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A blog place for me!

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Lost all motivation ahhh...

Nah I haven't, I'm just practicing clickbait for future marketing 😂 terrible idea I know. I never know what to put on titles so I just put whatever.  However though I'm unhappy because I know Daredevil got cancelled after Season 3... I've not watched Season 3 yet so now I know they're not carrying it on so if they leave me a cliffhanger its going to annoy me knowing i'll never know! But hey. This happens to tv. Can't go on forever I suppose.  I wanna start updating the project page and getting to work on 'basic' designy stuff. Like I know I'll never be an ultra cool design person but If I can draw stuff on a piece of paper... Ain't that step 1? Then I can try to work on making friends and slip them the paper and if they wanna be involved they could add their own shazam magic powers to it too and it goes from pen scribbles to "y'all know this guna rock!"  but without the step 1, I'd not feel like I've had any input into it so it depends how that goes otherwise I'd be better to just try to get recruited and not have input I guess... Dunno technical stuff! BUT I also don't think anyone might wanna be looking at recruitment stuff this side of Christmas...  I was browsing Gamejolt yesterday and looking at some of the popular stuff with hundreds to thousands of follows and like one thing had their last post 3 years ago, and scrolling back they eventually say 4 years ago (No specific dates, maybe if I clicked them they'd show details) but this encourages me quite a bit too like I always feel pressured into 'getting it done NOW' and as much as its possible to 'just' do something, when you want to make something 'amazing' it'll take a while. So with that in mind I've kinda got 2 project plans.. One is my basic practice how to make it and make it better and better project... Second is the, "Here's my ideas, now lets recruit" kinda thing so I'd be able to finish something 'fully' and be happy that I thoroughly understand it and the second would be more to take steps to like team building kind of thing and recruitment and what not... Now it might not work out exactly like that. Maybe i'll make something so awesome and then I'm president of the gamers guild 😹  I can't really be serious for more than a few minutes. Gotta crack jokes or what's the point?! 😜 

CyberFlash

CyberFlash

And thus begins the addiction again...

I hadn't played Toss The Turtle since 2010, I don't know when it was released but I feel like i'd played it way before then as well but I mean that's still 8 years ago and anything beyond 5 years is 'way before' for me 😂 but yeah so I want to make that style of game.. I've gotta get 'caught up' on what's cool and fresh and what not.. I'm not exactly going for game of the year or nothing like that but I want to be able to make something I like and then maybe others like it too :P... I also figured whilst making 'small' games, I'm going to go for html builds and have them playable in browsers and like sure make a downloadable windows version too just in case people wanted that I guess but this sort of gets rid of the 'try my game' "Hmm I gotta download something from a random stranger on the internet who could be a spy...." *downloads anyway* kinda deal. Although being a spy would be kinda fun if you were good at it like the movie spies. Well most of the movie spies.  I like 'breaking down' bits of games and being like "I can do that" "ooh I can do that too".. but then sometimes I get irritated because its a case of "Oh, I could do that IF I had/knew an art guy"... I don't like relying on people for the sole fact that for the past few years a lot of people 'let me down' and its not necessarily their fault.. People get busy, life takes over, yada yada.. Its not like I'm employing people - I wish. But i'm feeling pretty confident that I can make a 'base game' with free stuff that I find and that's really all I need for practice. Maybe one day I'll practice enough to have some really cool things to show people and then I could befriend an artist or 2 or designer (I keep forgetting they're different people) and then go from practice to the adult table - one day). I had to put 'one day' because when I opened Unity yesterday everything I'd done from the day before was gone... I never did a ctrl + s.... I click 'save project' .... Apparently you gotta 'save scene' so yeah oops. Its not like I lost anything that couldn't be redone in a minute or two really so no issues and I'm glad it wasn't a loss of loads of work.  But the addiction thing.. Well I figured I should be playing the latest Toss The Turtle game which is actually now Super Toss The Turtle on Mobile (didn't see a browser version) and well I was up till about 3am just trying to beat my dam score!!! Best I got so far is 8k M, That was some lucky run where everything just went right! And it made me realize that it doesn't take 'much' really to make something great. Still not going to aim that high with practice stuff but once I move outta practice realm... guna kick some buttt. One thing I sorta like in this latest version of TTT is you can get different characters, like the whole 'skins' kinda thing... I don't know if you are able to 'buy' with real money or not, I assume you can as there seems to be something to do with IAP but you can also unlock them all for free if you play long enough! It made me realize that I'm rather fortunate along with all the other folks that bought the humble bundle thing recently because there's a whole ton of character things... Its perfect for practice, I'm not sure how i'd feel about trying to monetize something that everyone else has too. But at least I've got 'enough' to show that I could make something like it :D.  I also really like the dedication that the artist(s) on this game have put into it... Like even when you go splat on spikes you get another sprite/frame/animation thing... I hope they were paid well!!

CyberFlash

CyberFlash

 

It's beginning to look a lot like physics!

😏 Legit, I was having some idea issues recently and when i start up Unity and I want to see what the 2D Free Sprite pack has to offer... They just happen to have all the pieces you'd need for a launcher/angry birds type of game 😂 I think it has been decided! I'm going to throw objects from left to right and some other things shall happen too! You can't even make this stuff up 😂 was really scratching my head and just oomph.. "have a slingshot and throw stuff with physics!!" is definitely something a gamedev guardian angel would totally say. 

