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What are you working on? (Game Making Thread)

So I have spent probably about 24 hrs to get to this point. The anatomy isn't perfect, true - but I think I'm pretty happy with it.
Animating his walk took some time.
But where most of the time went was on his leaning; as inspired from early Castlevania's 8-directional whip aiming, you can aim in almost any direction, and the top half leans towards your cursor (as does the head, when you cannot lean any further back / forward).

progress_zpsnwtakpsa.png


(The random line halfway up the torso isn't a line for ribs or anything, but rather to mark the bottom of the lean-able part; it won't be there in the final.)
 
ooooh, sounds tasty.

when you have a bit more done with the aiming, you'll have to post a video. I love that type of aiming mechanic in side scrollers.
 
So I'm keeping up the procrastination; my ken doll is now ripped!
Plus I could be bothered to do the screens of showing the leaning, finally! :p

The arms are weird at the moment - they essentially just flop down. In the game, when you can do this leaning targeting thing, you'll have an attack stance so ti won't look derp. But I'm planning to live the floppy arms for when your unarmed, I find it pretty funny when your running and such. XD

progress_zpss6bwdk0j.png


First image is the default, second and third are max leans. And the last two is for when your weapons are holstered, so you can just stand around and not look derp, and move a bit quicker.



What I have actually been working on, is implementing and creating the animations for jumping, sprinting, and walking backwards.
 
I handed off some sprites to a Strawberry for her game. Idk, how much she'll have to edit to make it work with everything else. It won't hurt my feelings if she doesn't use anything.

I'm actually feeling a little ashamed. I mean, at least I made some 4dir poses for a few girls in dresses. But no walking animations. Yesterday morning I re-shaded the same dress a dozen times, you'd think I've never done this kind of thing before. I had 3 different dresses started. But crunched for time, I recycled the 1.
I won't mention all things I didn't do. That I thought I could do. That I thought should be done.
I feel like -- "hey watch what I can do. You're going to be so impressed."
1460008069849_zpsqaecuwi6.gif
"Pretend you didn't see anything"

I think I'm done with sprites for a while. This and that Wendigo Sprite I made in February has hurt my confidence. And it's not about the quality of it. But having a month of working on a thing, I'd think I'd have more to show for and I'm mad at myself.
 
I'm having a bit of trouble with C2...
So the idea is that it checks to see if the players X/Y is 32 pixels away from a wall object. If it isn't, the player can move. If it is, the player cannot move in that direction.
ZdE5CnI.png

But for some reason whenever the player gets close to a wall object it just freaks out, and I don't know what I can do.
http://www.youtube.com/watch?v=P3bpkLh1ImY
 
You should check cells, not pixels. Pixels could be done in floats (wtf) which add errors on each operation, so conditionals outright fail. You also lose flexibility 100%

If you have the walls organised on a tile map, then check if the player can move onto the tile, rather than if the movement perfectly aligns with the wall's sprite co-ordinates.

So moving right when D is pressed would look like this;
Ruby:
 

# map is a grid of 0s and 1s; 1s represent solid walls, 0s represent walk-able floors

 

if key.D.isPressed? && map[grid.x + 1][grid.y] == 0

    grid.x += 1    # Physical location

    sprite.x = grid.x * 32    # Visible graphic

end

 
 

Hybrida

☆ Biggest Ego ☆
Member

After about 15 months I decided to look over my main project today. Yep it still suck.

Just looking over the balancing. Adding a few more Advorian ( black) Women. Way too many Aryan women. Didn't know the roster was 80% blond, blue eyed women o.o

Then again black women are very OP in my game...
Power scaling, Increased physical strength, passive regeneration, and passive power charging.

