Jump to content

  • Log In with Google      Sign In   
  • Create Account

Walking Towards The Sun


Posted by , 27 May 2011 - - - - - - · 383 views

The skeleton of the game how been laid out and hooked together. It's not gonna blow your socks off, atleast I wouldn't expect it too. Maybe you got really loose socks, that have a tendency to fly off. Don't worry I won't judge you.

Things are still on schedule, to have the engine of the game finished and ready for scripting by July 1st. I am still looking for an artist and sound producer, despite the amount of replies I got, none have responded to my follow up reply. For those that I might have forgotten to tell, I can't skype at the moment, I have no mic, and embarrassingly dropped/destroyed my phone over the weekend :angry:. As dumb as it might have been I wish it was on video... me plowing into a pole, while texting and walking.

Up next on the docket is something I've actually been looking forward to. I'll be putting together the script-able story telling portion of the engine. It'll be fairly basic, and resemble the typical JRPG style conversations. Though I want to allow simple animations while the talking is going on. IE imagine, two people conversing and suddenly a ship flies across the screen in the background. Simple things like that.

Looking forward to a crappy rainy memorial weekend so I might actually do some work over the weekend. After the story component, it's time to finish the player's persistent profile, and make sure it syncs up with the level based player, then the shop and upgrade system.

I still need to find a decent (free) sound library to implement into the game. I've been messing around with making my own, and it really doesn't need to be robust, just working with no bugs. Though I didn't plan time for writing my own, so if anyone has some suggest feel free to message me.

Till next time, and don't eat the jelly beans.

My Brain Falling Out of my Mouth

Posted by , in KylarsValcano 23 May 2011 - - - - - - · 326 views

Music music and more music. I stumbled upon this awesome artist, Ewan Doboson. Google, Bing, Yahoo or just search for him. He's a crazy mask wearing guitar playing master.

I've been on a weird rock phase lately... which isn't too weird, but really isn't the usual thing I listen too. I mainly reserve it for work, cause it keeps me going like a shot of caffeine. I'm more of a fan of obscure grungy indie style music, and it doesn't hurt to throw in an electronic twist every once an a while.

I recently pick up a copy from a close friend, of a bunch of Gorillaz songs, but without any of the singing. (that just sounded like horrible grammar) Not sure if it was a karaoke cd or not, though I can't see the songs that are on there being all that geared towards karaoke. It's a great listen while coding away.

To all you guys that suggested I watch Psych, good choice. Granted I don't 100% get all the references they throw into the show, but the guy that plays Sean is great at coming off as a know it all goof ball. Along with a ton of cameos, which usually turn into making fun of the characters that actors has been in the past, it is great. Even with it's extremely episodic structure, I find myself laughing at every episode.

Oh and one other sided note, the title of this entry... where did it come from? I go to check the comments and noticed it underneath the title of my last entry? I don't remember ever writing it, and can't find it in any of my other posts. The cool part though, if you google it, my journal pops up as the third link.:cool: I like it though, sounds very much like an Isaac Brock lyric.

Enough with the ranting.. atleast for now.

Milestone for this week is to put together the menu system, aka the underlying skeleton that will link all the portions of the game together. After reviewing my notes over the weekend, i decided to revive an old half baked state machine, I used in my Conquest game. It's extremely simple and would probably get alot of laughs and rude response to the hardcore engine techies. It's that it worked so well in the past, it fits with what I'm trying to accomplish and it's already coded. Just got to migrate it and tweak it to fit with the function types I'm using in this project.

The basic run down of the machine. It uses a base class that I will call a Task, these tasks are nothing more than an empty object, with a loaded flag. And functions to start, update, pause, stop, and resume. I basically make the major components of the game tasks, and have the main menu control, which task is active and whether one needs to be activated. Tasks can't interact with tasks they don't own, and the main goal is to make sure there isn't too many of these tasks.

The tasks will be simple like, CampaignTask, SurvivalTask, OptionsTask... and so forth, so anything you can access from the main menu will be a task. Then internally these task are responsible for they're own actions. To communicate back to the main menu, the task can only tell if it wants to stop or pause. But can't tell the main menu to start another task, only the menu can decided if a new task needs to start and can only start one if it is actually in control ie when no other task is running.

The difference between pausing and stopping, is that stopping unloads the task and frees anything within it. Pausing keeps it loaded and simply returns control back to the main menu, this allows the player to access the menu from within the game. The menu checks every time it needs to load a task if one with that id exists already and is loaded, if it is there it will resume it instead of starting it.

Also it's time to revive another old tool, my widget class for doing the buttons in the game. I designed it for my TD game i put on hold, but atleast it's not going to waste. I just don't like that I put it in a namespace related to that game... so there is alot of ztd this and ztd that. Which just beats my OCD to death.

No video or pictures this time around, but if everything goes as planned, I'll be showing off again Friday... so keep tuned, and don't walk towards the light unless you're trapped in a rubiks cube.

