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LaDestitute
  Tue Apr 24, 2012 9:46 pm
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Struggling with a visual glitch on a HP bar in Construct 2.


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Amy
  Sat May 05, 2012 12:40 pm
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Programming some protection against Xrumer into Afar as some dickwad is using it to test it out.

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benos
  Thu Jun 14, 2012 11:24 am
"I'm gonna have to take out the trash sooner or later".
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Location: Australia
Working on a game in Ace.


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Vivisector 9999
  Thu Jun 14, 2012 5:37 pm
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Location: Outside
Writing.


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BlueScope
  Fri Jun 15, 2012 8:29 am
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Since the thread so far is pretty fucking boring, let's try to make a post (hopefully) actually in the spirit of what the OP wanted here...

For the first time in my life, I'm actually trying to program something 3D... I used to map for CS/CS:S and other games before, but never actually tried anything like writing an engine for it. It's pretty fucking hard! :mad:
I'm using Gosu with OpenGL, and partly due to the large number of guides (0) and lots of well-documented help pages (also 0), it's kind of a task... even though all I'm trying to do is draw flat sprites that always face the camera so far :D Can't be that hard, right? Wrong..... :down:

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If you have a slightly positive memory of my Power Shift contest game,
you might be interested in this development screenshot...
More info about that soon!


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Strawberrii
  Fri Jun 15, 2012 3:24 pm
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I've been trying to come up with equipment for Ghost Shards.

I sit here, and sit here and nothing comes to my head. I love databasing (I know, I'm weird), but I cannot for the life of me think of much at the moment.

I would think of cool things, like "Scarf of the Northern Winds", only to find out it would get all condensed and stuff. ;_;

I'm trying really hard not to use other games for inspiration and to be original.

*deep breath*

Okay, Strawberry. You can do it. ^^;

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Amy
  Fri Aug 03, 2012 8:15 am
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Ok, so:

  • Writing a book
  • Working on details for an RPG Maker game I plan to make starting August 10th
  • Working on some cool things with peeps for the .org
  • University coursework (not game related) ugh

I'm really excited about being able to get back into full time gamemaking again. I just hope this community's still going strong for that. Make games errybody! We have cool stuff planned!

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Amy
  Thu Aug 09, 2012 12:39 am
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Trying to weigh how much effort to put into Afar and how much into another game project.

I could do great stuff with Afar, if people were playing. But without the good stuff people won't play. I'm terrible at this stuff hkjlhufgbasf

Anyway, I am working on a new project alongside which I hope to have finished for November. It's a little bit secret but it should be pretty decent and will be a full game. It will be commercial but quite cheap, just to test the waters / get my feet wet.

After that I have another project if that goes well; plus I want to get Chronicles of Afar going again (an offline story game to big Afar).

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Jason
  Thu Aug 09, 2012 1:08 am
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Masturbating to some of the hottest porn I've ever seen, there's a black girl and asian girl playing with each other and it's like oh my god let me join in!

Eating maoams and thinking of a song to listen to, also admiring my new shelf I put up for my comics and the posters I've put on the wall, I've also ordered two more from Amazon to put up, this room is going to look amazing!

@ Wyatt, I've always thought of writing something, not quite a book, but just a huge document with my random thoughts and shit for people to read... It'd probably turn out as a book in the end though, lol.

Also I need to start working on Project Ogre more (It's got a real name now by the way, you guys need to check out my forum more!), I've rewritten the story twice, restarted the intro and gotten rid of everything to redo it all, edited more scripts to include new types of gameplay and menus, but I'm still getting NOWHERE because I don't have much motivation anymore, I really want to get a new logo on the go and a theme song, not just for the game but for the main character too, I already have an idea of how I want it to go but actually getting someone to do it is a whole different story, and I would be willing to pay, but I don't want to pay for something if I'm never going to finish it, so it's sort of a lose/lose situation since people don't like to work for free, although I suppose I could offer payment AFTER the game is made, since having the resources already available will motivate me and make life easier... I may look into asking this of someone.

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GRID² - May be released eventually.

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Strawberrii
  Thu Aug 09, 2012 1:16 am
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Debating on rather or not I should make a game... Or how to work on Ghost Shards. XD

I want to, because I think if I do something simple enough I will have finished something!