...and I'm depressed again. *closes project*
 
@Bluxxon
Just find the point in time where just gameplay alone starts to get boring (bring in a couple of fresh playtesters for this) 10 minutes before the earliest point when a player gets bored, drop the plot in.

not trying to say your gameplay will be boring, but without a plot, repetition becomes more obvious over time and no matter how good your gameplay is, it will eventually have to get boring.

the plot on the other hand, is a constant source of change, that can (if used properly) make even the most repetitive games (FNAF franchise) feel refreshed and interesting again at any given moment.

so yeah, bring the plot in when you feel people are about to get bored and then use that same idea to time hard hitting plot points and twists. after that with a little bit of time and dedication you should wind up with a game that never gets old and always feels exciting, that doesn't need a plot for the 1st hour or 2.

hope this helps, even if it does feel a bit off topic XD
 
HiPoyion":zxsral0a said:
I'm having a bit of trouble with C2...
So the idea is that it checks to see if the players X/Y is 32 pixels away from a wall object. If it isn't, the player can move. If it is, the player cannot move in that direction.
ZdE5CnI.png

But for some reason whenever the player gets close to a wall object it just freaks out, and I don't know what I can do.
http://www.youtube.com/watch?v=P3bpkLh1ImY

I forgot to reply to this earlier! D:

A couple tips for you:
  • If you want static walls, a common route in C2 is to use a tilemap; make the grid the right size and just place tiles; you can set their initial visibility to false for them to function just as walls, with no graphics. This lessens the performance impact; updating each individual wall instance vs a draw call. (Plus C2 has some optimization in place for tilemaps).
  • Make full use of the behaviours available to you within C2.

So the problem at hand; what I like to do is take my player object, reduce his collision box by a pixel on all sides. (so top left is 1,1 and not 0,0, etc). Then just use the "object overlapping at offset" event, and if that returns false, allow the movement. So something like:

Right pressed
-> check if player object overlaps wall tilemap at offset (+32, 0)
--> if false, player.X + 32

This assumes that your origin point of your player is in the exact center of the object. Otherwise you'll just have to change the 32 to value. :)

Oh btw, just so you know for future reference, we reduce the collision box because of how C2 checks collisions/overlap; if two objects' collision boxes are flush with each other (so no gap, but not overlapping either). C2 often registers that as an overlap; which in a situation like this, would register a collision on all the surrounding wall tiles.
 
coyotecraft":1k30zbzw said:
It's beautiful, Zen.
Thanks coyote, I thought the same thing when I first heard it. I hope to one day be able to pull of stuff like this all on my own.

It's a cover of the ending theme of Panty & Stocking with Garterbelt.

I just wish I knew what I had to do to make this kind of thing; by make I mean come up with the initial idea to start with. To envision the final product and aim toward something that doesn't exist yet. How do I come up with tunes like that? There's no formula. There's theory, sure, but you can't smash out a magical tune like that formulaically. Surely.
 
So I had to scrap my old attack system; essentially each hand is bound to a mouse click, and you could string your attacks into combos by pressing the corresponding button again in the last ~0.5 secs of the attack. Though this was turning out to be very messy on my code and sprites.

So now... I am part-way through implementing a system where each arm can have two attacks; a quick attack and a strong attack. The longer you hold the button, the more damage you do with a quick attack. But if you hold it long enough, you'll do a strong attack instead (which again, hold that for long enough, and you'd make your strong attack even stronger). I am toying with the idea that if both your weapons are compatible, and your holding the other button when you release a button, you'll do a dual-wield attack instead.

Though I'm not talking about holding it down for seconds at a time; the strongest attack can be reached in just under 1 second of charging currently. Hopefully this will lead to fast paced combat where timing and positioning is the key to success.
 
@Zen
that is some grade A writing right there.
Im thinking maybe I should make a symphonic version of it as I feel a piece with that many parts would sound ace with a full blown orchestra
 
corleonis":3uki9o4t said:
@Zen
that is some grade A writing right there.
Im thinking maybe I should make a symphonic version of it as I feel a piece with that many parts would sound ace with a full blown orchestra
Interesting. I guess orchestral covers of jPop songs do typically sound really good, though. Go for it. You may want to listen to the original though. It's called Fallen Angel, by Mitsunori Ikeda.
 
Just finished making 6 promotional forum avatars for my game... can finally take a break XD

Feel free to use em if you like, that's what they're designed for after all

pt3q0.jpg
2ustkhw.jpg
34is18j.jpg
264oms6.jpg
10yndzb.jpg
j6368w.jpg
 
Oh they're neat! I almost used the Leon Kennedy-esque one I gotta say!
Though I don't know, for some reason I don't feel comfortable using pre-made avatars.
 

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