the text you'll find in a Bathroom is in Common Event #7. The events on the map only have 2 lines.
Variable "Events" = ##
Call Common Event #7
So examining the bathroom mirror for example, the variable "events" is set to 1, and the common event follows the conditional branch associated with Variable 1.

I know, it's kind of a roundabout way of doing things. But if you ever needed to make changes, you only have to change it in this 1 place. Rather than copy&pasting events and possibly miss something.
 
I haven't ever really used RPG Makers... but isn't that just good sense?
That sounds as near as RPG Maker can get to having a 'dialogue' function?
Do people have a separate event for every thing you can talk / examine in RPG Maker?
__________

Game dev is slow at the moment, I'm out a lot at the moment for Birthday celebrations over the next few days, woo!
Though I have slowly began producing childish monster designs with my terrible drawing skills. So that's a thing!
Also working on the transition part of encountering a wild monster. :)
 
Most project I see in english just do everything inside the map events and copy&paste everywhere, and only use a few common events, if any.

So like, they'll have a perimeter of 5 exit events. Then while playtesting discover they forgot something, like tinting the screen. And so they fix one event, copy&paste, but miss one on the end - which someone will find...and yeah, it's a mess.

Or maybe they had a big scene and felt it was easier to just to it all on a duplicate map. Then they change stuff on the original, but not the the copy.
 

Spoo

Sponsor

Speaking of Construct 2, I've been thinking of making a side-scrolling ARPG. I'm a little conflicted as to how I want to approach it, because while I'm looking for something fast paced, I also want to implement my ideas for a two-person combat system with a combo mechanic. Maybe a system to hotswap characters between attacks or something of the like.
 
That sounds like a pretty general design decision overall. xD
Hotswap sounds like a good path. Perhaps have each character responsible for different types of attacks and the like? One does light/normal the other does heavy/special. Or a system where if the first character dies, the second takes over, with all the changes that has.
 
I don't have the time to actually work on these things. But that doesn't stop me from thinking about set pieces.
I got inspired by decorative braziers. I don't think I see many of those in RM games. Those would be a nice space filler.

I've always thought about Atlantian tileset designs. Maybe just Roman, Celtic, Nordic, inspired dungeons. Some people have tried Egyptian sets. But I realize these are all culture bound ideas.
I wonder if I could mix it up. Do Egyptian Eskimos. Ice Pyramids. Polar bear deities.
Or would it be better to avoid impressions of civilizations and just focus on shapes and patterns? Characteristic Bevels, curved lines, color combinations. Nothing iconic, just visually different.

I can see a Candyland Care-a-lot getting some use. That would be fun to make.
Or a purgatory/Astral plane type place with Salvador Dali melting clocks and other surreal things.

People always need boats. But that's more of a map than a tileset. Other than a figure head and battle damage, it's always going to be the same shape and size due to curves. .

Maybe locations with specific circumstances. Like a forest fire or flooded town. But those require animated tiles to look right. Flickering Flames and Rushing Water.

I hate the RTP that came after XP. It's basically floor tiles, wall tiles, and some obstacle, a chunk of ice, a fleshy polyp. you can make a maze out of it, but it's boring. Not to mention everything is blocky and grid like.

Oh, a grid. Maybe a low res VR reality and everything is a wireframe outline or glitchy. Or falling Matrix code and pulsing circuit board autotiles.

A micro-world would be fun, Like LoZ: The minish cap. If only to have giant insects and mushrooms, and Fairy characters.

I'm just rambling my stream of consciousness now. Time for bed.
 
Since I like drawing, and seem pretty decent at it, I wanted to try using it to show scenes. This also means I gotta actually color my work digitally. I started the hair today, but I really don't know what I'm doing. Or how to actually deal with hair when it comes to shading... The light source is from the right, by the way.

Shading_Hair_WIP.png
 

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