Showing posts with label whoopsie doodles. Show all posts
Showing posts with label whoopsie doodles. Show all posts
Sunday, October 6, 2013
Two-player action!
Thursday, September 26, 2013
Where Is That Thing You Were Working On Several Weeks Ago Now?
Okay, I've held off publishing this post for two days now, time to stop writing and actually do it.
(But there just this tiny little thing I want to ad-)
Nope. We've live. Wait, who are "we"? I'm talking to myself again. Anyway...
On this episode of Where Is That Thing You Were Working On Several Weeks Ago Now?, or W.I.T.T.Y.W.W.O.S.W.A.N.? ("Witty Woss Wan"?), we have a gander at Rise & Fall. You know, the thing I worked on as part of the team Robots Mashing Keyboards for the ROM Game Jam. (Oooh, that thing.)
Quite a few things have been added or changed since the ROM Game Jam prototype. The biggest change is the inclusion of jump-through platforms (i.e. platforms that can be passed from below but not above). The original prototype only had completely solid platforms, but to have a greater number and density of platforms in the level, my team decided that we need to have jump-through platforms as well. Seeing how something like this should be Game Programming 101, I should have learned how to do a long time ago, but never did until now. Still, I had to learn it from the source code of this demo by Bill23. Even then, it took me two attempts to get it working right. Other changes are relatively minor, such as adding mercy invincibility, or bug fixes. We will also be changing up some the graphics and adding more levels before the playtest session at the ROM on October 19.
During the development of Rise & Fall, I had encountered the weirdest glitch I've ever seen in all my time using GameMaker, even weirder than the ones I've seen while working on Gonna Catcha. Furthermore, I don't think it was (entirely) my fault:
It looked as though GameMaker didn't rebuild the asset cache after I deleted some objects from the project, so the game ended up drawing the wrong sprites and even creating the wrong objects (i.e. the projectiles seemed to have been replaced with experimental wall section object I had been working on). Clearing the asset cache and rebuilding the game once more fixed everything.
Speaking of Gonna Catcha, nothing visually interesting has happened with it since the last update, so no video or screenshots for you. However, I did completely overhaul how the game handles round progression, now incorporating the NPC speed multiplier I talked about last time. Alright, that another task down for Gonna Catcha, what left? I really should make a list of these things.
(But there just this tiny little thing I want to ad-)
Nope. We've live. Wait, who are "we"? I'm talking to myself again. Anyway...
On this episode of Where Is That Thing You Were Working On Several Weeks Ago Now?, or W.I.T.T.Y.W.W.O.S.W.A.N.? ("Witty Woss Wan"?), we have a gander at Rise & Fall. You know, the thing I worked on as part of the team Robots Mashing Keyboards for the ROM Game Jam. (Oooh, that thing.)
Quite a few things have been added or changed since the ROM Game Jam prototype. The biggest change is the inclusion of jump-through platforms (i.e. platforms that can be passed from below but not above). The original prototype only had completely solid platforms, but to have a greater number and density of platforms in the level, my team decided that we need to have jump-through platforms as well. Seeing how something like this should be Game Programming 101, I should have learned how to do a long time ago, but never did until now. Still, I had to learn it from the source code of this demo by Bill23. Even then, it took me two attempts to get it working right. Other changes are relatively minor, such as adding mercy invincibility, or bug fixes. We will also be changing up some the graphics and adding more levels before the playtest session at the ROM on October 19.
During the development of Rise & Fall, I had encountered the weirdest glitch I've ever seen in all my time using GameMaker, even weirder than the ones I've seen while working on Gonna Catcha. Furthermore, I don't think it was (entirely) my fault:
Thursday, September 12, 2013
Alpha demo gameplay video thingy
After some thought, I've decided to make the Gonna Catcha playable demo a closed alpha for testing purposes, as I think it's still too early for me to throw the game up on the internet for open testing. As a consolation prize, here is a video of the playable demo in action:
- More rounds. Which maze the round takes place in and the number of spirits, rocks, preta and bonus items (in bonus rounds only) in it are manual determined by me for each round, rather than determined by some algorithm. Even though the game will have 256 rounds, I'm only going to create round data up until a certain point, then either start repeating the last few rounds or randomly generate round data to fill in the rest.
