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What are you working on? (Game Making Thread)

I don't have any screenies to share, but pretty much I've set up all of the framework for a game in OpenGL and Java. Everything is wrapped to a nice high level, and the interfaces for creating different scenes and stuff are all ready to go.
Oh, and framework is in place to handle animated loading screens as well. I like that.

I just need to implement Sound and maybe fix up rotating sprites, and I'm ready to jam :biggrin:
EDIT: that went quick nvm
 
Princess Amy":11wu4a2o said:
I have no energy any more. I was so excited about my project but I just can't match up the free time with the enthusiasm to get it done.
I can't drag myself away from Fallout 4. That and looking for a new job when my contract runs out at the end of the year. One of these is more important than the other.
 
I finished up some image drawing stuff, and fixed framerate capping. Literally all that's left to do before I can make something with it is to implement sound .


but holy shit is sound a pain in the ass. if only wave files werent so damn huge
this problem has made me almost go on indefinite hiatus multiple times now >.>

i should also fix up Z ordering so having two objects on the same Z layer doesnt overwrite the other, but at least you can start making shit with it in the mean time
 
Princess Amy":3rxdabj1 said:
I have no energy any more. I was so excited about my project but I just can't match up the free time with the enthusiasm to get it done.

A long time ago I decided that my game was going to make money and that I would see it as a job. Whenever I feel sick, tired, bored, or I just want to do something else, I remind myself of the difference between a job and a hobby.

Stick with it Amy. You don't want to make just another started-but-never-finished video game project.
 
Unfortunately I have a full time job, so to have two would completely kill me. I wish I could pack it in and work on my games but I'm not sure that'd be very responsible of me given my track record of finishing them.
 
Going to do my game properly. Might not quit my job to do it, but it's not going to be a little thing I tinker with when I feel like it either.

I keep saying it, but meh, seeing Adventure Quest 3D inspired me. I can DO this.

I need a web dev business or something on the side to support it if I did pack my job in.
 
Revisiting air magic animations. A lot of games just use spiraling ribbons, which imo isn't differentiating it from energy attacks. And you can only do so much with tornadoes. I mean, Fire and water do vortexes too but they also have other forms. The problem is people think of Air as motion; the solution is to think of air as clouds with volume that can be shaped and twisted, implode instead of explode, condense & disperse, speed up & slow down.
But I have to design around the technical issues in rpg maker's animation system. I solved the depth issue, so cells can move behind targets. And I can even fake movable targets. But the cell size is an issue. I don't like scaling up special effect -- Scaling up character sprites is fine though. But piecing multiple cells together for larger graphics is annoying. And the Animation Editor won't let you move cells off the screen, only a little past the top and bottom.
heh, I'd have an easier time making animations with Show Picture command. No wait, I might try that...
 
CYdgqxTWYAArsZQ.png


The additional areas that I wanted to add to the third level of Sore Losers: Riot Grrrl are now finished. Now that's done, the next thing I want to work on is a MASSIVE battle-system overhaul that I'm frankly scared to think about...
 
I have bought a keyboard for my iPad, so now I can take it to work and use it to type up any thoughts I have - have already written a few articles for the eZine on my lunch break today. Should be far more productive on that front (because that's how I wrote the older better articles, taking my netbook on train journeys and such). Sometimes not having wifi and only being able to do one thing (I can ONLY type stuff up, basically, at work) is the way to discipline yourself.
 
Let's see, I was in the middle of explaining something before the site went down...
Oh. It was about rmxp's 4 frame sprite movement. It's basically meant for continuous movement and not short stepping motions. That is, it only uses frames 1-2 moving across a single tile (and sometimes just glides across with 1 frame).
The only way to get the complete 4-frame cycle is to set the event speed to "slow - 2" . Speed doesn't make the stepping animation any faster, only the travel time.
This is why I never got my centaur sprite to work right. I intended it to use the full 4-frames, but instead you get jerky half motions, repetitively picking up the same leg if an event is set with a low frequency or the player is taking short steps

You can go in to the scripts and make the stepping rate faster. But I'd really prefer my sprites be able to stand alone. Although I've thought about making 6-8 frame animations and packaging them with my own movement script.
 
It's still pretty cool. You're talented coyote.

We've been working on expanding and polishing our IGMC game for a local gaming showcase in April. Luckily we have until March 11 to submit it. XD

I wish we had a spriter to help with all the NPCs we still have to do. :(
 
Thanks but I wish I was faster. I'm doing like 1 sprite a month; not even that really. I really need to get back to work on dies irae.

I drew out some designs for lockpicking mini games. Thinking about how I can make a random lock generator that people can plug into their projects. But that'll have to wait till I get mv full version.

I could make something for the other makers but I think it'll be better to focus on just one. And not split my time across the older ones. I love you rmxp , but I think it's time to retire you.
 
I say I'm going to retire rmxp. But that's what Dies Irae is being made in.
And immediately after saying that I started to think about what tools could speed up development, and spent a good portion of the weekend bumbling through rmxp's rgss on this
 
Working on a little story-driven Sidescroller game in Construct; you play a virus. Death looks like the game has crashed, then goes to a fake BSOD. :)
 
3k2kkbP.jpg
Two more overworld maps left for this project, with each map being 50x50 tiles. Then I'll probably get all the skills into the database so that I can implement the skill-tree system. Then I'll get on with making enemies for the first dungeon.
 

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