Too dumb to make it, too dumb to quit.

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desdemian
April 14, 2018
Working on the AI, a coreographic fight.

This week was full work on the AI, which was lacking a bit, to say the least. It is a simple state machine that changes based on the distance to the character (far? jump, close? punch/kick) and its own physical state (falling? stucked? idling? close to edge?).

Eventually I managed to make se…

2,429 views
desdemian
April 04, 2018
A new level select screen

This is the new Level Select Screen, made by ponylab studio:

 

This is how it used to look:

So you can see it was a big improvement.

 

More info about the game: Posable Heroes on Steam

1,925 views
desdemian
March 13, 2018
The new tutorial

Refining the tutorial was probably one of the hardest part of the "later development". Everything was in place, but how to teach the player how to play the game was still a struggle.

The first time somebody tried my game, he was 15 minutes on level 1 and he couldnt even solved it. So this wa…

4,202 views
desdemian
February 20, 2018
A new hud

Lately I've been working on updating the hud. The game is quite colorful (once you press play) so I thought adding a cardboard only hud to make the distinction.

Use to look like this:

Now it looks like this:

Top left is supposed to be the briefing about the current level. Wor…

2,412 views
desdemian
November 30, 2017
Replicating a simulation with Box2d, part 3.

In the last post, I explained how to solve the box2d issue about cloning a world. It's pretty simple, fairly fast and reliable in its results.

I didn't use it. Why? Because there are some cases (like my game) that it doesn't w…

2,880 views
desdemian
November 27, 2017
Replicating a simulation with Box2d, part 2.

So, in the previous post I said the main problem about duplicating a box2d world. The worlds differ.

Why would you want to duplicate a box2d world?

There are several reasons:

  • To replay a cool sequence.
  • To predic…
  • 4,139 views
    desdemian
    November 24, 2017
    Replicating a simulation with Box2d, part 1.

    Today I was working with a real buggy bug that has been bugging me since pretty much the beginning of development.

    You see, I choose to use box2d c++ version for Posable Heroes. It's open source and pretty solid. And the best of all, it's deterministic. That is, there is no "random" on the s…

    3,015 views
    desdemian
    November 23, 2017
    I'm back, and now with a Steam Store page.

    Alright, I took a long hiatus because I was tired and starting to feel burnout. Now I'm back and ready to give this final push that is needed.

    First thing first, I have a steam store page set up!

     

    Which is good, now people can wishlist the game. Currently I'm at 69 whislist wh…

    1,860 views
    desdemian
    May 05, 2017
    Greenlight continues... and so does development.

    Alright! 11 days on greenlight, and work must go on.


    Today I show you a couple of characters that you will find on you animated adventure.

    This is some sort of goliat/brutus minion that will get in your way. There's no way to defeat him by punching him so you better use your head in this confrontatio…

    2,602 views
    desdemian
    April 25, 2017
    First day of Greenlight

    So, finally, Posable Heroes got into greenlight on monday morning.

    Preparation:

    I prepared my 512x512 logo, which has to be less that 1mb so some optimization had to be done. I decided on an animated logo for extra attention. But the animated portion was small (like 30%) so the weight would not be as…

    2,463 views
    desdemian
    April 15, 2017
    Programer art vs Artist art

    The last month I've been putting the new artwork into the game. Still lots of work, but it's nice to see it come together.


    Last entry I was wondering about two diferent artwork style and trying to decide which one to keep. I decided to go with the cleaner looking one. The paper borders were just too…

    2,093 views
    desdemian
    March 21, 2017
    With... or without borders

    Since the beginning I wanted to add clear borders to all my characters and levels. This was mainly due to this being a physics game, and I wanted no doubt about which object can collided with which object.

    Since the characters takes a lot of effort to move, then the player should find no surprises a…

    1,946 views
    desdemian
    February 11, 2017
    After 3 years, an artist has joined me.

    After 3 years of working alone, I have hired an artist to work with me on the game.

    The pros:
    - I was able to work the game at my own pace (i. e. very slow) and just focus on programming, without being distracted/worried about leading an entire team.
    - I could change, scratch and toss away work. Redo…

    2,226 views
    desdemian
    November 13, 2016
    I made an ollie!

    One of the levels I've been working on requires you to use a skateboard.

    Allthough in the level you just have to ride the skate through ramps and jumps (hard enough), for this screenshot saturday I decided to invest a little bit of time trying to see if I could make the character perform an ollie o…

    2,665 views
    desdemian
    March 06, 2016
    Adding a companion.

    There are three heroes in my game. They all move the same. Move the limbs -> thus the torso moves. Enter the robotic companion.

    The Robot idea came from the observation that sometimes you need a little push to make your character go through some obstacle or reach a destination. I consider the id…

    2,118 views
    desdemian
    January 28, 2016
    Even more changes to first 6 levels.

    I made several small changes to all levels, trying to smooth any rough edges the testers find.