- Co-op mode. It might have modified round data compared to single-player mode to balance the game.
- Attract mode. How else will you know how to play the game?
- High score table
- Controller support
- Bug fixes and code optimization. Even when I thought I've squashed most of the major bugs in the game, a new challenger appears:
And here are the features that would be nice to have, but not entirely necessary:
- CRT shader. The game is setup up to use it, but it's no longer a required feature to me anymore.
- Demonstration cutscenes. Whether or not I need these will depend on how much info I can cram into the attract mode.
- Bezel art. Artwork to put on my virtual arcade cabinet.
Well, looks like I've got my work cut out for me. ...Wait, haven't I already said that before?
Wednesday, July 31, 2013
140 character limit exceeded
This post was too big for Twitter, so I'm posting it here.
The first step towards creating a CRT display shader is complete. Gonna Catcha can (optionally) draw the game window with barrel distortion:
| Babby's first shader |
I know there are already CRT display shaders out there on the internet, but I do want to learn how to do it myself.
In other news, it hasn't been a week yet and already amusing bugs have been making a comeback.
The video also revealed the new time bonus tally at the end of each round.
Monday, July 29, 2013
You have encountered Abstract Art.
Has it been two weeks already? Tracking the Steam Summer Sale and playing around with shaders in GameMaker: Studio can really make you lose track of time.
Sometimes I tweet stuff on Twitter if the aforementioned stuff isn't substantial enough to be turned in a full blog post. If you haven't done so already, you can keep track of those tweets on the sidebar on the right side of this blog or follow me on Twitter.
If you have been following on Twitter, then you'll probably already know that I signed-up for and got into the ROM Game Jam, the first ever game jam to be hosted by the Royal Ontario Museum (ROM) in Toronto on August 9-11. I am part of the same team that was making That Which Binds Us. I say "was" because we're focusing our efforts on the ROM Game Jam now, so That Which Binds Us has been put on hiatus for now.
Another tweet I made was about shaders. Wait, I already mentioned that above. Anyway, I downloaded some shader scripts from this forum post on the Game Maker Community forums and, just for fun and curiosity, applied them to Gonna Catcha's drawing code. Although it wasn't its main purpose, but the graphics code modifications I had previously done also allows me to apply a shader to the entire screen, but I wanted to do that anyway. Two birds with one stone I guess.
Once you've regained your composure from watching the trippy and completely unnecessary graphical effects, you may notice something new in the video. The game randomly places rocks in the maze that act as destructible walls. (Rocks?! I thought they were just blobs!) This is to slow the player down and allow the spirits to better disperse throughout the maze. However, the rock impede the spirits as well, making the whole thing kind of pointless. Of course, they're spirits; so my plan B would just have them, you know, pass through the rocks unimpeded. Preta can stay impeded by rocks, being corporal beings like the players.
One other big change I made to the game that might not be obvious in the video is the player movement code/rules. Previously, the players had free movement; now their movement is restricted to the grid much like the spirits and preta are. I did this to make turning around corners easier for the players. My previous solution had the players snap to a corridor if they were "close enough" to turn into one; it looked a bit weird and was a bit finicky.
Re-writing and messing around with the movement code did produce some amusing bugs in the process, something that hasn't happened in a while.
(Wow, this post was longer than I thought. And I was worried that I wouldn't have anything to write about! Harumph!)
Friday, March 1, 2013
Gonna Catcha: In-Game Testing
Status report:
Here's some in-game test footage of Gonna Catcha, featuring Donum Dono as the test subject:
Here's some in-game test footage of Gonna Catcha, featuring Donum Dono as the test subject:
Sunday, February 10, 2013
Go home Font Caching, you are drunk.
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