Menu::windowDraw(50, 50, 100, 100, "myWindow"); // Opens a window at 50, 50 with size 100, 100
Menu::windowDispose("myWindow"); // Closes a window
Expand to see the code.
The animation is ran on different CPU threads to reduce any load on scenes that may be occurring during the animation and it automatically cleans up the memory for you when the window is closed.
Along with that, the texture loader is nearly done, I need to implement the timer systems (Which isn't done as stated above), so when the timer is done it will unload textures that haven't been accessed for a while, freeing up memory. I'll try to make the unloading time based on how much free memory you have, but for first tests it will unload any texture that hasn't been used in the last 5 minutes. Textures are referenced by their file path and are loaded into the data manager with the line:
The data manager will load sound and other file types in the future, but I haven't decided how they will be done (A texture can only be displayed or used, a sound however needs to be manipulated before use).
I want to use OGG sounds with tags, so I can have music that controls the battle camera, so when a faster section plays the camera moves to a different angle, I'm also looking into inserting battle commands at sections of music, so bosses will do certain moves during a section of music.
What should I do to the first one? I mean, I thought of putting things on the walls, but its a tent...that's not really a logical thing. Ace's garbage tent tiles might be to blame for it as well. XD
Mundane: I like the mapping and everything looks pretty good. There's just no defining features in the screenshots. Right now you have a nicely mapped snow forest area and thats fine and dandy but because there is no schitckt to it they come off as average. Think of some defining world building features to maybe have. What you have is good but expand~
Yeah, I see what you're saying. I'm really trying to focus on gameplay and narrative with this little "experiment". What I kind of want to do is get some more ruins tiles and blend them through the landscape a bit.
I feel like I'm always in the same spot in my game :\ At least now I have actual screen shots and not mock ups. But I'm really starting to lose my patience at how slow I am at getting anywhere.
Bunch of screens
Title screen: Prologue: My message thanks to BlueScope: More of inside the castle: Outside the castle: And a WIP I'm working on now:
I think the ground on the last screen looks too intricate
Gotta say though, now that I'm seeing individual screens all at once, I really like the style you got to them... I missed that looking at the moving game, for some reason...
_________________
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!
Wyatt, the icons look a bit pixelly compared to the rest of the graphics, and the border is a little thick for the chat window/inventory, but otherwise it looks great!
Been working hard on a bunch of new and edited systems for Scavenger. Here are a few screenies depicting not so much the puzzles in the dungeon, but the scripts' features. After weeks of coding, I present:
flashback in the mines. hint: you can listen to what the miners were saying!
uh-oh, better chuck that thing before it explodes! (yup, you can pick up and throw bombs now)
falling stalactites and mine-tracks... but where's the cart? this section of the mines inspired by HarryE's CoG:LoZ~
Still working on a couple more features (cave lighting that blends with torches on the wall, and the local mine's miniboss, of course), but I can say I'm almost halfway done with the dungeon!
_________________ regi's games | immerse
SCAVENGERaction-puzzle-RPG in which one canvisualizethe past NEWTtext-based adventures of a four-legged amphibian OMNISIAtime-traveling puzzle-RPG against the deadliest of foes
^Very nice regi, I like the HUD interface, very clean and colorful. I like the classic mine puzzles, looks like a lot of fun. One thing I would mention is that the maps themselves look rather bland. The first screen for example has no variance in the floor detail, there isn't much to look at. I understand that in this type of game, function is far more important than appearance, but at the same point you may want to go over some of the more bare areas and maybe add some different tones to the ground soil, some sparse pebbles here and there. It doesn't have to be anything too busy, just helps break of the monotony of an empty floor.
Another tip I found to make otherwise boring maps a little more exciting is adding height and depth, giving the map some dimension. It makes getting from point A to B a little more amusing when you have to climb a ladder, or descend a rope; plus it's a great way to break up the puzzles. But overall, looks like a lot of fun, will certainly be trying it out. (I played through Newt, I did enjoy that one!)
Contributing my own while I'm here. New sexified, animated Splash and Title screens. (Odyssey logo courtesy of Radeth!)
Thanks for the input. I was showing off the script systems there more than the actual map, but any criticism is welcome! I should mention that the first screenshot is in a flashback, while the latter two are present day, which explains why there is much less rubble and cracks in the ground; but I'll try and decorate the map a bit more to make it less boring.