I really like how 'simple' it felt to set up the ability to have something scroll with your 'camera'/'view'.. I missed using Unity, I think I last used it when it was 4 or 5... I don't remember. I'm not going to throw out like an angry birds clone and expect anything to happen BUT for the sake of learning I might as well make one, I mean heck, I could make the angry birds clone stuff to figure out the launching, get used to the physics, then make a linear launching game or even vertical... or both 😂 I'm just going to make everythinggggg lol. 

CyberFlash

CyberFlash

It's beginning to look a lot like physics!

😏 Legit, I was having some idea issues recently and when i start up Unity and I want to see what the 2D Free Sprite pack has to offer... They just happen to have all the pieces you'd need for a launcher/angry birds type of game 😂 I think it has been decided! I'm going to throw objects from left to right and some other things shall happen too! You can't even make this stuff up 😂 was really scratching my head and just oomph.. "have a slingshot and throw stuff with physics!!" is definitely something a gamedev guardian angel would totally say. 

I really like how 'simple' it felt to set up the ability to have something scroll with your 'camera'/'view'.. I missed using Unity, I think I last used it when it was 4 or 5... I don't remember. I'm not going to throw out like an angry birds clone and expect anything to happen BUT for the sake of learning I might as well make one, I mean heck, I could make the angry birds clone stuff to figure out the launching, get used to the physics, then make a linear launching game or even vertical... or both 😂 I'm just going to make everythinggggg lol. 

Of course though I start placing out objects and I forget to add the physics stuff... Ye old Rigidbody and Box Collider thing...... -.- but yeah I think its really cool how 'simple' it is to 'start' with physics in here... I think the key being that rigidbody element.. it might be the same as marking an object as 'physics' object in the object manager popup in game maker but in Unity its like right there... I love it! I'm sure you can 'dock' windows in Game Maker to make some work station look like this or however you'd choose but you know. Lets pretend you can't for the sake for argument 😂 I'm having fun!

CyberFlash

CyberFlash

The idea is forming but.....

I am stuck with 'what then'... I can say I want to make a game like 'Toss the turtle', 'jetpack joyride' 'earn to die' etc but I'm stuck with the next bit... I can break down these games, figure out ideas for how they're made. Spend time making them but I'm not going to just copy them.. So whilst forming the idea, Lets say you throw an object, it goes 50m, then what? Add in upgrades, they all got upgrades, nothing new... I believe the realm of possibility when it comes to making a game is as big or small as your mind... I'm being very small minded lately -.-.......  My intention is to start something new after new year... So I've got a month to 'figure it out'... I like the idea of a physics game, a 'launcher game', but then what... I don't know if just another copy of something is a great use of time... Yeah I still need to show my ability to make games but if I spend the whole year just making something that already exists with different images and colors and whatever technical differences there are... It's still the same. I really wish one of these days I'll have my "aha!" moment -.-... I don't fancy going to a park and staring blankly at the trees for motivation/ideas is really going to cut it for me! So I've been attempting to think of things I've enjoyed playing that are 'small' and I used to spend a lot of time on Kongregate so I'm going there for ideas but I don't wanna rip anyone off so I want to try adding some original flavor to the mix but I don't have anything right now.....  So the idea of experimenting by mixing two types of games together... I don't know.. I bet if I can think of it, someone else already has but it doesn't stop me trying! In this launcher kind of game, I wonder what really could be changed anyway... Could you throw a military tank across a city and have it bounce off skyscrapers and come to a halt at a seagull just because? "WTF" is a fun target to aim for sometimes.. Just make people really doubt reality when they play your game BUT if its still just the same... Throw a tank and have it bounce off skyscrapers with the ability to shoot once or twice for a boost? Writing that reminded me that in Toss the turtle you have some slingshot thing where you get a tiny boost by firing upto 3 rocks at the turtle -.- The idea already exists! Dang it. I'm really fixing to read through the game design section of the forum, see if I can find any cool discussions about ideas.  At the end of everything, I'm going to 'just make' whatever I can... Its not like I'm trying to go for profit, I'm more fixing to demonstrate skill... I don't remember where i read it but I read somewhere that someone said "To be a programmer is to be a problem solved, if you can't solve a problem you can't be a programmer" it was on a forum.. maybe they stole the quote too I don't know but I like it. It makes me feel cool when i'm trying to figure stuff out.... But does this really mark the beginning of Day 1 of no ideas, Still no ideas, Day 2 of no ideas, Still no ideas, 😂 nah I got ideas but you know...  I need to find out my skills limits first before I start trying to find out what people wanna play... Which is why I'm going for the build this build this, ask people for help in regards to this and learn from it type of thing. I imagine myself doing this for quite a while  

CyberFlash

CyberFlash

Physics, Physics, Physics....

