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Messages - ShiverMeSideways

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1
General Discussion / Streaming some game dev...?
« on: 13 Apr 2012, 07:37 »
Hello, basically, now streaming some game dev on a whim. Clickz0r here: http://www.justin.tv/shivermesideways .

That is all for now. :)

2
Thanks a lot, it worked like a charm! :)

3
I'm sorry Khris for seeming overly thick (because I am), but yeah, I was referring to any way of simulating or implementing jump control with a keyboard, thank you for pointing out a method of doing that. I was having trouble visualizing it and the code.

4
Hello,

As you might know, I'm working on a platforming engine and one of the movement options which is VERY important is that of jump control. In order to implement that, I require to check how hard the player is pressing the jump key. How can I do that in AGS? CAN I do that in AGS? I would need three "grades" of jumping.

Thanks a lot for your help! :)

5
@Icey: I think he was actually asking how to MAKE a rail shooter. Contrary to beliefs by SOME people, a GAME is more than just VARIABLES.

Since you have only one character to shoot, that shouldn't be too hard.

First of all, you need to check if you're actually shooting the character. Do this by binding a function to the "Any Click on Character" event for your cBadGuy character. In the function, check "if (mouse.Mode==eModeShootyShooty)" and in there put in a function called "ShootBadGuy();" or something. Create this function before game_start.

Code: Adventure Game Studio
  1. function ShootBadGuy()
  2. {
  3.   BadGuyHP-=1;
  4.   cBadGuy.Animate(BADGUYGETHITLOOP, delay);
  5.   aGunSound.Play();
  6.   Bullets-=1;
  7. }

Then, in repeatedly_execute you should have something like "if ((BadGuyHP<=0) && (RailShootingSequenceIsStillGoingOn==true) EndRailShootingSequence();" where "EndRailShootingSequence();" should be another function you declare before game_start in which you put in what happens, well, obviously, when the rail shooting sequence is finished.

To actually fire a bullet when you're not clicking on the character put in an "if (mouse.Mode==eModeShootyShooty) { Bullets-=1; aGunSound.Play(); }" in the "on_mouse_click" function.

In order to do the GUI stuff you mentioned, that should be pretty simple. For the bullets, create a button on a GUI and put in repeatedly_execute something like "if (Bullets==5) { bBulletsLeft.NormalGraphic=[SpriteNumberForAnImageWith5Bullets]; } if (Bullets==4) { bBulletsLeft.NormalGraphic=[SpriteNumberForAnImageWith5Bullets]; }" and so on.

The health bar could be just a slider or something.

Hope this helps!

PS: Of course, these are just rough tips, customize, change and abuse to fit your game.

6
UPDATE! (Check first post - you can kill stuff now)

Oh, wow, this is overwhelming! I wasn't expecting such interest, thank you so much for the support, you guys are awesome!!! Surely, this will get finished, and soon (not having exams might help ;D )

Now, to address some stuff:

Quote from: Darth Mandarb
Dev-Blog

I'm sorry to disappoint, Darth, but I really don't have much to say at this time about the engine. Besides, I think it's better for me to yakk less and work more! :D

Quote from: Darth & Chicky
Parallax

I know, a side-scroller without parallax support is sooooo not '90s, so I'll look into it, it's on my to-do list, but for later.

Quote from: Monkey & RickJ
Name

There IS a reason why I chose that name. Firstly, because it's a little weird and different, and secondly, because of the roots/what inspired me to make it (which should not be not obvious).

Quote from: InCreator
Awesome work... although you could crank out platformers thrice as quickly with Game Maker.
I'd love to see a bit more flashback/out of this world/prince of persia type of engine and elements, since mario clones we have more than enough, but Yahtzee already made such a platformer with AGS if I remember correctly.

I know Game Maker would be an obvious choice but a) I'm 0% skilled and knowledgeable in that b) making it in AGS is more special c) I like working in an environment where I'm comfortable d) I don't think making it in Game Maker will allow me to actually create an engine that other people can use and modify to the extent which will be available because of making it in AGS.

Mario clones? I don't think there are that many. And I think it's pretty obvious that Mario is not what I had in mind, although it would be one of the easiest types of platformers to make with the engine. I don't know if it will be EASY to make a Prince/Flashback type platformer with my engine, but I'm pretty sure that a person with sufficient scripting knowledge can twist around a few knobs to make it work. And I believe the Yahtzee game you're referring is 1213.

