Friday, October 30, 2015

Dev-Day Episode 32: Domination

savwe me.

so, it's halloween at chool basically, right?

i'm in full costume, i'm going as bigf boss.



and so A couple gthings go with that.

first, i made his arm out of red solo cups, a sock, a glove, and a lot of hot glue.

it's not easyu to type in this thing, and i can't really take it off.

second, i'm wearing an eyepatch, so my depth perception is off.

this makes typing even harder.

soi've resolved to keep all typo's in for your hopeful enjoyment.

third, i forgot my usb at home.

today i can only draw.

i can't work on code.

it sucks, but at the same time i don't think icould haqve done it nyways.

...

while i'm droawing on paper, let me tell you about what i'm thinking for the world.

the entire game will take place on the floaqting island, icarius city, except maybe for one or two segments.

icarius city used to be a trading center, airspace floaded with airship traffic.

then lord remise came to power with a radical new view, militarizing the city.

he sees a future of protection and security for his people.

trading ships have been apprehended and repurposed into an armada.

armed guards patrol the streets all hours of the day, eswpecially during curfew.

lor remise was from the surface, a wasteland.

his tribe was wiped out by raiders, betrayed by a close friend of his, and during the raid he lost his arm.

after the raid he was set on a path of revenge.

later in his life he made it to icarius city, where he started a new life.

a natural leader, he was a successful politician, however his succsess can not be only credited to his silver tounge and charisma,

on his road to leadership, several high officials went mysteriously missing.

more on this later.

Thursday, October 29, 2015

Dev-Day Episode 31: Bad Dreams

working on an npc that does something useful, the store character.

they're going to be a mimic.

finding reference for a mimic might be difficult, but the'yre basically just treasure chests, and find a reference for that will be a piece of cake.

i don't have much in terms of their personality, but i am working on a design at the moment, on paper, bare with me.

you'll get to see mimi soon enough, and maybe by then they'll have a better name, if mimi doesn't grow on me.

...

having a mimic character, and a skeleton for that matter brings up some important questions for the direction of the game, what sort of world is this?

what's the world impact of these creatures that are generally exclusive to rpg dungeons.

are they a commonality?

what's the societal effect?

...

mimi has grown on me and i may keep the name.


such a happy thing.

...

btw i tend to use green backgrounds on character sprites because it makes them easy to see on my blog.

i did this for you.

Wednesday, October 28, 2015

Dev-Day Episode 30: From The Inside

okayyeaichangedtheblogalittlebitbecauselinkswherehardtoseeanditdidn'treallylookgoodbutwhatevermilk


milk


milk gif was made in spriterpro cause it's good to me.

again i achieved what i wanted by splitting milk up a little bit.

he'll be fine.

designing more characters, this is fun.


Tuesday, October 27, 2015


        him small.                          him big.

Dev-Day Episode 29: Hellbound

made an antagonist.



he's next to arlette for size comparison purposes.

not sure how i feel about the colours, might be a little bright for a dictator.

the scarf has to be those colours because backstory.

let's try adding some black.


hmmmmmmm i don't know.

i'll work with it a bit.

btw feet are black like arlette because he'll be a boss, so he'll be animated, so his feet will be moving a lot, so this is just making things easy for me down the line.

his name is (Lord, Senator, King... ect..) Remise.

Remise is a fencing term applying to a quick consecutive attack in the event that the first attack was parried (blocked/deflected) or missed.

if the first attack is reposted (countered), the remise will not get a point.

it is a desperate second attempt.

the name's fitting.

(hint hint)

Dev-Day Episode 28: The Enemy Of My Enemy

alright so let's but grabable objects on the backburner.

here's the new list.
  1. pause screen/options.
  2. main menu.
  3. level design for level one (hub world, we're going metroidvania.)
  4. npc design.
  5. art assists for level one.
  6. sounds/music.
  7. enemy design.
  8. boss design.
  9. crouching.
  10. grab-able objects.
  11. weapon/combat system.
because i want to make some characters and this is my project so i get to say that's what i get to do.

i'll be working on paper for some, but i'll also be making some sprites.

my gf's got a character she's letting me use in the game, i can start with him.

...


this is Milk, he's a cutie, huh?

i'm worried i made him too small, so let's see him next to the player character, who's name is Arlette btw.


...

yea that works.

he's a little short but that's fine.


Dev-Day Episode 27: Through The Hole

i want to think about how to do this before i just jump right in.

i want to make an object that when grabbed, will stick to the grabby hand thing.

more accurately i want a set of objects.

i may have to find a way to create a new object property.

but maybe not.

i also want these object to have a bit of momentum, so you can throw them at stuff.

these rules will apply to small enemies too, so i need to get this system down.

could you imagine how disappointing it would be if you can't grab an enemy?

imagine you buy a movie instead of watching online like a sensible person, but then the case is empty.

so you go to watch it online like you should have done in the first place.

 like on netflix or something.

i don't think i can advocate for 'illegally' torrenting media on school assignments, so i won't.

Monday, October 26, 2015

the list i'm using for episode titles is not accurate, but whatever it doesn't really mater i just need episode names.

Dev-Day Episode 26: Cloaked In Silence

so i think it's fitting (if you're familiar with mgs5) according to the title of this episode i'm devising a new character,

she's a skeleton, she's got a sniper, you'll meet her as a boss but she becomes friendly.

her name is Eins, and i like her.

more on that when it's relevant again.

...

quick update, i have a pseudo death code now.



if (y>room_height){
room_restart();
}

this just says that when the character's y position, height, is more that the room's height value, the room restarts.

game maker is weird in that the lower the character is on the screen, the higher their y value is.

so the top of the room is y=0, and the bottom is y=room_height.

the x value works how you imagine it would, left side is x=0, right is x=room_width.


i did this for a practical reason.

that reason being i'm pretty sick of having to manually restart the game when i screw up the platforming and fall out of the world.