I thought I'd be stepping into the realm of physics with my next idea after Tower Defense because I wanna look at making one of those 'see how far you can throw this' kind of games and I figured hmm probably need to do the 'physics stuff'... I don't know it so well so its a great opportunity for me to learn it all.. A couple of examples would be 'Toss the Turtle' and 'Kitten Cannon', but I found out last night that I hadn't actually played Turtle since 2010... I don't know how I didn't know this, it felt so fresh in my mind! Anyway the relevant discovery is your 'player', your 'turtle' never moves beyond a certain X position...... It has a bounce (Gravity??) and then a rotation speed I guess just to give it the look and feel of motion.. I would think Animations would help here too...  So what this means is 'everything else' moves left instead of your player... Do I still need to mess around with physics? I'm still using Game Maker Studio for now.. I want to check out Unity and it seems their personal license is plenty fine but for now I'm in GML still... Whilst in GM, I was able to have a background 'tiled horizontally' "Scroll" indefinitely at a set speed.... Progress. Not the hardest thing to achieve... I then made it 'slow down' on command, 'spacebar', if I command it again, it'll speed up again, so its a switch.. I feel like this would be the best method for the entire world to move and have things slow down.. If you were to hit an explosive or a spring or a 'boost' type object then you can switch off the 'slowdown' or reverse it so you're controlling the speed up.. whichever works best. And then after a second or two turn it to slow down again... Ultimately coming to a stop.  That was another thing too, getting it to cap the speed, wasn't too tough, I just gotta figure out what's too quick and then 'too slow' wouldn't matter because 0 is stop, it doesn't need to go in reverse........ Or does it hmmm I dunno if that would ever be a thing, The general idea is that it slows down and stops...  I made my 'player' bounce but maybe not in the best way possible, I used another switch 'fall' so if you are falling you are increasing you Y by bounceSpeed until a certain point, that certain point is the floor, when you hit the floor are NOT falling and you would decrease Y by bounceSpeed until you hit bounceHeight, then you would fall, But this just moves between the floor and a 'roof' ... So it would need to decrease everytime you 'bounce'.. I added in bounceHeight -= 200; which activates everytime you turn off falling... so ultimately you stop bouncing... That works too... Still not using the built in physics and I've got the fundamental mechanic to the game (I think)... The only thing I need to figure out really is how to make your bounceSpeed, bounceHeight and backgroundSpeed all connect to each other... This is where I end up thinking I need physics... but I don't know. I believe in physics its no longer about x+= 5 but in fact you'd exert a force of '5' onto your object from a certain side which would make it react... gravity would just pull it down, forever, ??? So I'm not sure if I'm just as obsessed with Physics as David Tenant in Doctor Who or if I actually need to use it.....................  'States' I don't fully understand how this would work but I think I would need to make a few 'states' in the game... and have it built like a giant switch statement?? I still wanna use these...somehow But yeah, I was thinking, The start of your game is going to be State 1, 'IDLE'... This state has 'nothing' happening although a lot might be happening it just looks like nothing is happening.. until you click 'throw' 'launch' 'fire' etc (Unless you have a gauge and allow the player to adjust the power of the throw.... I dunno.. but until you 'fire' basically) Then state 2 would be quite small, basic, short, whichever word... Because you'd need to 'start' the whole everything scrolls but your character/turtle/kitten doesn't just appear at position X, you go from your launcher to that position... and you need to move your launcher to the left a little bit (I was thinking destroy the launcher BUT if you do a really poor throw and land right next to your launcher,, even if you move a little bit.. It might still need to be visible so Destroy is NOT an option).. Once you've hit position X you clamp it, lock it, stop it, whatever its called and you'd want to switch to state 3. State 3 is what I called Falling BUT maybe it'd be better to call it Flying... you might have some more momentum and still be flying through the clouds at this bit.... THEN falling... so State 4 would be Falling... switching between State 3 and State 4 if you hit boost items? For a certain time like 2 seconds?  State 5 is so close to State 1 but you'd want to calculate your score and and save your furthest distance and stuff like that... Then switch to State 1, and you're in a loop........ but does that even make sense and does that even work...... 😮 ....  States 1, 2 and 5 are fine, I can sort those out... Its just the Flying and Falling... switching between could be really easy, like change a few true and false and its switching... conditionally of course... Now would I even need to consider use of Physics for State 2 and State 3 ? I mean flying, you're going to move upwards 'lower' on the Y (I'm sorry I just gotta stop there.. This is really confusing to me because although you're going 'up' you actually going 'down' in terms of the value of Y -.- like 0 is the top, so to go up you need to decrease Y... legit Y is that a thing??? anyway.. ) This is not a top down game either so I'm not so sure how things would work in terms of setting the direction... Left is still angle 0 ... up is 90, down is 270, Would most likely need to set a range within 90 - 0 - 270 so you can't 'go backwards' either... I think that would be fairly 'easy' to maintain though.. This would also need to decrease along with the bounce/y position but perhaps not completely increase after a bounce...  I don't know... It's going to be super fun to figure out. And I'm sure some people can say "This is well easy dude! What the flip are you on about??" I'm hoping I can be as smart of those people some day and just know what everything does BUT y'all have to admit.. its a lot less fun 'now' when you can 'just' make stuff... Like to me, the fun part is the learning part. Once i'm a professional, I'd need to find fun through making crazy chaotic things happen ! I dunno.. Future stuff...

CyberFlash

CyberFlash

Lets say one more update!

