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What are you working on? (Game Making Thread)

Fayte":5ikrewuk said:
I’m gonna be looking to hire someone to create an app similar to hearthstone soon. think you can handle that?

I'm afraid I've got a pretty busy schedule, and on top of that I'm really not a good one-man-army when it comes to producing an entire game- been trying to break that wall for years. I'd suggest creating a recruiting thread or asking in the -snipped- discord

edit: snipped plug for third party site. was only recommending because they get more traffic for recruiting.
 
Himeko Sutori's fairies are no longer naked.

Well, they can be if you remove their clothes. But now they have clothes so they don't have to be naked.

HimekoSutoriFairy4x.gif
 

Fayte

Sponsor

How’s everything coming along, Nate? I thought it was super dope that you had a successful kickstarter. Demo coming any time soon?
 
Now that I've got live players working, I don't know what direction I want to go in :blank:

And as I've basically got nothing but a lot of plans, it could be anywhere.

I'm a little lost.
 
Hey Fayte, the game is currently in closed beta on Steam. There's a test campaign with basically no plot and a couple of story missions. There are four maps for random encounters and maybe two hours of game time to see everything. I've spent the last few weeks mostly adding sprite sheets for weapons. I have maybe about 50 weapons with unique sprite sheets and I have maybe about 20 more to go. I also need to add sprite sheets for ogre weapons and armor, and some helmets and a few more shields. And then I need to build lots of maps for a 20-hour campaign. And of course I have to test, and balance, and fix things.

If any of you would be interested in trying it out and telling me what you think (especially if you wanted to try out the campaign editor) I'll send you a key for it.

Amy, are you wondering what to add next or are you wondering what you should add in general?
 
I DID GUD ON THAT STORYBOARDING IT A VIDEO NOW.
http://www.youtube.com/watch?v=679HJZyDqgs
Music is a placeholder, but that aside it's more or less done.

I haven't done much work, been enjoying the christmas break. I'll resume deep dev on Jan 2nd.
 
I'm writing my own API layer for Ruby (in C++). It includes a validation layer, to help sanitize C++ function parameters, varargs, and such without going insane. More importantly, it's consistent. You guys ever seen the Ruby C API? It gets the job done. But it's almost totally undocumented, and good luck working out the differences between RString, RString2, RStringPtr, rb_string, rb_string_new, rb_string_new2, rb_string_v, RSTRING, and RStringVal without docs that do anything beyond listing them. Half of it is macros that are just reshaping other macros. Was taking so long to validate a single function's varargs that it was literally faster to write a series of get/set datatype functions, along with type checking and proper error 'raise' in the event of an incompatible type to what I expected. I imagine I'm potentially losing a cycle or two on some of the validation stuff, but it's a publicly exposed scripting engine. Sane error messages will be worth the cycles, to most. Not to mention we'll more than make up for it in the rendering department.
 
Been logging some issues with my movement Plugin. It's been in "beta" testing for a while as I develop the APIs, one of which being the 8 direction extra frames feature - which is functional but still a fair amount to add in still. Mouse clicking on events is still buggy and followers tend to lag behind the player in certain circumstances.

Still need to write documentation for using the damn Plugin. There's so many features, especially with the extra frames.

Once those issues are done and finished my movement Plugin will be largely complete and then I can start on the next public Plugin that my project requires; balloon message boxes (Final Fantasy PS1 style). Got some neat ideas on how this can work from an event API point of view.
 
I'm still waiting to see a tile-based 3d plugin show up. Just simply extruding tiles from the ground, with a very slightly orthographic perspective. Perhaps slant them away from the camera for improved effect. Kind of suprised that's not a thing, really. If noone else does it, I'll probably look into it for fun once clockwork matures a bit.
 
If that's actually a thing that's kinda cool, lel. Wouldn't get me to start programming though.

