Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


cmc5788

Member Since 28 Dec 2009
Offline Last Active May 18 2013 01:51 AM

Posts I've Made

In Topic: Hack'n'Slash Platformer Playable Prototype -- Feedback Wanted!

05 May 2013 - 03:12 PM

Updated the OP with new video links.


In Topic: Hack'n'Slash Platformer Playable Prototype -- Feedback Wanted!

05 May 2013 - 01:01 AM

I think I'm finished with the enemy AI overhaul for now. Enemies are... really, really deadly now. I've played this game more times than I can count and am really familiar with the controls, but I still have a really tough time with this latest build.

The better AI just makes the game a LOT more challenging. I'll probably have to tweak player HP or rate of health pickup drops to balance it out at some point, but at this point I'm just really proud of how the AI works. It does a lot of stuff like leap attacks, jump-dodges, etc., that make it a lot more interesting.

Here's the new build: https://www.dropbox.com/s/b4y140c6cmmricw/Casey-HackJumpSlash-Final.exe

And here's a video of it in action:  (do 1080p if possible, otherwise it looks pretty crap)

Next I'll probably work on the dash/sprint system while it's fresh in my mind. But seriously, if anyone can beat this latest build with any weapon other than the wizard staff (which is technically "cheating") I'll be seriously impressed. It's tough.


In Topic: Hack'n'Slash Platformer Playable Prototype -- Feedback Wanted!

03 May 2013 - 10:13 AM

Made some updates with a new build, available for download here:
https://www.dropbox.com/s/b4y140c6cmmricw/Casey-HackJumpSlash-Final.exe

Summary of changes:

* Attacks add a "knockback" effect to give better feedback on hit

* All attacks have been sped up significantly (speeds still vary by weapon type, though)

* Added another control scheme for user-friendliness: can now use arrow keys/X/Z to move/attack/block, respectively
* Separated "outfit" graphic from base creature graphic, so now helmet/cloak/etc can be worn by any creature dynamically. Move right towards "instructions" arrow to choose an outfit (or cheat and use the wizard's staff for overpowered-ness)
* Added new graphics for a bunch of outfits
* Currently outfits/helmets are purely visual, but will have gameplay effects soon
* Added new weapons, axe and mace. Maces are super-effective against skeletons, but fairly slow. Axes are just really good all-around, maybe too good.
* Added facial animations for taking damage, blinking, getting stunned, etc.
* Attacks no longer slow your movement speed if you're in midair, which makes "leaping" attacks extremely powerful

Things coming soon:
* enemy AI overhaul
* more platforming elements (environmental hazards, moving blocks, and more)
* inventory & belt system for picking up usable items, swapping weapons and outfits, etc
* More interesting, procedural levels


In Topic: Game designs of questionable ethics

31 August 2010 - 06:43 AM

There's nothing functionally wrong with making a game that includes ethically dubious (or even outright disgusting) themes, as long as you acknowledge and handle those themes appropriately within the context of what you're trying to do.

Be sure that you know your game and how it comes off to players, and it shouldn't be a problem. It's only really an issue if the game just sort of haphazardly throws around really sensitive themes with no aim (unless of course the point of it is the absurdity, in which case that should be reflected in other ways throughout your design).

In short, be consistent. If your game is otherwise very happy-go-lucky and cartoony, then suddenly you're inciting race wars between eugenically fanatacized populations, that's quite probably an issue (though, as always, there are exceptions: you could be going for the "dark cartoon" feel, ala Conker's Bad Fur Day).

In Topic: SDL. would YOU recommend it ?

17 February 2010 - 11:06 AM

Quote:
Original post by swiftcoder
Quote:
Original post by lmelior
Unfortunately this thread is about par for the course when you look through similar threads going back at least 7 years. Probably longer. Everybody experienced says NeHe's tutorials are bad, and that they should be redone, yet nobody has done it and there are very few alternatives.
Having the necessary experience and qualifications to demonstrate why NeHe's tutorials are bad is very different from having the necessary experience and qualifications to write the definitive OpenGl tutorial for the modern world.

It is also a not inconsiderable undertaking. While I am sure a few of us could pool resources and get it done, it is a hell of a lot to ask from a few volunteers.


Like I mentioned, it might be easier just to put together a community "base code" of sorts that uses a few simple shaders to replace the FF-pipeline and some sort of non-immediate rendering technique, VBOs or whatever.

From there, Google will suffice.

PARTNERS