I totally forgot the name of the issue but you know that thing where one idea becomes "but i could also do this" and "then if I just add that" "and that" etc etc... I think that's what's happening to me now. I'm going to push an update in regards to 'game over' and then I'm going to stop and release it... I am happy enough that it 'works' I just know it could be better BUT couldn't everything 'be better' ? When do you stop? Its bugging me a little bit for two reasons... I'm not some major game development firm that has the ability to make wonderful amazing things (cuz obviously you just gotta be big to make cool stuff.. GG Brain.. that's not the way I mean it but I'm struggling to explain it..) and the original point was supposed to be for 'see what can be done' ...  My buddy and I have made attempts at making a team quite a few times over last few years and things always fall apart so at the start of 2018 it was a case of 'right, okay.. So what can we do this year' .... We made a simple goal of releasing one project, even if its small (with the attitude that we'd probably make 50 games LOL not that many but you know) and shortly after February we just both got busy and distant and everything fell apart...  Halfway through October I randomly got a message "What do you think we are capable of?" like... and this begun the conversation of how we both envisioned this year to be and all that... and basically after a days conversation I restarted making the tower defense and a week later I had the super basic parts of a tower defense done, and then updates and updates and I don't have a super mega ultra tower defense but I think its nice... I personally would want to improve on it some more.. I'd want to add more maps, add different difficulty levels, change enemies, more towers, more traps, but "that might over complicate this project" "that's a bit too complicated for what we're trying to achieve" is the general response and there isn't much "Yehhhhh" towards making improvements so I think its time to move onto something else...  I plan to finish some tweaks today and release the new version and then basically ride out the rest of the year either planning a project for 2019 or working on edits to this project based on any feedback and just go with it from there. In all my time trying to do these game projects I've never been able to 'finish' anything, never been able to properly 'release' anything and I won't say "it was Jim's fault!" (never actually worked with a Jim just example) or anything like that.. I'll just say, it didn't happen and now I have found and collected so many free art assets and got an account on this forum for the hobby section... It's feeling impossible NOT to succeed with making games. But its very easy to 'succeed' depending on your goals really. I'm not sat here thinking about money, I want to 'be' a game developer like legit.. Am I one yet? I could always 'make' a game but so could anyone with half the tools available these days... I dunno probably some personal motivation stuff right there! Take pity and give me your money! Joking sorry! I'm going to go now and finish this update! Have a great Monday anyone/everyone! 

CyberFlash

CyberFlash

Bosses, Updated Sprites and now back to the maths...

Huzzahhh!! I think the term used was 'polishing', Some sprites have had a little update as they've been 'textured' now. Which makes it go from cool to cooler! Yano it does don't lie :P.  So last night was a case on adding in a boss tank which i'll throw out every 10 waves... And I'm also thinking of doing 1 per every 10 so on wave 20 there will be 2 bosses... I've currently made them spawn 1 at a time though as well so not to ruin it too much... BUT I had an idea where whilst they are active, no enemies will take damage otherwise you're not really hitting the boss at all as you'd be hitting all the minions around it... But this proved to be broken immediately because the towers have a small range and simply having enemies immune whilst boss is present just allows all the enemies to get through... So i'm thinking of doing it where the when the bosses are 'inRange' I'll trigger a switch that will control enemies bullet collision stuff... when bosses are out of range, go back to the normal shooting enemies... or something like that... I don't really know, I'm actually thinking of consulting the game design and theories section to see about some ideas for bosses... I want to keep it simple but also make it a useful part of the game... I'm just at that sort of stage now where thinks feel like they're done. There isn't anything 'new' to add unless I figure out the leaderboard stuff... I am thinking then i can do one more night of tinkering and then accept it as it is and as long as it works properly I can release the updated version on monday and try to get it tested and gather some more feedback.... And take it from there...  Although whilst writing this I realize that I need to do the upgrade and sell button sprites still! Oops! I forgot something  Not to mention the upgraded towers get a new look at Upgrade Level 5 too!!  You currently don't get any money back from killing with walls... I'm not sure If I should give them money back or not.. Walls are currently a bit OP and need to be messed with a bit more... Like the initial idea was to have them block 10 enemies and then get destroyed but now they're blocking 10 enemies even if its the small, medium or large which seems to be a bit dodgy... So I want to have them do different amounts of damage to the walls and perhaps have the large ones destroy it immediately and still die, bosses could destroy immediately and think nothing of it, medium could half damage, and then small enemies could just dink off it the walls 10 times like planned....   

CyberFlash

CyberFlash

Its really nearly done!

Technically I'm in no rush to finish 3NDL3ZZ: Base Defense... Like i'm enjoying it and I even thought a good deadline/target would/should be End of 2018... Easy goals! I've added in the upgrade system and sell towers system AND the trap units.... Like dangg....  Traps weren't even planned to be added into this yet but last night I'd decided to scrap the whole extra things to add later list and merged into 'add now' list. I felt it was redundant to have things ready to go and not use them now so I went ahead and changed that... I had fun with this one though:  I was adding in the ability to slow down the enemies... like a noob I didn't think about negative speed so suddenly my tanks would go backwards and then forwards again in between 2 oil spills...... I felt like it would be a funny thing to leave in there but it wouldn't be 'proper' so I fixed it. There's now a cap and you can only make the enemies go so slow until they're always going a set speed.. Was still funny though!! I've added in 'walls' that can block so many enemies (this idea is going to get changed a little bit tonight) which was another fun thing to set up... Because I didn't know how to make the walls change their direction/angle based on where they were placed. It ended up with me changing the blank object under the paths so its either wall or wallUp and depending on which one it sits on, this will determine its angle. I think that works quite well and I'm not sure if there would be a solution. This was also funny (to me at least) because I was losing my shizz because image_angle = direction, wouldn't work... I even went to the extent of attaching them onto the same path that enemies will take but making it relative to their position instead of an absolute path start thing but then setting speed to 0 so it didn't actually move...  You're thinking it already aren't you? Yeahhh... it took me a while to realize that I don't have a 'direction' if i'm not moving!! 🤣 So i even went one step further and gave it a speed of 1, set its angle to = direction and then if it had a speed that wasn't 0, speed would = 0 ... I thought that would work and technically it did BUT it changed the angle of everything so I then opted for the changing the item its sat on... This didn't effect towers because i've programmed them to NOT place on 'any' object so they'll only be put on blank spaces... I almost messed up the placement of traps by reusing that code but then you can only place traps on the grass but I figured that out right away! Oh yeah.. I could figure a good angle for the walls (And I just remembered I need to prevent placing walls right on that first position dang I forgot) on the corner path tiles so I've just forbidden placement of traps on corners... Its an easy solution for now but sometimes I feel bad for using 'easy' solutions, like I don't want to appear like i'm being lazy, I don't want to take a shortcut that later will cause me hours of pain anyway, but I don't know if that is going to happen or not till its too late!! So I want to figure out the 'proper' ways of doing things.. I am slowly learning that I might benefit more by using something that isn't Game Maker 😧 lol... but good stuff!  