Also, Jay-Jay! I can't read about your project due to no access to your forum!

EDIT: Wait, I can see it. YAY!

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Jason
  Thu Aug 09, 2012 1:20 am
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Yeah, everyone should be able to see it, it's set to public, lol

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Project GRID
Full game is out now! Get playing and leave some feedback!

GRID² - May be released eventually.

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Daxis
  Fri Aug 10, 2012 2:31 am
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Me and my friend have considerably summary of all chapters of the game, although the number of chapters (7) is subject to change. (It was just 6 a couple days ago). The latter chapters seem particularly plot + things-to-do heavy, but that seems, uh, reasonable.

We've established what kind of stat/skill/class system to use.
Following the above, I'm planning out the skill (choice) menu and the status menu(s), while include skills, status, and titles.

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No ID
  Fri Aug 10, 2012 5:57 am
Do I have to?
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Location: Where people are not
Actually continuing to work on my game, and on a consistent basis no doubt. Thinking about releasing the first of 3 planned arc's before the beginning of the fall semester. but sounds a bit too ambitious for my taste.


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No ID
  Sun Aug 19, 2012 2:34 am
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Location: Where people are not
Re-working enemy skill levels. Finding it challenging trying to create the right balance. I always seem to make the enemies to strong or too easy. I'm guessing more people would rather the game be easy as opposed to hard but eh, i just wanna find balance.


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Amy
  Sun Aug 19, 2012 11:49 am
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Finally got around to organising my Pictures folder from a mass of crap to a properly structured thing. I'll just end up using the root directory again and leaving the folders as pretty icons :thumb:

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Strawberrii
  Sun Aug 19, 2012 1:51 pm
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I'm not doing anything at this moment in time - but the team did A LOT of brainstorming this past weekend.

I'm STILL going through equipment/abilities/etc. @_@

Hopefully, soon I can sprite Aelina's boyfriend, Zarric. ^__^

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Xhukari
  Sun Aug 19, 2012 4:16 pm
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Just changed my 18x18 single square collision system to work as a 40x40 single collision square system (with a character that takes up 2 squares)
:)
And I think I'll ask this hear rather than making a thread for it.
Can I use to Half-kaizer sprites in my game to some extent? Not directly, just tracing since my game will have vector graphics, not sprites. (I suck at sprites xD)


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carfonu
  Sun Aug 19, 2012 5:07 pm
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Trying to make music...
I suppose muses must be out in a party or something. They'll have to come back someday. At least i have cookies :3


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Jason
  Sun Aug 19, 2012 6:29 pm
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Xhukari wrote:
Just changed my 18x18 single square collision system to work as a 40x40 single collision square system (with a character that takes up 2 squares)
:)
And I think I'll ask this hear rather than making a thread for it.
Can I use to Half-kaizer sprites in my game to some extent? Not directly, just tracing since my game will have vector graphics, not sprites. (I suck at sprites xD)


Yeah ofcourse you can, why not lol... go for it :thumb:

... Just make them look slightly different since I'm not a huge fan of the style, lol

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Project GRID
Full game is out now! Get playing and leave some feedback!

GRID² - May be released eventually.

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Xhukari
  Sun Aug 19, 2012 7:34 pm
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Not a fan? how so?
I was just planning to cloth them & and hair...

What I've done;
Implemented full blown wall collision, as well as implement object pushing, the objects also collide with walls and stop.
I think I might begin a separate thread for my project soon..


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Jason
  Sun Aug 19, 2012 8:49 pm
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I don't like the appearance of the HK sprite, nor the movement animation, it's one of those templates that needs more than 4 frames (Well it's actually 3 since there's the stance frame twice) to work well, and who the fuck walks stiff legged like that...

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GRID² - May be released eventually.

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Amy
  Sun Aug 19, 2012 8:59 pm
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HK's should be fine, I think the only thing they share with the RPG Maker RTP is the colour pallette.

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Xhukari
  Sun Aug 19, 2012 9:17 pm
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Yeah I noticed the legs were a bit stiff, but then I looked at some others from people who attempted similar things, and they're all stiff, just smaller & more chibi xD
I'm starting to implement the different weapon styles now.