As for your screens, I imagine they must look pretty fantastic animated. My only gripe is that the "Ace of Spades" / "Press Space or Enter to Start" text could be smoother/anti-aliased more (if you noticed how clean Radeth's logo looks?) But I'm glad you're still working on the project-- that demo was one of the better ABS's I've played!
_________________ regi's games | immerse
SCAVENGERaction-puzzle-RPG in which one canvisualizethe past NEWTtext-based adventures of a four-legged amphibian OMNISIAtime-traveling puzzle-RPG against the deadliest of foes
Ooh, space shooter. The bullet hell works right now? Having all those projectiles moving at once is a big part of what makes those games fun and hard, so kudos if you're already that far with your project.
Good start With the cave you should try to limit the walking space IDK if this will help but i did a mapping article on walls viewtopic.php?f=270&t=74906
More before and after updates from Odyssey. Slowly making progress going over some older maps, keeping the same core fundamentals, but making things more interesting.
Before:
After:
Credit for Euphony's light house and piggman77 for the super sexy water.
I've probably mentioned before but your HUD is great, a good example of how to keep it clutter free etc. The graphcs really come together well too. I like the variation you've used in the rock face - it keeps the sometimes necessary flatness but makes each bit a little bit different. -
Trying out some interior maps here. I haven't mapped like this in a while so I'm a little rusty. The arrows are animated (red = door, green = ladder/stairs, to borrow FF's style for familiarity). Graphics REFMAP.
Have you considered using <canvas>? With the adoption rate of HTML5 browsers on the rise, I actually gave the JS+canvas business a try and I am incredibly impressed, I straight away thought about Afar and how that could benefit from it.
Gone too far in the PHP pure direction to step back? Or do you already use <canvas> and I'm just being a bit blind?
Too far I think. Canvas might be better in the long run, but restarting now would mean the game would have no content for much longer. I'd rather add content to the game as it is than recreate it from scratch, for now. But thanks.
@Ace of Spade: It looks nicer in the fact that it's more cluttered and looks busier, the water also looks nice, but for some reason the lighthouse just doesn't fit properly... it doesn't blend in with the rest of the map, and the perspective of it seems to be off too, personally I'd get rid of it, but at the end of the day it's your call since y'know, it's your game, lol.
@Wyatt: The interiors look nice, and I like where the arrows are placed, actually by doorways, but there's one thing I dislike about those screenshots, and it's not even related to the game screen (Sort of), the borders, I'm not a fan, I think they look too thick, I thought this before actually when I actually checked out the website after your update, I think they'd look nicer being... simpler, and not as thick, not 100% sure what I'd do, probably something like half as wide, a little lighter, and get rid of the "brick" feel of it, y'know? Buuuuuuut like I said to Ace, it's ultimately up to you since you're the one making it.
Thanks bro. I get what you're saying, but I really like them personally, so I'm kinda torn. The area itself has to be that size to make it easier to turn it into an App later, but other than that it is mainly there for clutter, to remove the monotony of the background.. Sortof like early RuneScape, you know? They compensated for the small gameplay size by making a big-ass Hud stuffed with clutter, if that makes sense (which it probably doesn't). (I don't mean to say "I'm copying RuneScape").
Edit: some new maps just to shove more screenshots in here.
I agree, I'm kind of new here haven't really explored this site out much yet. It's refreshing to see some cool screens and games in development. Well here's my contribution!
Rainfall: The Sojourn
The girl on the far left is the protagonist, Talyssa. One of the themes in this game is that the world is changing in an abstract manner. Humans turning into monsters, animals becoming "weird". The screen above, the deer is mortally wounded and as it's drinking the water... The blood (more like ooze) sprouts life in the stream, the flowers.
Most of the characters in the game have their own lives / motives. However, the main plot is the investigation of these strange events. There is a parallel story that is that unfolds that help provide an explanation as well.
Talyssa travels with a little girl seen in the last screen I posted. People with the same motivations as you join your party, some of the party members that join you are more integral while others only join temporarily.
If you're interested in learning more about the project, I made a site / blog thingy. As of this post it's missing a sidebar with some important links, so I decided to just talk about it a little bit in this post.
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