CyberFlash

CyberFlash

It's literally not 'pixel perfect'

I don't know what causes this issue but it took some convincing before my friend even agreed that it existed... I use Game Maker's in built 'draw_healthbar' function and I was absolutely certain that it changes size ever so slightly when moving horizontally than when moving vertically.. "i dont see an issue tbh lol"  but I was right 😧 which isn't necessarily good. I think i'd have preferred to be wrong. When the tanks go horizontally it draws 6 pixels for the height of the bar and when going vertically it draws 5 pixels... Like just 1 pixel =/ It's supposed to do 5 all the time but yeah...  The health bar system isn't really a major thing as I now have different sized tanks and the positions need tinkering with for each size and stuff like that... and now with this 1 pixel extra nonsense... It doesn't really seem like something I want to use. I could probably somehow make my own health bar, or stretch a green bar (the built in feature had different colors and faded with progress from green to red which I liked).. I could be cheeky to try and ask the artist if he wanted to make 'damaged' sprites and I could trigger them to change when health is 75%, 50%, 25% or something... I dunno.. That might even be more appealing too.  Cool thing though... Got some shadows to add to enemies and towers (Tower 2 and Tower 3 are currently not edited yet as everything I'm changing is only happening to Tower 1 right now, when that's totally good I'll update the other two :P).. Oh and got the map updating once more, There was a path that was a bit too thin and was noticeable with tower placements but seems to be good now...   Small updates are hard to talk about sometimes but it only means that its getting ever so close to being 'done' which i think is dope to be fair.

CyberFlash

CyberFlash

Not yet ready for 3D BUT...

Y'all know about that humble bundle bundle thing recently. They call it an RPG bundle but its got loads!! Anyway, there was a part of the bundle that was kinda corrupt, big 4GB folder of stuff, something was wrong and we couldn't download it... Finally got that 'fixed' however they did it, the other day and I got to checking out all the cool stuff! One thing I find is a pdf brochure type thing showing the free stuff available on the marketplace's site that setup the bundle... What did I see???     3D Tower Defense assets!! Like dang I know what I wanna do after finishing the 2D version now... I don't do an awful lot in 3D, I've messed around in Unity and Unreal before but nothing final was made. I think the closest thing to a game I'd made was like a 3D Endless Runner (I'm noticing a pattern for 'Endless' in stuff I make hmmm) using some Easter assets -- If only I had a picture 🤔 but yeah I never 'finished' anything back then..  I mean I'm not sure if there would be anything wrong to remake 3NDL3ZZ: Base Defense in 3D using free assets, it'd be like the same way that the 2D Version started anyway!! It'd just be super duper fun to make things in 3D with that extra Z axis line! I'm having all sorts of ideas like you could have camera positions all over the place! Should totally do a thing like table top simulator where you throw the table 🤣 nah but yeah... So I think that's something I'd like to do after this project. I don't know if would do it right away or not.. Will definitely have a lot to learn... Progress Update on 3NDL3ZZ: Base Defense though.......... I am starting to think that my initial range on the towers is too much for right now so I'm thinking about cutting them in half but this should be the final menu 'sidebar' as far as positions ... The section where I have the 'upgrage' button is still placeholder like I'll be grabbing 2 small buttons and using them for sell tower and upgrade tower options... I've removed the automatic wave timer and just given 'Start Wave' at the top. This will alternate between "Wave: 'wave'" and "Start Wave" depending on which state the game is in... I feel like tomorrow or the next day will be ready for releasing the upgrade system whilst I figure out a leaderboard  ... I didn't factor in an actual score system that'd be different to what's displayed on screen like Wave, Lives, Money, but these could really be the 'score' date that's recorded onto a leaderboard.. Perhaps mainly focusing on 'money' as that is what you 'gain' for killing... And i'm thinking about removing enemy health bars (or moving them a bit) and adding in a small draw event that'd show '10' or a different value per enemy/size/colour whichever I choose and this will be a visual for you earning your money/score....  I feel like outside of these changes ^^ it'd be 'done' but I'd really like to entertain the idea of more maps... I had thought about more towers too but I think i'm alone on that one for now. Maybe in the future I can convince somebodyyyy. 

CyberFlash

CyberFlash

Just gotta switch it up a bit!