As for what I've been working on, a lot now that deep dev has started, one thing I finally got around to doing was updating these Title Cards for Each Day
Just a couple, there's seven in total but I don't wanna spam the place.
hsazb0i.png

8wxOI05.png

The Seven Days of Vahnus are indeed a parody to the Seventh Day of Venus religion, though some other interesting trivia about the Planet Vahnus in itself.

Much like Planet Terra, Planet Odin and World of Ra (Later "Planet Kali" after Mira's rise to supreme power) the Planet of Vahnus sits in the so-called 'Sunless' Sector, a quadrant of the Origin Galaxy infamous for it's lack of native stars and sunlight. The Sun that shines on Vahnus is very small, and quite close, which fits in with the planets own scale. The fact it has a sun at all is quite rare, and if you read Vahnus backwards, you get 'Sunhav', which could be translated to 'Sun Have'. Just a funny little easter egg I discovered yesterday.

It's largest island and most prominent landmass, on which in the game's first disk takes place on, is a triangle in shape, and in the Intro cinematic, it reveals that it makes a 'V' before being obscured by the light of the title drop. It shares in Nadine and Draik's gimmick with having a name that's first letter is the shape of one of it's most prominent and visible landmasses.

They also all have ties to dieties, Planet Odin is a planet with no Sun, and Odin is a figure in Norse Mythology. Planet Kali (or World of Ra) also have deities in their names, Ra being the Egyptian God of the Sun, and the previous ruler of the world shared that name, and was worshipped as the one who controlled the rights and rites regarding the sun, Until Mira became a Goddess of the Sun and stuck him back down to earth, her final line being "Take a bow, Icarus!" as a means of mocking him for his audacity and pride. Mira then named the World Kali, as homage to one of the children brave enough to stand up to her, this name is also shared by the Sanksrit Goddess of both Birth and Destruction, which Mira also emultaes, she enforces the population of Planet Kali to become large, and then reigns down sadistic destruction to preserve balance. Mira asks that those who wish for her mercy do the opposite of worship her, stating that it was only when she stopped worshipping dieties that she was able to challenge and defeat them herself.

Lastly, Terra is based on the Deity of Earth and Form from Roman religion, but it's also just a latin word meaning Earth. Yasondre has a heavy interest in this planet, and it is where Kyoshi was born, where he died, and where he spent a good amount of his years as an undead, too.

Anyway, I'm gonna be working on padding out the intro, right now though, I've gotta get going!
 
Okay I'm really happy with progress. The cutscenes for the Prologue are as done as they can be until my artist delivers.
http://www.youtube.com/watch?v=_9Rn5pknnrw
The most ambitious of the cut scenes insofar, and then I go and make it in less than a fucking day.

Now I'm bored again. :(
 
I'm currently investigating separating the extra character animation frames out from my movement Plugin.

Had one idea for how to handle character animation files:
XML:
<div class="xml" id="{CB}" style="font-family: monospace;"><ol><span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation-list sheet="Actor1_8_dir" scaleX="2" scaleY="2"<span style="font-weight: bold; color: black;">>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation id="standing_south" rate="0"<span style="font-weight: bold; color: black;">>

        <span style="color: #009900;"><span style="font-weight: bold; color: black;"><frame x="41" y="224" width="21" height="40" <span style="font-weight: bold; color: black;">/>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation<span style="font-weight: bold; color: black;">>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation id="standing_south_west" rate="0"<span style="font-weight: bold; color: black;">>

        <span style="color: #009900;"><span style="font-weight: bold; color: black;"><frame x="63" y="224" width="22" height="40" <span style="font-weight: bold; color: black;">/>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation<span style="font-weight: bold; color: black;">>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation id="standing_west" rate="0"<span style="font-weight: bold; color: black;">>

        <span style="color: #009900;"><span style="font-weight: bold; color: black;"><frame x="86" y="224" width="23" height="40" <span style="font-weight: bold; color: black;">/>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation<span style="font-weight: bold; color: black;">>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation id="standing_north_west" rate="0"<span style="font-weight: bold; color: black;">>