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Amy
  Sun Aug 19, 2012 11:00 pm
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I always think HK sized things would be better done using actual pieces/body parts manipulated by a script over time, like a sort of faux 3D rather than a set of sprites, but that wouldn't work well with pixel art for the rest of the game.

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Jason
  Sun Aug 19, 2012 11:08 pm
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I've just been on an hour long walk with my little brother, I was bored and there was nothing to do, and it's exercise I suppose lol... so yeah anyway, got in a couple of minutes ago, and just got off the phone to the pizza shop, got two 12" pizzas coming our way as a reward for all the walking :thumb:

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The Forum of Jesus Brist! Click here to check it out!
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GRID² - May be released eventually.

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Xhukari
  Mon Aug 20, 2012 12:49 am
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Wyatt wrote:
I always think HK sized things would be better done using actual pieces/body parts manipulated by a script over time, like a sort of faux 3D rather than a set of sprites, but that wouldn't work well with pixel art for the rest of the game.


Whatever that is, sounds complicated. But since I'll just be tracing them to turn them into vector, it shouldn't be too difficult to fill in the gaps.
I hope anyway. haha.

Instead fo working on the guns, I've gone to working on the enemies. Was going to go for proper ai where they follow you, but that causes issues with the grid movement, so now I'm trying an alternate means.


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Xilef
  Mon Aug 20, 2012 6:03 pm
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Location: UK
I'm currently writing a protection layer between user input and the rest of the engine, so the engine is rather dumb when it comes to user input, it asks for binding states and the input module returns the state of the key that the binding is associated with, the engine can then use that state with whatever action is associated with it.
So now I'm having to finish implementing the server-side to test this stuff through a live-console (Which will help with a hundred other things) and writing a config system that will read bind commands as a script.

I could do this in the same way that the map format is read, but that doesn't let the user make mistakes in their config file, I want to be able to cope with user's writing configs with poor syntax, such as: bind "x" "jump" as opposed to the syntax of bind"X" "jump";

I'm going to have a data-embedded config that will bind all the default keys on launch, which are then over-written by a user's autoexec config that will replace binds, so that will involve some detection on if a bind has already been used.

I've also decided to not use a scripting engine for the game core, I'll be building a static object of "Game" that will be compiled.
I have plans to release an open source template Game.dll/Game.so so people can create their own games and mods with my RPG engine, but designing the inner-workings of this may take some time.

I'll need to move all this input I've been writing into that module.

Oh man, I just think as I do, I've been coding this input and as I've been doing it I've been noting down the problems and building a to-do list, all those years of experience are paying off.

EDIT:
Wyatt wrote:
I always think HK sized things would be better done using actual pieces/body parts manipulated by a script over time, like a sort of faux 3D rather than a set of sprites, but that wouldn't work well with pixel art for the rest of the game.

You mean a skeletal animation system, I wrote a lovely LUA implementation of this sort of animation system for work, it had child-parent relations and I even wrote a hilarious auto-lipsync system that took written-sentences, analysed the phonics and produced animation sprite sheets of what mouths to display for the sentence.
Was very proud of it and Castlevania shows that it does work amongst standard pixel-art of an entire game, as long as the body parts are pixel-art sprites as opposed to vectors or sprites with alpha transparency for anti aliasing.

EDIT2: Also figured out I'm going to have to use function pointers so the Game.dll's routines are accessible from the map format itself, registering function names would be the hard part, I'll have to make a Game.dll function where the developer can define which functions they want accessible to the map.

I guess one obvious benefit of the Game.dll module is that all file saving data would be contained in this single dll, so a complete dump of it's state should be fine for save data writing.

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Xhukari
  Mon Aug 20, 2012 7:52 pm
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Currently implementing the grab n' bite of zombies. and having to button bash to get them off.


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Jason
  Mon Aug 20, 2012 8:02 pm
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Listening to the Ascendancy album (Trivium) while playing Runescape

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The Forum of Jesus Brist! Click here to check it out!
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Project GRID
Full game is out now! Get playing and leave some feedback!

GRID² - May be released eventually.

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Strawberrii
  Mon Aug 20, 2012 8:23 pm
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Jay Jay, what do your posts have to do with game development? o.o

Anyway, as soon as I fix this problem with GIMP, I shall soon continue my adventure in equipment making for Ghost Shards! Huzzah!

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