For some reason yesterday afternoon I had a "Nothing is going to work" moment and it turns out that was unnecessary because it worked in the end... I'm talking about clicking a tower and then deactivating that click if you click something else...  Menu is currently undergoing some surgery  One tiny little detail I had not noticed until last night (with Bloons Tower Defense 3 -- My chosen example for tower clicking) is that its literally anywhere beyond a certain point on the x, the click on/off stops working... This means you can freely click around your menu and noone cares  Towers won't turn off BUT then if you were to click a new Tower and bring that into play, the radius of the existing tower still is switched on...  I managed to turn that off too by just quicking making a global.picked = false; variable (I forgot the name for these.... A bool? Basically a on/off, true/false thingy.. and then I'd turn it on when another tower is 'picked' which is what I'm using to draw the tower around my mouse and then turn it back off when you've placed the tower -- which then triggers the click of the tower which then triggers my upgrade display system.... It feels like such a simple thing I feel like I blew it out of focus and just panicked about it 🤣for no reason...... But, I did learn of a cool method called 'switch statements' which seem cool and tidy.. It just completely threw me off when I was trying to use them as I got "Case Argument Should Be A Constant" and someone even stopped by my stream just at that point in time and said "pretty sure you can't use a case like that" so I was doing something wrong... I managed to figure it out and get it working with IF IF and IF stuff... So basically 3 conditional if checks before it does my thing... Is this where I should use a switch... This basically means 3 conditions need to be met before the action happens. The action would be "turning on the light switch" (activating my bool) like I can handle the action part its just the trigger part.. So I bookmarked me a video about Switch Statements in Game Maker Studio that I should watch at some point through this week. The other thing I've added is the radar will be red if you cannot place the tower (to help guide you as there isn't any instructions that say "Can't place here" "Can place here" kinda thing... I also actually had to resize the canvas of the tower objects because this seems to be a thing I forget... I'll get the sprite to be the 'correct' size based on my preference or whatever I dunno.. I basically scale and figure it out BUT then I forget that I'm using a 64 x 64 grid and I've got it so when you place a tower it'll snap to the grid too... only IF nothing else is there... So technically there was a tower on a cell but the range would show you could place there when you can't.. Even if you try to place, you can't   and would you believe it? The solution to that was that I didn't resize my sprite canvas' after sizing them... So sprites stayed same size with same origin point and all that good stuff but now I can do a proper bounding box around the 'cell' BINGO!! I think I still want to say I'm really enjoying this... I mean I'm taking a project further than ever before in the sense that I got it working and now its all about the improvements, upgrades, updates etc whereas previously I'd get a placeholder prototype done and nobody would wanna do anything and so i'd stop too.. I dunno, it was a motivation thing really I guess. I'd use free assets to build 'something' and then just dislike it more n more by the day because it didn't look 'cool' or 'fresh' or whatever but now I luckily managed to find a arty person and its looking good! I think so anyway. (Ignore current menu... legit next previews/version will have a dope menu -- it was finished last night after my stream and so it hasn't been applied yet..)  OH yeah this one is just one for the funnies: When you forget to put the walls back in  .... (I used a wall object to block paths and then only allow placement in 'nothing' is there already)

CyberFlash

CyberFlash

May have accidentally paraphrased Toy Story - Literally.

Last night I decided for my stream I would 'redo' the tower defense and in the process I would 'clean up' and simply not include ALL the extra bits I added whilst developing it and only use what I'm actually using and organize things better so I would have 1 controller since I have 1 game mode.. Instead of having 3 controllers for example! But just to point out that previously I'd wrote 1.0.0 and beyond!! .... At the start of the stream I started up the game and let it run in the background, Everynow and then I'd add a tower or two until Wave 41 where my map was full (I'm working on selling back your towers to prevent this issue) and for the entire stream (4 hour Streams on Sunday, Monday & Tuesday) the same game was running.. After finishing at around 1am I went to do some stuff and came back still not quite losing...  So I'm back to my 'balancing issue' I have most certainly broken it!! But I did 'reset' the Enemies health and have it = the wave.. So at this point the enemies are roaming around with 168 HP... Once I roll out the upgrade system I am going to make the enemies be 2x 3x or even 4x their current value of HP.. (Also got potentially upto 15 enemies... 5 different colours, 3 different sizes...) and a nice range of Speed across all the units... This should cause some Mayhem..  As much as I want to create an 'endless' experience... So far, after wave 41 with seemingly 'random' tower placement.. This just becomes an Idle game. And as much as I like Idle Games... At least the ones I play.. They have upgrades!! So there's more progress to be made for sure. I feel like tonight will yield the upgrade system if I work hard enough that is. (Tonight being Destiny 2's reset day... I developed an Addiction to Destiny 2 in August just before the new expansion came out but I feel like I'm done for about 2 weeks now until the new new expansion drops... I would normally care more about it being Reset Day but game devving has saved me for now!)  Should also have a decent UI Update tonight too.. I attempted an idea using a reshaped 'HQ' but it didn't really work out. But there are some cooler ideas to be implemented for that (this is just a visual thing right now, functions are fine)   I'm going to link drop again though. If you want to Play This Current Version it is live on Gamejolt ...  I am attempting to keep a Changelog too with information regarding future plans too.. I dunno the best way to outline these bits of information as of yet but will get there!

CyberFlash

CyberFlash

1.0.0 and beyond!