Looking For an Artist

Posted by , in KylarsValcano 17 May 2011 - - - - - - · 570 views

I'm looking for two teammates who would be interested in working on the project alongside me. I need a 2D artist, and sound producer. If you're interested you can check out my help wanted post or message me.

No huge breakthroughs this time around. Been doing a little bit of clean up, and trying to make the code more localized to the objects it interacts with. I did implement the levels representation of the player, just need to finish the persistent portions of the player. Such as information on what types of upgrades are actually being, used...etc.

I'll be spending the rest of the work, taking everything I've done so far and linking them together into a level. That can be loaded, cleared restarted and played over and over again. Of course there will be some more cleaning to do, but I've already finished what was planned for this week :D so I have a little breathing room. The extra maintenance should help keep me on track with the design I had planned... hopefully.

Another quick Video and screen of my design ideas.

Posted Image

By the end of next week I plan to have the major portion of the menu system done. If I get started Thursday or Friday I'll probably be ahead of schedule on that aswell. The intro splash screens, the main menu and navigation between the main menu and sub menus like options and campaign mode.

After that it's onto the story telling system, and implementing the sound system.

I'm looking for two teammates who would be interested in working on the project alongside me. I need a 2D artist, and sound producer. If you're interested you can check out my help wanted post or message me.

Blast from the past

Posted by , 13 May 2011 - - - - - - · 339 views

Keeping it short and sweet. Just re uploading my old games. Combo Blocks and Conquest

The smell of summer dreams.

Posted by , 12 May 2011 - - - - - - · 312 views

From atop the light post, starring behind myself. The back seat of a Dodge dart, down the street with only one building. Backs of heads with no faces, whispers but no voices. Walked to the front door, and entered the second floor. A balcony, looking down on the basketball court. Loud beeps and a bad feeling. Ran to the bathroom, and talked to the urinal. Freaked out and jumped through the hoop. Woke up and Howard stern was on my alarm.

Not only do I have to have my alarm out of arms reached, but I realize I can't have it set to the radio. My brain just doesn't want to wake up when the alarm is going off... but for some reason I constantly wake up ten minutes before it does go off thinking I slept through it again. We got talking about weird dreams at work, and that was the one dream I've never forgotten... probably the most lucid dream I've ever had. Have you ever had any weird dreams that you remember?

Bombs away...

Been actually getting ahead of myself and little off track with the project. I've been taking the day to review my designs, and make sure I'm following them. As well I'm trying to put together a half decent script for the story. I've had the basics of why, and where. Though I just never really thought about how I want to portray it... dialogue wise.

As you can probably see from the video, other than the player I've just about got everything to do with the main game play finished. Just needs to have some levels scripted. If I can keep pushing myself, I should have a rough outline of the player coded by the end of the week. :D With my motivation so high lately, I've been getting quite alot done.

Something I've always liked doing, during down time is taking all my design notes and lay them out graphically so I can get an easier view of them instead of constantly referring to the many pages in my notebook. Which by this time, is about to run out of room, with 180 pages of notes and ideas. Should go get another one before it runs out.

Posted Image

Tongue tip tied to the roof of my mouth

Posted by , in KylarsValcano 10 May 2011 - - - - - - · 304 views

Posted Image

Gotta stop using testing as a reason to play with my project for an hour instead of coding <_<. Things are moving along quite nicely, though I've been having to work later in the day to get around my new my new schedule.

I've started implementing, what I will from now on call 'Threats' and 'Projectiles'. Threats are split into two type, cannons or bombers, what you see in the pic is an example of a cannon threat. These are static objects, and can't be directly effected by you as the player. They instead die over time, so long as you prevent they're projectiles from destroying the buildings below they will die after a certain amount of time. They can also be setup to die after they launch a specific amount of projectiles.

If you've seen my original video, the volcano would be another example of a cannon type threat. It cant be interacted with, and instead just sits there spitting out lava rocks (projectiles). Similar to the volcano all the cannon types rise from the ground, or kinda expand to simulate coming out of the background. This would be used for things like tanks that appear to destroy the city. I just couldn't convince myself that a tank could rise from the ground in the same fashion that a missile silo or mountain could?

Bombers on the other hand would be things like... uh bomber planes :blink:, or basically flying/hovering threats that drop projectiles. These will be interactive, like the projectiles you can eventually shoot them down if damaged enough. They also will be able to move so it won't be as easy to manage they're projectiles but removing them will do wonders. The idea behind these guys to use them as secondary flak along with the cannon type threats.

I do plan on using them as bosses and as the only threat in some levels though.

I'm really gland I spent the first couple weeks flushing out the state driven animation object, dubbed SDO (state driven object). It's made incorporateing assests and designing the graphics feel of everything in the game so far. There is no need to hard code 99% of the graphics, except a couple things that are entirely specfic to the actual object. Such as the specific emitters that are active when the threat rises from the ground. These had weird positioning parameters that, on paper, bloated the script file to the point I was basically coding a whole section of the game, when it would only take 5-15 lines of code in the actual source code.