Quote from: ddq
Metroidvaniaaaaaaaaaaaaaa

Indeeeeeeeaeeedddd

Yup, that's the model I'm basing this whole shinding on.

Quote from: straydogstrut
Feature list

Well, it seems we share a list. Mine is called "to-do". :)

PS: I know this seems like it is really complicated and stuff, but really, it wasn't THAT much work - thankfully, Zombie Attack was a very powerful experience and I'm working pretty efficiently this time 'round. It all took just about 5 days to assemble what we have now, and I haven't reached the 1000 code line mark. But very soon! :D

Again, thanks a lot, everyone!

7
Hello, everyone!

After the Bake Sale, I set myself upon a new, non-adventure-type thing, a strategy game! Then, I lost interest in that and went with a platformer instead! As such, I'd like to announce that I'll be releasing either as a module or as OpenSource the "Vain AGS Platformer Engine"!

Features:
* smooth/fast movement and platforming
* already-implemented code for handling basic enemy AI, all the movement, meelee and ranged weapons etc., with parameters which can then be modified to your liking (want a more "airy" atmosphere, tweak the gravity; want smaller hitboxes, change 'em; etc.)
* incorporated editor with which to make your own levels (and whole campaigns!)
* levels made up of rooms/scenes which are 960 px in width by 720 px in height and can be linked in a "Metroidvania"-esque style
* no grid/tile system - you can place objects wherever you like, however you like, this allows YOU, the dev, to tweak those levels to perfection!
* it won't be for the complete newbies to AGS, but scripters of at least low-medium skill should be able to work with this engine - when it is finished, I will personally record a comprehensive video tutorial on how to get started, use, and abuse the engine :)

Here's what YOU can do:
* View latest prototype demonstration video (Jan 30rd Update!)
OR
* Download and actually test out the latest compiled version! (Jan 30rd Update!)

Then, let me know what you think, please, critique, questions, and suggestions warmly welcomed!

Current To-do List:
actually hit baddies
1) ranged weapons (both hitscan and projectile-based)
2) more enemy types and enemy AI (if it can be called that) refinement
3) implement foreground and background(s)

PS: Again, all-hail CJ for how incredibly versatile AGS is, my word!

9
Dammit, no, that's because there were too many objects on the screen. You see, since the Spectre of the Past spawns crates to try and box you in, if you don't clear them, the game just keeps counting more and more objects. 50 was the limit, but it seems that was a bit too arbitrary. In order to change it, I need to go digging through the code and fix it, but unless a lot of other complaints about this come through, I don't think I'll do that too soon.

10
The Rumpus Room / Re: Happy Birthday Thread!
« on: 21 Jan 2012, 07:56 »
Happy belated birth to Grundy, buuuuut, we mustn't forget...

HAPPY BIRTHDAY, SNAKE, YOU AMAZING F*CKER!

11
The Rumpus Room / Re: Happy Birthday Thread!
« on: 17 Jan 2012, 12:24 »
Happy birthday to one of the most Swedish people I know, Jonathan! (Bror_Jon)

12
Haha oh man, I get such a great Doom vibe from this!

Beautiful work man, it plays smoothly and is very fun!

Thanks, dude, I'm glad the gameplay is ok, that was the focus after all! :D

Also, in case everyone missed it, I gave my very first interview ever! It's on the AGS Blog, read it here!

13
Yay, e-mail! Of course I signed up!

It would be cool to have some indication of what games have demos, at least a link on the game's pop-up page, if everyone is ok with that and if Darth would be so kind. :)

14
I just played the demo and I must say,  it's one of the most charming games I've played recently, that's for sure!

I agree with ghost about the inertia, it feels a little awkward and takes some getting used to, but I kind of had this problem will all platformers I've played, so it's not such a big deal.

The graphics are nice and cute, the music is appropriately chiptune-y (and I got the level 1 world 1 Mario vibe - dunno if it was intentional or not), sound effects are hilarious, and the whole atmosphere really took me back to when I was a kid playing my NES knock-off! Oh, the nostalgia tripping!

My only complaint is that the demo was a bit too short. Give us at least 2 levels to get the gist of what's going on, man! Just the one level feels like you're cutting off the player too soon.

15
The Rumpus Room / Re: Happy Birthday Thread!
« on: 11 Jan 2012, 09:44 »
Happy birthday to the very talented Alan V. Drake!!!