Instead of saying that I started making a cooking game or a dictionary game or some other example of getting distracted again I actually made an update to 3NDL3ZZ Base Defense! I know it isn't perfect. Its getting 'better' though. The main part of the latest update has been new assets. I'd posted on a section on this site to hope for some help in terms of artwork and this is where we've got too! I'm pretty amazed. I don't know @Combo-Smooth outside of this project but I know I want to ;). You've done a great job so far!! There are more plans for this game like: Boss Enemies (These will shoot the towers), Trap Units (I think the idea is to have a 'wall' that can hold back 5-10 enemies before getting destroyed itself), A leaderboard (To store your highest wave -- If we have more maps there'll be a board per map and maybe an overall highest wave board), Upgrade system (Ability to upgrade the towers to keep up with the enemies -- This will trigger a change in Enemy Stats to make them harder also otherwise Towers will become wayyyy too OP),  I have a full list here.   Whilst getting new assets it was decided to change Tower 2 completely and its become a kind of flamethrower tower. The current idea now is to have a 'fireball' that travels through enemies (Oh boy.. When you forget enemies are set to solid and you test a collision where the bullet does NOT get destroyed... yeahhh enemies got stopped in their tracks for a while 😅 ) and I've currently set it to have a life of 1 second so it doesn't span the entire map... Might let it live forever though...  Now I'm currently trying to figure out a way to 'lock' the flame turrets direction so it can be a proper strategic tower at certain areas and a waste of tower at others... This is upto the player... Currently the tower will track the 'front' enemy and point towards it and shoot towards it... Which is what Tower 2 used to do as a 'Cannon' -- this is now what will become of the upgrade Tower 1 instead -- But if you see if my image above. I want the enemy to only face/fire in the direction along a set angle.. like 0, 90, 180, 270, -- I almost had it working but then it stopped and I reverted it back to the old way of tracking/shooting. My issue is with setting the initial direction as that would vary based on where you placed it.. As far as I can find in Game Maker Studio there's not a way to have it face towards the nearest path point or something. I don't want to make a million conditions for every possible place to put the tower as that'd probably be just wrong lol...  My closest idea is to set a 'cone' shaped range of angles and have the tower react to those angles IF the enemy is within the ranges... And when I say react I mean it'll set its own angle to 0, 90, 180 or 270 based on those angles... BUT I also need to set its ability to shoot based on IF the enemy is within that range and ONLY that range.... My issue thus far is that the towers ended up shooting regardless of angle and they wouldn't update to face the enemy they'd just shoot looking left when enemy was at 90 kinda thing... (I was streaming and I basically ran out of time due to schedule stuff so I had to stop...)  I am close to this... I'm just going to remove all shooting conditions and essentially start again with this tower BUT 'it works' so I'm happy with it... I just want it to be better so I reckon this is to be listed under "small improvements".  

CyberFlash

CyberFlash

More random RPG Stuff last night!

I don't always get crazy distracted. I did rpg stuff 2 days in a row! lol.  Last night I was messing around making a pause menu -- I did a raid on Destiny 2 with the clan first of course! But for the longest time I just couldn't get it to unpause and sometimes it wouldn't even pause.. Something to do with the order of my commandy stuff and something about using Booleans it just didn't like what I was trying to do (I most probably did something wrong - rather than blame the game engine) I would use if !global.paused then global.paused = true else global.paused = false ... i just assumed that it would alternate between the two when you click the space bar... But I'm thinking that maybe something to do with how it checks the key pressed and the speed at which it checks (30 times a second?) that you would be slow to not press the spacebar anymore so it'd activate both one after the other? I dunno...  Ultimately this would work: if keyboard_check_pressed(vk_space) //spacebar pauses the game { global.paused = true; } if global.paused { instance_deactivate_all(true); //Deactivate everything BUT this object } if global.paused && keyboard_check_pressed(vk_escape) //resume the game with escape key (later change to a button/mouse position type stuff) { global.paused = false; instance_activate_all(); } I used escape key instead of spacebar to unpause just to not risk double pressing spacebar but I'm confident it'd work with spacebar now too (I'm changed it since to do a check on the mouse position as this later will showup a highlighted icon to exit pause instead of hitting escape -- that all works fine now also)  It was fun to mess around with even though it feels so simple. I mean I did end up trying to read online and there would people on a distant forum talking about saving a screenshot and going to another room (i don't know about the screenshot thing, its something about displaying the same screen as the background to that room.. I dunno) and the whole going to another room is what I'd usually do in other games like a space shooter, idle game, tower defense etc, I'd just make a 'shop room' and then have the game resume when you go back to the room like nothing happened but technically no pause feature... So finally I've managed to make one. I'm using Game Maker Studio just because a couple of years ago Humble Bundle did a bundle with a bunch of licenses and source codes (I really should look at the source codes again, its been a while) and so I have the pro license for this software and not others... Maybe one day I'll move to another software. I'm kinda hoping Humble does a Game Maker Studio 2 software bundle because I think that has 3D stuff in it... Or you know make a super dope game that makes some money so you're rich and you can just buy all the softwares and be cool. I joke of course.  The end result of my menu. I'm currently making a 'test' project. In the background is my test house that I spent hours messing with the walls. Maybe tonight I'm going to add in an Enemy and try to make it do stuff.. (Not sure what yet though... I don't know if I want to have it fight 'now' or go to a battle screen...) I'm just using it to figure out all the things I'll need to do and then I can put them together properly. I'm coming up with a list of questions to ask/google as I'm progressing to try and figure out 'the best practices' for certain things. Like these icons have got set coordinates but I used a variable and then I update that variable to add the set coordinates (both X and Y as 2 variables each) to values such as view_xview and view_yview ... So when drawing them I just give info like iconOneX iconTwoY -- I realize that I've named these kinda wrong though because the OneX bunch will be the first column, TwoY would be the second row instead of the first and second icon.. But I understand it and I'm working solo so its alright for now... BUT my query is about the highlight box... You're supposed to give it x & y of the top left corner AND x & y of the bottom right corner for it to make a square... I know what these coordinates will be but I'm not so sure if I'm supposed to put together like 12 more variables 6 x and 6 y positions because these would cover all the points in mixed combinations OR just use the original variables of iconOneX and then + or - the remaining value.. which for each would be 100 since all images are 200x200... I've done it where I use the original center point values and just + and - the 100 for each draw command. Otherwise I'd need to be adding view_xview and view_yview to all the 12 extra variables so it updates the position each time.. The original center point variables do this already... Now 'it works' which is obviously the desired result.. Now I just need to learn what's the best practice for keeping it clean...  I wasn't really intending on writing it out in a blog post cuz I was going to spam the forums asking for help from brainiacs but I got carried away!! I've got other issues like a big list of em but I don't wanna do one huge post with 20 questions so I've gotta thoroughly google things first.. like when's it a good time to use a script instead of just adding the info into the draw event.. You can click on the quest icon (2nd icon - nothing is labeled yet) and it'll draw new stuff on top of the existing stuff, (Maybe it deletes the old drawings? Not sure) and then on top of that I've added elements that would be placeholders.. This drawing stuff is done via a script, using the step event to check mouse position within the walls of the quest icon 200x200 then if clicked it'll set 'quest' to true.. In the draw event if quest is true it runs the questMenu script... I figured it would be a good idea to use a script merely for keeping it clean so I don't have 8 long chunks of code waiting in the draw event based on things like quest = true, bag = true etc etc... Maybe that's wrong and I should just add all the info into the draw event... This is the whole point of learning it..   Now, I'm not at art guy so I'm fully taking advantage of that Humble Bundle 2D Art Sale they currently have, And this is just a test project so my pause is just black n white... Either I'll find art, make a new friend or figure out a design myself for an actual project... I'm just getting the ability to put it together right now. 😅

