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What are you working on? (Game Making Thread)

Just changed my 18x18 single square collision system to work as a 40x40 single collision square system (with a character that takes up 2 squares)
:)
And I think I'll ask this hear rather than making a thread for it.
Can I use to Half-kaizer sprites in my game to some extent? Not directly, just tracing since my game will have vector graphics, not sprites. (I suck at sprites xD)
 
Trying to make music...
I suppose muses must be out in a party or something. They'll have to come back someday. At least i have cookies :3
 

Jason

Awesome Bro

Xhukari":2ey9vrrb said:
Just changed my 18x18 single square collision system to work as a 40x40 single collision square system (with a character that takes up 2 squares)
:)
And I think I'll ask this hear rather than making a thread for it.
Can I use to Half-kaizer sprites in my game to some extent? Not directly, just tracing since my game will have vector graphics, not sprites. (I suck at sprites xD)

Yeah ofcourse you can, why not lol... go for it :thumb:

... Just make them look slightly different since I'm not a huge fan of the style, lol
 
Not a fan? how so?
I was just planning to cloth them & and hair...

What I've done;
Implemented full blown wall collision, as well as implement object pushing, the objects also collide with walls and stop.
I think I might begin a separate thread for my project soon..
 

Jason

Awesome Bro

I don't like the appearance of the HK sprite, nor the movement animation, it's one of those templates that needs more than 4 frames (Well it's actually 3 since there's the stance frame twice) to work well, and who the fuck walks stiff legged like that...
 
Yeah I noticed the legs were a bit stiff, but then I looked at some others from people who attempted similar things, and they're all stiff, just smaller & more chibi xD
I'm starting to implement the different weapon styles now.
 
I always think HK sized things would be better done using actual pieces/body parts manipulated by a script over time, like a sort of faux 3D rather than a set of sprites, but that wouldn't work well with pixel art for the rest of the game.
 

Jason

Awesome Bro

I've just been on an hour long walk with my little brother, I was bored and there was nothing to do, and it's exercise I suppose lol... so yeah anyway, got in a couple of minutes ago, and just got off the phone to the pizza shop, got two 12" pizzas coming our way as a reward for all the walking :thumb:
 
Wyatt":2w939t4o said:
I always think HK sized things would be better done using actual pieces/body parts manipulated by a script over time, like a sort of faux 3D rather than a set of sprites, but that wouldn't work well with pixel art for the rest of the game.

Whatever that is, sounds complicated. But since I'll just be tracing them to turn them into vector, it shouldn't be too difficult to fill in the gaps.
I hope anyway. haha.

Instead fo working on the guns, I've gone to working on the enemies. Was going to go for proper ai where they follow you, but that causes issues with the grid movement, so now I'm trying an alternate means.
 
I'm currently writing a protection layer between user input and the rest of the engine, so the engine is rather dumb when it comes to user input, it asks for binding states and the input module returns the state of the key that the binding is associated with, the engine can then use that state with whatever action is associated with it.
So now I'm having to finish implementing the server-side to test this stuff through a live-console (Which will help with a hundred other things) and writing a config system that will read bind commands as a script.

I could do this in the same way that the map format is read, but that doesn't let the user make mistakes in their config file, I want to be able to cope with user's writing configs with poor syntax, such as: bind "x" "jump" as opposed to the syntax of bind"X" "jump";

I'm going to have a data-embedded config that will bind all the default keys on launch, which are then over-written by a user's autoexec config that will replace binds, so that will involve some detection on if a bind has already been used.

I've also decided to not use a scripting engine for the game core, I'll be building a static object of "Game" that will be compiled.
I have plans to release an open source template Game.dll/Game.so so people can create their own games and mods with my RPG engine, but designing the inner-workings of this may take some time.

I'll need to move all this input I've been writing into that module.

Oh man, I just think as I do, I've been coding this input and as I've been doing it I've been noting down the problems and building a to-do list, all those years of experience are paying off.

EDIT:
Wyatt":36nc14kn said:
I always think HK sized things would be better done using actual pieces/body parts manipulated by a script over time, like a sort of faux 3D rather than a set of sprites, but that wouldn't work well with pixel art for the rest of the game.
You mean a skeletal animation system, I wrote a lovely LUA implementation of this sort of animation system for work, it had child-parent relations and I even wrote a hilarious auto-lipsync system that took written-sentences, analysed the phonics and produced animation sprite sheets of what mouths to display for the sentence.
Was very proud of it and Castlevania shows that it does work amongst standard pixel-art of an entire game, as long as the body parts are pixel-art sprites as opposed to vectors or sprites with alpha transparency for anti aliasing.

EDIT2: Also figured out I'm going to have to use function pointers so the Game.dll's routines are accessible from the map format itself, registering function names would be the hard part, I'll have to make a Game.dll function where the developer can define which functions they want accessible to the map.

I guess one obvious benefit of the Game.dll module is that all file saving data would be contained in this single dll, so a complete dump of it's state should be fine for save data writing.
 
Jay Jay, what do your posts have to do with game development? o.o

Anyway, as soon as I fix this problem with GIMP, I shall soon continue my adventure in equipment making for Ghost Shards! Huzzah!
 

Jason

Awesome Bro

The thread title says "What are you doing at this moment in time", not "What are you doing with your game at this moment in time" :wink:

But seriously if you want some actual development update from me, check my forum out, but I don't update it because fuck you guys for not even looking, I hate you all! :cry:
 

Jason

Awesome Bro

True.... but /effort lol

And you need to advertise your game more, I'm sure I've told you this before, get yourself on lots of other forums and make threads there and stuff, ask other people nicely to advertise for you... you can't expect lots of people to play a game they don't even know exists if you're not showing it to them...
 

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If I wanted to release my game in chapters, how long would it have to be?

right now i have about 3 1/2 hours of play time but where i wanna cut it off, the play time is closer to 2 hours.
 
Do you mean making episodic content?
It's entirely up to how long the chapters are; the important part is that they feel natural...

But if you go with smaller chapters, more releases will be expected in a specific time frame.
But longer chapters are of course, the vice versa. (And is why many people only release complete games; think about the rage around Half Life's 'episodic' content)

I have recently finished the zombie pushing mechanic. Now moving onto zombies nomming you to death when they've got you grabbed.
As well as implementing collision with the player.
 

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