16
Congratulations Shivers. Haven't I been amazingly busy, I would have seen more of it. *grumble* *grumble*
Reagrdless, an amazing game, from the few of it, I've had the luck to play.

Thanks, Dualnames, it's great to hear from you again, maybe we can trade under the counter, I'm really curious how your game turned out! :)

I had the pleasure to test this babe, and mark my words, this is pure, concentrated retro goodness.
Congrats on finishing it, Shivers!

Thanks, Ghost, you know I couldn't have done without you!

Yes, I also tested this release and it's really freaking awesome! I LOVE the music especially, incredible job there, SMS!

Or you! Great, I'm really glad you liked the music, I just wish I could've actually done a more "live" thing, not just plain midi, but hey, it's a feature! :D

Did a quick run and yes, it feels pretty cool and retro in a good way!

Good job, the full game should be very entertaining and I imagine it has a lot of replay value.
Congratulations!

Thanks, I can only hope that the extra meta-features will add to its replayability and it's life, that's why I was really keen on putting them in there.

That's a very interesting usage of AGS. Thumbs up!

Thanks, Radiant, that means a lot coming from you, I hope to keep the usage of AGS to "interesting levels" in the future! :)

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The Rumpus Room / Re: Happy Birthday Thread!
« on: 10 Jan 2012, 05:48 »
Happy birthday to two of my favourite people, He-Who-Is-Of-The-Names-Dual, and F-to-S-to-I!

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Finally, after many a month, 10000 lines of code and 400 sprites later, I present to you:



Made especially for the 2012 AGS Bake Sale! Buy the game with the bundle!!!

Download DEMO from AGS games page
Download DEMO from AGS Archives

(Demo contains two levels, one from Episode 1, and one from Episode 2)


Full game will be available with the AGS Bake Sale bundle, on the 20th of January!

Review Fix has also interviewed me about the game, this is so exciting!
The AGS Blog posted an interview with me, my very first, read it here!

Zombie Attack is a top-down shoot 'em up inspired by '90s video games like Doom. The player must navigate treacherous levels, kill hordes of monsters and finally, defeat Satan and stop him from taking over Earth!

Zombie Attack relies on meta-content, so through more and more game sessions, the player will unlock new items, new difficulties, as well as new characters and achievements!

6 fully-randomized levels across 3 episodes (that can lead up to over 100 rooms!)
49 special items!
12 weapons!
14 monsters and 16 bosses!
7 playable characters!
10 achievements
Old-school midi soundtrack and even older-school sound effects!


Screenshots!

Well, there goes the neighbourhood!


Use special items to bring fiery, and somewhat weird, death to your foes!


Need that extra clip of pistol ammo? Want some buckshot? Then come on down to our store and see other ways fate can screw you over!


Fight against scary bosses (these dissapear and re-appear, yikes)!


Travel to exotic new lands to meet exotic new people! And kill them with exotic new weapons!



19
Finally, after many a month, 10000 lines of code and 400 sprites later, I present to you:



Made especially for the 2012 AGS Bake Sale!

Zombie Attack is a top-down shoot 'em up inspired by '90s video games like Doom. The player must navigate treacherous levels, kill hordes of monsters and finally, defeat Satan and stop him from taking over Earth!

Zombie Attack relies on meta-content, so through more and more game sessions, the player will unlock new items, new difficulties, as well as new characters and achievements!

6 fully-randomized levels across 3 episodes (that can lead up to over 100 rooms!)
49 special items!
12 weapons (ranging form bare fists, to rocket launchers, to exotic, hellish weaponry)!
14 monsters and 16 bosses!
7 playable characters!
10 achievements
Old-school midi soundtrack and even older-school sound effects!


Screenshots!

Well, there goes the neighbourhood!


Need that extra clip of pistol ammo? Want some buckshot? Then come on down to our store and see other ways fate can screw you over!


Fight against scary bosses (these dissapear and re-appear, yikes)!


Travel to exotic new lands to meet exotic new people! And kill them with exotic new weapons!


So, all that's left is to ask yourself this: are you man/woman enough to kill Satan? Because if you are, you can do one of the following:

Download DEMO from AGS games page
Download DEMO from AGS Archives



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The Rumpus Room / Re: Happy Birthday Thread!
« on: 08 Jan 2012, 09:53 »
Happy birthday, m0ds and happy lateday, SSH! :=

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