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YodamanJer's Journal

Keeping Cuboidz 2D

Posted by , 15 June 2013 - - - - - - · 682 views

Well, after some considerable thought, I realized that keeping Cuboidz 2D would probably be the best route to go. Finishing the game in GameMaker should be easy enough, after I test out a few more features!

I also spent some time today re-designing the ground tiles for most levels. I will simply re-color them for other levels, as well as design a few more variations for more unique layouts, but this is the basics of what I have so far:

Posted Image

You can see that there's a lot more detail added in, while still keeping the theme of squares and rectangles. I discovered that blending two colors with GIMP's smudge tool, using a noise filter and then using the Posterize effect as the last step really helps to make graphics look retro, and it's easy enough to pull off! These really look somewhere between 16 and 32-bit graphics, eh? Posted Image

The shadow underneath the grass sections really helps to make them "pop" out more, and the squares in the dirt actually serve two purposes.

1) - To reference Sonic the Hedgehog (one of my favorite games of all time!), and
2) - To hide some sections that I couldn't quite make seamless. The squares draw your eyes away from the inaccuracies, and literally cover some of them up! If you look REALLY closely you can still some stuff, but otherwise you wouldn't know they were there!

Now I just have to re-design some of the other sprites, and I'll be good to go!

Would Cuboidz be better as a 2.5D sidescrolling platformer?

Posted by , 06 June 2013 - - - - - - · 738 views
Ideas, Unity3D, Cuboidz
Well, I've been stuck on my Cuboidz project for quite some time. I haven't been working on it that much, because I've realized that 2D, while fun, is rather limiting to several ideas I want to implement in any of my games.

Secondly, as great as GameMaker: Studio is, it has severe limitations when compared to Unity3D. For example, in Unity, you can set up variables in your scripts that you can then access from the inspector, and essentially fine-tune certain things within the editor without having to recode a tone of values. You can even do it while the game is running!

GameMaker has no such option. In fact, its scripting is really rather limited. Do I think it was a waste of $50? Certainly not, but I do wish I had thought about it a bit longer before buying it. It's great for games, just not the one I want to make right now.

Anyway, that's not the point of this post. I'm wondering, would people find Cuboidz to be better in a 2.5D style, similar to Rochard? Or should I stick with the 2D entirely, which can also be done in Unity?

Another reason I'm considering Unity is because it allows for publishing to a wider range of Linux distros, whereas GameMaker officially only supports Ubuntu. There really are a lot more things one can do with Unity!

Anyway, what does everyone think?

Making good progress on new game

Posted by , 26 May 2013 - - - - - - · 529 views
Cuboidz, 2D, GameMaker
Well, I've learned quite a lot about how GameMaker works since I've last posted in this journal, and I've even started developing a game!

It's sort of a "test" game. I chose to make this one before "A Little Epic", because it will be a simpler platformer, and have a much simpler mechanics.

Here's a little video, showcasing (now defunct) graphics, and the basic mechanics. I've done all of this in about 2 1/2 days.

Planned platforms for release include (once I obtain the license) Ouya, Windows 7 and Windows 8, and possibly Mac OS X.

Here's a screenshot, showcasing the updated visuals!

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It's been a long, long time...

Posted by , in Uncategorized, A*Little*Epic 28 April 2013 - - - - - - · 672 views

Well, it's been a really long time since I've posted here on GD.net, or used this journal. A lot has happened over the last year.

Aside from continuing pre-production on my game project (previously known as "A Little Epic"), I've been really busy with figuring out what I need to do with my life, and trying to get things in order. I've decided to pursue game design and will begin online classes this summer.

Anyway, I probably won't update this journal very much. I'l be posting in my more public blog. However, I will post occasional updates here as well, for those who don't feel bothered to go to yet another blog (I don't blame you :P ).

Along with everything else, I've decided to use GameMaker: Studio for my game project. GML is a decent scripting language, and the features of GM:Studio are just too nice to pass up. Basically, I had a basic sidescroller working in about an hour, after following all of the tutorials I could find on the subject, and it's really easy to use. It could even do 3D games, though with Unity available, it may be difficult to compete. :P

Anyway, I'm back now, and hopefully I can start working on making this game soon!


It's been a while...

Posted by , 11 April 2012 - - - - - - · 908 views

As the title says, it's been a long time since I've posted here. This is mainly due to the fact that I got a ton of hours at my job and haven't really had much time to sit at home and do much of any game development, let alone programming of any kind. I also discovered how addictive Minecraft can be.

Anyhoo, I've abandoned GLBasic in favor of Panda3D, because Python is slightly easier for me to manage then another BASIC dirivetive. It also runs on all Operating Systems natively, so it's much easier to use for game development.

So in the next couple of months, you'll start seeing some images from a game I'll be developing with it. It's a port of my old game called "Coins Galore", which you can view here on my website. That's also where my main development blog is located.

Multi-Platform Development!

Posted by , 09 October 2011 - - - - - - · 536 views

So I haven't ordered it yet and won't be able to until next Month sometime, but very, very soon I'm getting myself a shiny new iMac. It will serve two key purposes; one is to start developing for Mac OS X with GLBasic, the other is for video editing, which is my other major hobby.

