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What are you working on? (Game Making Thread)

Going to be taking a break from the a-rpg gamekit development. Going to try my hand at opening up a github for it
Will also work on integrating a github bot into my discord channel for pushes whenever I submit a change to the gamekit's code
 
Finished these losers for my game:

Rhys_-_Presentation.png


Zahki_-_Presentation.png


Now thinking about what to work on for Ghost Shards.
 
Been doing a massive re-ordering of my skills in Intelligence: MV over the last couple days, I also did a bunch in regards to extra-actors, here's a couple videos.
http://www.youtube.com/watch?v=kn3Lhe_f1Eg
http://www.youtube.com/watch?v=hSwSu88r4tw
Also yeah, I got nice spawn in animations for enemies.
 
Did some more pixel-movement MV experiments.

I've been trying to retain as much of the original MV logic as possible. I noticed that the "Super Orange Movement" also tried to retain MV logic, whilst making the pixel-movement hot-swappable.

Interestingly, the author of Super Orange Movement says they want to re-write their Plugin, I expect it's the same reasons why I'm not satisfied with my attempts.


MV's character movement basically works by;
  • Checking if the player is currently moving (cancel if they are)
  • Check if it is possible to move in desired direction (cancel if it is impossible)
  • Set target X/Y to location in desired direction
  • Teleport the player to the target X/Y location, but moved back in the opposite direction (this is weird, but it's there to prevent bugs)
Then later on;
  • If target X/Y does not match current X/Y, move towards current X/Y at move speed
  • Cycle animation frames

A character can move 1 tile at a time, if they move 1 pixel at a time then basically the 2nd part of that logic finishes at the end of every frame, resulting in move-speed having a fixed lower-bound and the animation frames getting reset (so the player never animates, they just skate around).


I also experimented with tank-based movement. Works brilliantly, but the 4 direction sprites make it a little weird visually (it's a little better with 8 direction sprites). Should be fine for airships in 3D and 3D character models.
 
Repeatedly working like a dog for almost over two days just to push out hotfixes for a prealpha is tiring. I lost 24 hours of sleep because of that.

I'm on a forced self-imposed break for the weekend as a result. I just really want some time to chill, play video games, surf the internet but I'm still keeping an eye on my issue tracker to correspond with comments. I also wrote some documentation for just a little bit of the gamekit on the gitlab wiki, so far for the zonecamera and the new 'previouslocation' variable, which started out as a fix for weird zonecamera behavior.
 
LaDestitute":1y8i2ev3 said:
Repeatedly working like a dog for almost over two days just to push out hotfixes for a prealpha...

Hey @LaDestitute. I don't think I'm familiar with your game. I just checked out your forum profile and old posts. I guess you're working on an ARPG kit? Looks like we can email you for more info... but do you have a website or something we can check out?

Edit: I found your Games in Development entry that had some videos, including Legend of Zelda in HTML5. Pretty cool. Still, you might want to consider a link in your signature or something for folks interested in what you're working on.
 

Fayte

Sponsor

Xhukari":1031s8uk said:
You're going digital? Good luck! :)
Have you thought about what it will be developed in and what platforms you're targeting?

thanks, man!

not yet. we just decided to go digital yesterday and then came up with plans to put the project into overdrive.
We're shooting for 5 packs on release date at 100 unique cards per pack. we're currently figuring out what deck types are going to be in the game... as of right now we have 5.
 
Nathaniel3W":3csoak1k said:
LaDestitute":3csoak1k said:
Repeatedly working like a dog for almost over two days just to push out hotfixes for a prealpha...

Hey @LaDestitute. I don't think I'm familiar with your game. I just checked out your forum profile and old posts. I guess you're working on an ARPG kit? Looks like we can email you for more info... but do you have a website or something we can check out?

Edit: I found your Games in Development entry that had some videos, including Legend of Zelda in HTML5. Pretty cool. Still, you might want to consider a link in your signature or something for folks interested in what you're working on.
Yeah, thanks for both the headsup and the compliments.

Probably will be doing a development stream on twitch today at some point in a few hours. Just woke up two hours ago.

So: https://www.twitch.tv/ladestitute

Edit: Maybe no dev stream today, way too fucking tired.
 
Cleaning up my codebase at the moment...sort of 3/4 through the dungeon mechanics code. Then later comes a hash-table, where I'm gonna stuff nearly every variable into.
 
BizarreMonkey":2hjy11ec said:
Teacher says the game is ready as is, wants me to work on journal.

Instead of doing that I'm gonna work on games instead.
Is this a teacher of a games course? You should do what your teacher tells you, if you game is any good then you can work on it after you've done everything required.

I did a Computer Science Games Programming degree at university, the technical reports, write-ups and journals were worth 60% of the mark, the actual game was worth 40%. From a university stand-point, detailing your process and your mistakes and lessons learned are far, far more valuable for teaching future students than a bucket of 1-off student-quality games.
 

Fayte

Sponsor

just got home from an 8 hour meeting with the team. TONS of progress has been made on the card game. Currently creating more cards.
 
Xilef":tgurs3jg said:
BizarreMonkey":tgurs3jg said:
Teacher says the game is ready as is, wants me to work on journal.

Instead of doing that I'm gonna work on games instead.
Is this a teacher of a games course? You should do what your teacher tells you, if you game is any good then you can work on it after you've done everything required.

I did a Computer Science Games Programming degree at university, the technical reports, write-ups and journals were worth 60% of the mark, the actual game was worth 40%. From a university stand-point, detailing your process and your mistakes and lessons learned are far, far more valuable for teaching future students than a bucket of 1-off student-quality games.
I've already failed. I was sticking it out for creative project 1 because it gave me an excuse to dev, but I could d nothing at all entirely and I'll still be in the same boat.

I'm likely gonna take theatrics up next semester, I barely need this course-- it's teaching me shit mostly irrelevant to game design and game making. There's also the fact I already know so much that most of it is 'no shit sherlock' or 'okay' responses from my head.

They're also pushing super hard for me to apply for a job, which I'm not fond of.

Theatrics I've a lot to learn, and I love acting, voicing and wearing funny clothes. I also want to get better at singing, so I might be able to make full use of such a course.

The Game design course I've been in was amazing the first year, I got my diploma, but now second year its like wow I feel like I'm back in kindergarten, and there's only two subjects which showed your competence as a developer (the ones i enjoy) the rest is lol write an essay or a journal and I'm all 'oh fuck off'.

If I wanted to do book-keeping I'd go take up a business course.

Tomorrow I'm gonna get back to working full time on Perseverance Full Clearance.
 
I wonder what you expected to get out of the course to begin with. The education sector is there to train you into getting a job - at all levels - even the useless "Game Design" courses are attempting to get you a job (even though they train you to be mediocre at everything, master of none, exactly what the industry does not need).

---

Back to the thread.

This is what I'm working on;
ImmediateOpenGreatwhiteshark.gif

Slightly longer video
 

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