Well time to finish up some assets and make another video... or is that another excuse just to play with the game :cool:.

For you people that don't spend hours on youtube when you should be working... god i love my job. Check out "Your Favorite Martian" for some funny songs, and his "Tosh.0" style videos called "Equals 3".

Sunspots in the house of the late scapegoat

Posted by , 07 May 2011 - - - - - - · 234 views

Work continues, I decided to take a break from the boring stuff and implement a couple features into my particle system, to make some of the planned animations easier. I just spent 3 hours cleaning up, and refactoring the messy 2 year old code. Boy was it a mess to, if it wasn't for my insanely long variable names, I would've just rewrote the whole thing. I love just trying to think why I would go through the trouble of typing emissionBehaviorBoundaryWidth or emissionBehaviorVelocityAccelerationInterval...:blink:. Whatever it works, If I get really bored I'll simplify things... maybe.


Just a simple video showing the multiple sprites per emitter, along with fading through multiple colors. Now I'm going to start implementing the needed changes; outside forces, to simulate wind, gravity, for from explosions, etc... The other being the death boundary, basically if a particle leaves a certain boundary it dies are collides with the boundary.

I wanted to make it so that falling debris or particles could hit the ground (boundary), and stay there till they timeout. Also gravity is one lacking effect from my previous videos. The buildings would explode and shoot out debris, but that debris would just fly into outer space, They should fall to the ground right?

I just got to make my mind up on if i want these forces to be constant or allow adding and removing of them over time? Also if they should have an area of effect or effect everything equally? Well back to coding... until next time.

Later that nite ;), finished the assets for testing, and setup a test subject. Time start destroying things.

Iron Horse

Posted by , in KylarsValcano 05 May 2011 - - - - - - · 308 views

Something about music always helps me concentrate. If you're into the indie genre, check out Iron Horse especially the album, 'Pickin on Modest Mouse'. It's a great bluegrass tribute to Modest Mouse. Before i go on an endless spurt of my musical tastes, I've been doodling up some assets to test the script system.

Posted Image

I found a strange bug with the way I was parsing the script/xml file, and I honestly don't understand what it doesn't work. I'm glad I realized it early though, cause there is a good handful of conversions like these.

TiXmlElement* data;

if (data->Attribute("string") == "Foobar")
	id = Foobar;

This is using TinyXML, and attribute does return a std::string but for some reason that comparison always fails. Despite the fact that the value being return does match up. I would hope the debugger isn't lying to me about the values. Simply setting a string for use in the comparison avoids the issue. But I'm curious what is actually causing the problem.

Back to finishing the last animation, I wish I had a tablet. I love drawing, but using a mouse is such a pain. Next time I'll have a little app put together that can force the triggers that cause animations and effects to work. Just for the viewing pleasure.

PS. A small peek at the script that will be used.
	<sprite name="hutNormal" file="data/bld/hutNormal.png" u1="0" u2="1" v1="0" v2="1" alpha="1" />

	<action type="DrawSprite">
		<trigger type="StateTriggered" id="FullHealth" value="100" />
		<qualifier type="StateNotActive" id="FullHealth" value="100" />
		<asset id="hutNormal">
			<offset x="0" y="0" z="0" />
			<size x="64" y="64" />

	<fullHealth   id="FullHealth" trigger="Health" value="60" />
	<highHealth   id="HighHealth" trigger="Health" value="45" />
	<mediumHealth id="MediumHealth" trigger="Health" value="30" />
	<lowHealth	id="LowHealth" trigger="Health" value="15" />
	<noHealth 	id="NoHealth" trigger="Health" value="0" />

I'm awesome

Posted by , in KylarsValcano 04 May 2011 - - - - - - · 436 views

Id like to just let you all know, I'm awesome. Not saying you're not, but I know I am. Work continues on KylarsValcano (title in progress). I've settled on a simple but flexible script setup. It's mainly for adjusting the visual/audio aspects of the different objects. I just need to put together some simple assets to fully test things, but I am very excited to finally put it into use.

I originally thought I would have two different styles of game play, the missile command style you see above, and a top town plane shooter. After putting the prototype together, I realized, the top down shooter is so similar that it doesn't feel like it adds enough to make it worth putting it in the game. Alot of the aspects of that style can be implemented in the missile command style anyways.

Another hurdle that I completely forgot, was what sound library to use. I really like FMOD, but as I plan on trying to get this published, I can't use(afford) that anymore. So do i try to get accustom with someone else library, or roll my own? Id rather not get into more engine development so I guess I'll have to start googling for a new sound library.

Something cool to check out, especially for all those that think GameMaker is just for beginners, This guy has a pretty interesting project going on. http://forums.tigsou...p?topic=18578.0

Latest Visitors