    One problem with this approach: The games are going to be painted (as in, no tiles or reusable pieces). That means everytime I change a level, a (theoretical) artist should change their drawings and reexp…

    2,182 views
    desdemian
    January 12, 2016
    Smoothing out level 2 and 3.

    Today there was some level design progress!

    [color=#000000][font=Verdana]Based on some feedback, I've been working on the levels to solve details that players are striggling with.[/font][/color]

    [color=#000000][font=Verdana]The second level had a few problems:[/font][/color]

    [color=#000000][font=Ve…

    2,762 views
    desdemian
    January 08, 2016
    New Demo out.

    It's been a long time since I posted. I've been making significant changes based on some feedback received.

    There's a new alpha demo out in case you want to try it: www.themostposerheroes.com (<-- do you have some spare time? feedback will be really appreciated!!)

    The big main difference is that…

    2,424 views
    desdemian
    October 08, 2015
    GUI/Tools programming vs Game programming
    Dear diary...

    I've been doing a lot of GUI/tool programming for the last two months (mainly building a level/character/campaing editor).
    And I have noticed a huge difference in my mental state while programming GUI/tools sutff.

    As in, when I'm programming games, I'm constantly on my toes: "Is this eff…
    7,873 views
    desdemian
    September 26, 2015
    Character Editor is done
    It was very simple to create since I had all the screens ready.
    I just separated three screens form the Level Editor (Image Editor, Part Editor and Object Editor) and packed them into a Character Editor.




    Now you can create your own character, with any number of limbs and its own physical properties, …
    2,096 views
    desdemian
    September 23, 2015
    Level Editor done.
    The level editor is done.

    It took me a lot longer that I estimated, but I have everything in place now so hopefully I can start focusing on level design.

    It is divided in several "screens". The Image Editor lets you load files, set their UV coords, set origin, and if they are animated sprites you can…
    2,221 views
    desdemian
    August 06, 2015
    Building a level editor.
    I've been delaying the Level Editor for too long. Always with the excuse that I had better things to do, or that I only needed one or two ore levels for the demo, so it was a waste to make a full editor right now, and I could survive with manually modifying txt file for now.

    Well, excuses are over a…
    2,156 views
    desdemian
    July 31, 2015
    Brutal Soul-Crashing Dream-Destroyer Feedback required.
    Ok,
    I finally managed to put together a 6 level early build of The Most Poser Heroes.





    Please, I need brutally honest feedback. Yeah, the one that destroys your soul and dreams.

    Here is an old trailer, and here are gifs and screenshots.
    Dowload (windows only): www.stochasticlints.com/builds/TMPH_0_5.zip…
    2,116 views
    desdemian
    June 29, 2015
    New everything.
    My father gave me his old laptop.
    Since his "old" laptop was still 4 years younger than my current laptop, I took it. I needed it to record better videos since fraps+my game was too much for my current machine. Nothing else. I was probably going to keep using my machine for development.

    I don't like …
    1,769 views
    desdemian
    June 13, 2015
    Adding physical projections.
    [color=rgb(102,102,102)][font=verdana]
    I've been working on adding physical projections of what is going to happen.

    In the previous version of The Most Poser Heroes, there was a lot of "guessing" of what was going to happen. You had to really understand the behavior of the physical bodies to move you…
    2,213 views
    desdemian
    May 31, 2015
    Solution to Level 2
    Continuing working on the introductory levels, this is the solution for level 2.

    Here the player gains control over the leg also (level 1: only controls the arm). The body is still fixed, so there's not a lot of room to screw up.

    Exactly zero minutes were spent researching the insides of a helicopter…
    1,719 views
    desdemian
    May 24, 2015
    Inverse Kinematics to the rescue.
    I'm currently trying things to make the game easier on the new player, without sacrificing the original vision.
    Besides modifying the first levels, I have added a few control related improvements.

    Inverse kinematics:


    I slowed it down on purpose to give the user more control.

    This is something that seve…
    3,666 views
    desdemian
    May 09, 2015
    New, easier, introductory levels.
    So, besides my hud problems, and gameplay troubles, it has come to my attention that the first level is too hard.

    This is the current first level:


    It's a vertical level, from top to bottom; so gravity was supposed to help. It was not enough. So this level needs to be redesigned.

    Also, I've been trying…
    2,068 views
    desdemian
    April 11, 2015
    The IGF reviews are here.
    The IGF reviews are here. The good news is that they all concur to the same point. The bad news is the point they all concur to.

    Consensus: Good idea. Boring implementation.

    ===

    I really like the idea behind the game however in it's current state it is no fun to play at all because the process of anim…
    3,180 views
    desdemian
    April 01, 2015
    Rethinking my hud
    So... about my hud. This is my current hud design (graphics not final).



    I made it based on YouTube's control bar...



    mixed with Adobe Flash's time line...




    Although functional, as i said before, a lot of people are having trouble grasping it. Programmers and animators have very little issues, but "commo…
    3,013 views
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