Dev-Day Episode 25: Angel With A Broken Wing

alright so first off, for future reference i'm going to put the episode list right here so i don't have to keep looking it up.

keep it practical.

second, i'm going to be completely honest, i've gotten a bit side-tracked, and haven't been working on grabby-stuff.

but for a good reason, i've been working on bug fixes.

you know that thing i was talking about a while ago where sometimes when you click the fullscreen button and nothing really happens?

well i found out how to fix that.

because i found out what's wrong.

the problem started when i wanted to cut some corners, save time by not having to put all ui stuffs in each room.

so i made the options object create them if they didn't exist.

but i guess the problem is that when an object is deactivated it techincally doesn't register as existing.

so the options object made a lot,

like,

a looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooot of copies of the buttons.

and i guess in some ways that made things hard to register.

so i further defined the parameters of when the options object should create these ui stuffs.

now it works good.

problem solved.

bugs, gone.

game is perfect.

11/10 would make again.

everybody go home.

Thursday, October 22, 2015

Dev-Day Episode 24: Back Up, Back Down


expand.

larger maps like this allow for stuff like secrets that are harder to find.

some stuff on the left has been cropped out but you can see it in the earlier post.

this system i've been using has been working well, where i draw out the map on paper and then put it in the game, like working off a blueprint.

the fullscreen button is giving me problems, probably because i've been messing around in the code.

...

alright so i might have fixed that.

hard to say cause i'm not sure what the problem is to begin with.

when you click the fullscreen button, sometimes it will just shift to the same setting it's in,

i think there might be some conflicting code somewhere.

now it's time to work on grab-able objects.

wooooooooooooooooooo.

Tuesday, October 20, 2015

Dev-Day Episode 23: Red Brass

i designed the hub world.


it's pretty small.

i should keep building on it, make it wider.

there's a couple gimics i want to put in, so i need a bigger hub level.

Monday, October 19, 2015

Dev-Day Episode 22: Occupation Force

alright so i don't want to deal with crouching so i'm putting it off, cause right now there's no purpose for it.
  1. pause screen/options.
  2. main menu.
  3. level design for level one (hub world, we're going metroidvania.)
  4. grab-able objects.
  5. weapon/combat system.
  6. art assists for level one.
  7. enemy design.
  8. boss design.
  9. npc design.
  10. sounds/music.
  11. crouching.
so now i'm on level design, the hub world.

seems like a good of time as any to start working on a bit of lore.

anyways, i'll be working on paper for level design, so no screencaps today.

Friday, October 16, 2015

Dev-Day Episode 21: Where Do The Bees Sleep

i've gotten sidetracked and made more background stuff.



next on my list is crouching.

Tuesday, October 13, 2015

Dev-Day Episode 19: C2W

step one to making the main menu, new room.


new room.


new room.


featured start button.

just clicking it will start the game by moving to an active room, for now it's the test room.

for the next while i'll be trying to make a background for the main menu.


Friday, October 9, 2015

Dev-Day Episode 18: A Hero’s Way

made the fullscreen button an options button.


it took a lot of fiddling with to get it in just the right place.

when sound is a thing, the sound will be a functioning mute button.

but for now, let's call the pause screen, a success, and move on.

up next, main menu.

Tuesday, October 6, 2015

Dev-Day Episode 17: Diamond Dogs

I continued work on the games options, what the option button does now is it toggles between a character screen (this game will have rpg elements so that'll be helpful) and the options screen.

right now i just have placeholders.



this again uses a simple toggle feature very similar to the fullscreen and pause functions.


it works pretty well.

very well.

now i have to create the actual options.

Monday, October 5, 2015

Dev-Day Episode 17: Phantom Limbs

so i've run out of episode title ideas, so i'm just going to use mission names from Metal Gear Solid V; The Phantom Pain.

pause screen is complete.

unpaused;














paused;











you may notice how the player character disappears, as well as the platform they stand on, while the brick walls and floors do not.

this is because the walls are tiles, and are not deactivated, suspended when the pause function is activated.

personally, i like this aesthetically. as this will make the player character and enemies dissappear, while the stage is still in place.

as for the code, it's relatively simple.


these are basic toggle functions.

when escape is pressed, it switches between a paused state, and an unpaused state.

when tab is pressed, it switches between a fullscreen state, and a windowed state.



of the two buttons that appear, one of them is a placeholder for an options button i'll work on.

options such as sound, brightness, maybe controls.

but the more noticeable one would be the fullscreen button.


this doesn't just tell you how to enter fullscreen mode, if you click it, it'll switch the game to fullscreen mode...



...simply by changing the 'fullscreen' variable to what it needs to be to create the desired effect.

the buttons are lso placed in the room relative to the view of the room.

these variable can be changed as i need them to change to put the button where they need to be.


and there will also be a third button, the save button.

i'll make sure all the options are implemented before i work on the main menu.

multitasking will just distract and lower quality.

Thursday, October 1, 2015

Dev-Day Episode 16: Polymath

i'm all over the place, working with the math of scaling and creating art but today where bringing in focus.

check list time.


  1. pause screen/options.
  2. main menu.
  3. crouching.
  4. level design for level one (hub world, we're going metroidvania.)
  5. grab-able objects.
  6. weapon/combat system.
  7. art assists for level one.
  8. enemy design.
  9. boss design.
  10. npc design.
  11. sounds/music.
i'll use the pause screen to bring up options such as fullscreen, volume control, maybe and control settings.

...

the basic pause function is now implemented and works relatively well.

















this just makes it so that the game switches to a state where all instances are suspended, and will stop rendering their events.

i'll just make it so this state activates some option button instances that i will make.