One of the things I hope to do with the iMac is to start changing how many games are available for Mac. Sure, there's a few commercial games available for OS X and multiple games for iOS, but there's just not as many as there could be. It's a shame, because the Mac is capable of great gaming.

My first game for Mac will be for Mac, Windows and of course Linux. It will be the one discussed earlier in my journal, and I'm going to start coding it now on my laptop. Then, when I get my iMac, I'll hopefully have a small demo to produce for it and test it. Then we'll see how it all goes from there. :)

Some problems with GLBasic...

Posted by , 05 October 2011 - - - - - - · 889 views

Fantastic. Just when I thought this tool would be great, I discover a lot of problems with it on my current computer. It could just be my hardware (I am on a laptop, after all), but it's really annoying to have gotten so excited over it and then find some problems.

First, for some reason or another, every now-and-then GLB doesn't want to load ANY font file and goes back to its default barely-readable default font. Terribly annoying, especially when one is relying on it to ALWAYS load the correct font file and use it. My game requires a very specific font to be used. I've made sure that my font file is located in the correct folder...so I have no idea why it's doing this to me. :P

Second, there's problems within setting up the transparency for Sprites, but this at least can be worked with. Originally, I was creating a tileset for my game sprites, and loading a single image and splitting it in a For Next loop.

Fairly simple, eh? Not so much; even after making sure that the originally loaded sprite was transparent, using GRABSPRITE seemingly REPLACED the masked-out pixels with black again, and even using "SETTRANSPARENCY" before "GRABSPRITE" did not work. Someone showed me a way to get around it using polyvectors and it looked simple, but I decided to just save my sprites as standalone tiles. Annoying, yes, but it works.

I'm scared to try 3D stuff because some of the demos show a lot of screwed up faces, particularly the shadow demo. Others look fantastic, though, so I'm guessing it just depends on what shader you're using and what version of OGL you have. I think my graphics chip just really sucks. :P

In the meantime, I'm going to study Blitz3D again, because I found a huge series of tutorials on YouTube in making a 2D platformer with it, and it's easily modifiable to run in GLBasic or even DarkBASIC, and one could also go a step further to making it with C#, which is eventually what I want to learn anyway and have been studying in my spare time with this site, which is a FANTASTIC crash course through the fundamentals of C# but not necessarily on programming itself.

I still want to use GLB someday because the platform support is phenomenally good, but until I figure out why it's not working very well on my computer, I'm sticking with B3D and XNA.

[Edited out the code snippet because it got messed up]

GLBasic - My next game development tool

Posted by , 25 September 2011 - - - - - - · 879 views

My next game will not be produced with Blitz3D after all. After studying GLBasic for a few days and playing with its various demos, seeing others' incredibly impressive work and looking at screen shots and videos, I would be stupid not to go with GLBasic.

The language is a lot simpler of a switch from DarkBASIC to Blitz3D, and it also seems to be more powerful. It uses OpenGL to render its graphics as opposed to DirectX, enabling support for Windows, Mac OS X, Linux, Android, the iOS platform and even webOS! Quite simply, GLB is a very powerful tool.

It is absolutely perfect for the game I have in mind, which I wanted to be able to be cross-platform anyway, so this is a God-send for sure. Thanks to ukdm for telling me about it, without him I would never have discovered it!

So, now I've just got to purchase the full version (after my next couple of paychecks, so in about a month's time), and I'll be able to start programming my game that will run on ever computer platform out there right now. Since I dabble in Linux from time-to-time, this software is perfect because now I can develop more 3D games for Linux as well!


Posted by , 14 September 2011 - - - - - - · 580 views

Hi all!

I'm new to this forum, but I'm certainly not new to programming! I've been dabbling around in DarkBASIC for ages (since 2007) and have created a few interesting things. My main projects have included level editors and small platform games, but unfortunately I lost all of them in a crash, and even worse is that since DarkBASIC has issues with Windows 7, some of the back-up code from those old programs I've found on old hard drives do not work on my current system. All of this has led me to Blitz3D, which the more I play with it, the more I realize just how much better it is than DarkBASIC.

It uses a syntax more C-like than DarkBASIC, and as a result it's closer to "real" programming than DarkBASIC. DarkBASIC does a lot of things behind the scenes so that the programmer doesn't have to deal with it. While this seems like a great idea in theory, in practice it totally wrecked my view of programming. Blitz3D has forced me to think about programming in new ways that I hadn't thought before, and I like that. Granted, every other programming language does the same, but I really like Blitz right now and want to stick with it for a little while. It's a great language!

However, this does not mean that I won't learn a more advanced language such as C#/C++. Eventually I do want to get there, and I even have a few books on the languages to study in my spare time. Eventually, I want to develop games for the Xbox 360 with XNA...but that's at least a couple of years off! So in the mean time, my games will be made with Blitz3D, and I'll release them soon! I'm working on one now that I will detail in future posts, and I must admit I'm very excited about it. It's a 3D Sidescroller, and that's all I'm going to tell you. :P

So if you're interested, stay tuned! Otherwise, well, I'll post a thread and you'll be surprised. Either way, you win! :)

-Jeremy, aka CoffeeCoder

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