        <span style="color: #009900;"><span style="font-weight: bold; color: black;"><frame x="110" y="224" width="21" height="40" <span style="font-weight: bold; color: black;">/>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation<span style="font-weight: bold; color: black;">>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation id="standing_north" rate="0"<span style="font-weight: bold; color: black;">>

        <span style="color: #009900;"><span style="font-weight: bold; color: black;"><frame x="132" y="225" width="20" height="40" <span style="font-weight: bold; color: black;">/>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation<span style="font-weight: bold; color: black;">>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation id="standing_north_east" rate="0" scaleX="-1"<span style="font-weight: bold; color: black;">>

        <span style="color: #009900;"><span style="font-weight: bold; color: black;"><frame x="110" y="224" width="21" height="40" <span style="font-weight: bold; color: black;">/>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation<span style="font-weight: bold; color: black;">>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation id="standing_east" rate="0" scaleX="-1"<span style="font-weight: bold; color: black;">>

        <span style="color: #009900;"><span style="font-weight: bold; color: black;"><frame x="86" y="224" width="23" height="40" <span style="font-weight: bold; color: black;">/>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation<span style="font-weight: bold; color: black;">>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"><animation id="standing_south_east" rate="0" scaleX="-1"<span style="font-weight: bold; color: black;">>

        <span style="color: #009900;"><span style="font-weight: bold; color: black;"><frame x="63" y="224" width="22" height="40" <span style="font-weight: bold; color: black;">/>

    <span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation<span style="font-weight: bold; color: black;">>

<span style="color: #009900;"><span style="font-weight: bold; color: black;"></animation-list<span style="font-weight: bold; color: black;">>

 

<span style="color: #009900;"><span style="font-weight: bold; color: black;"><script<span style="font-weight: bold; color: black;">>

    switch ( $params.direction8 ) {

    default:

        return { animation: "standing_south" };

    case 3:

        return { animation: "standing_south_east" };

    case 6:

        return { animation: "standing_east" };

    case 9:

        return { animation: "standing_north_east" };

    case 8:

        return { animation: "standing_north" };

    case 7:

        return { animation: "standing_north_west" };

    case 4:

        return { animation: "standing_west" };

    case 1:

        return { animation: "standing_south_west" };

    }

<span style="color: #009900;"><span style="font-weight: bold; color: black;"></script<span style="font-weight: bold; color: black;">>

 

<span style="color: #009900;"><!-- Or perhaps-->

<span style="color: #009900;"><span style="font-weight: bold; color: black;"><script src="animations/direction_8.js />

There'd be all sorts of parameters, such has how long the character has been in their current state, name of current state, direction/direction4 and the return structure would support things like one-shot playback, repeat count, playback speed, sprite scaling (and mirroring).
 
Wew, redid the opening splash and intro some, now with M.F. Lazarus talking, which makes more sense in the grand scheme of things.
http://www.youtube.com/watch?v=cCKmK3U-aSA
Pretty soon I'll be wrapping this first disk up and giving some closed alpha testing a go.
 

Fayte

Sponsor

man I haven't posted in here in A DOG's AGE.

picked up where I last left off when designing the prototypes of my cards. I spent 4 hours making new ones and I've got about 7 or 8 more that I need to do and then another 5 or 6 I need to go back to and fix. either way, I'm really close to finishing the prototype designs and then I can finally print and play test!
 
Wew, alpha build is out, been gathering feedback over the past 12 or so hours.

the game itself looks good. It takes a little to ramp up the action but it's necessary for the exposition
You've gotten better at storytelling
Playing your demo (like 314th clash), I noticed about your attentions of details
I wouldn't need to send you tons of reports as I did with some in the past
Alright, played through all of the alpha demo. First thing that struck me was the opening presentation was very nice.
and I've never been one for story, but it was good enough to hold my attention and that is saying alot more than you think
Only complaints I really had was the music cut off into other songs really frequently and was a bit jarring, and that the controls for combat were a bit clunky because of the whole grid based thing
Got quite a few more ready to play it today once they get off work, too.
 

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