CyberFlash

CyberFlash

Y'all ever just get wayyyy to distracted time n time again?

Like legit though! I got that recent Humble Bundle deal with all them pretty pictures and things and I'm just in RPG mode right now 🤣 I usually live stream some video games like Destiny or Dark Souls or whatever but I even abandoned that and spent 5 hours messing around with some new assets. Still streamed though, just of pc instead of ps4.. That's the important bit. I'm liking the attempt of an RPG because I don't know how to do it 100%.. Like a tower defense or space shooter or platformer, i've done those many times over.. I spent maybe 2 hours figuring out why my collision box wasn't triggering on a wall piece and preventing movement. Got it in the end though! That's also the important bit. Being able to figure it out. I'd hate to just watch a tutorial and follow it and be done with it like now I know things that I technically should have already known like the size of my sprite really matters because obviously my bounding box + my collision range is what's used. And I knew the second part but any other tutorials that may have been followed back in the day, they've got their sprites sorted so you just import sprPlayer and its already the right size... I'd have never got that little piece of information by just blinding following a tutorial. Plus I'd never wanna release anything for 'me' if it was made solely with a tutorial.  But yeah, my tower defense is still waiting on a few pieces so that's just in limbo right now, The space shooter got paused due to getting all these assets so I'm now messing around with RPG stuff and there's fairly 'simple' things that would just be the same as other games anyway, like moving to a room, the code/command for that is obviously the same and you just alter the condition. Ding! Winner! lol but yeah I feel like I'm making a 'proper' game when I'm spending a really long time making a level knowing full well I've got to spend many many more hours on all the other levels.  I'm basing my thought process there on the fact that I've mostly just been making games that run themselves once you've built the first part. Tower Defense that never ends (with 1 map/level), Space Shooter that infinitely Scrolls and/or Big Space Boss fight type stuff..  Although, I am on the hunt for a 'proper' solid wall collision method as I think several thousand objects called objSolid or objWall or objWhatever is ultimately going to slow the game/break stuff? I mean games can have like thousands if not millions of things in them though maybe? I'm just worried that I'm going to end up spending 10+ hours placing down thousands of objects and adjusting them and testing them and then find out that you can just use code like ""blah blah billy bob wrote this"" and that will check the type of tile or something you know? I was reading one method where someone talked about making a type of an array made as a grid for your entire map/screen that counted (and then destroyed) each instance of your wall and gave the wall tiles on the grid a value of 1 so you'd not have to worry about thousands of objects cluttering the place BUT you still need to insert them and test them... I'm thinking that is just 'a part of the process' though really. Like I don't want to take lots of shortcuts, I'm just currently not in the mindframe of spending hours doing 1 task like adding all the wall objects on top of the soon to be 'wall tiles' so I think a bit of personal adjustment is required really. I just want to make sure that this is what people really do. If it is then I'd be happy to just get on with it...  Heh, look at that! Attempting to join the level designer guild  which reminds me. I need to go learn how to make 'cool levels' in an RPG!!! I can make a house but where does it go? Hmmmm    

CyberFlash

CyberFlash

I nearly broke everything I'm sure of it

I mean just look at that army of space ships 🤣 Despite how confident I was, given that I'd just done a similar thing in my Tower Defense I have very clearly forgotten something in my infinite spawning on condition code and I'm just glad I closed it as soon as I did cuz I'm sure my computer would go bye bye -- Maybe not, Maybe computers survive more things but this would have just gone on forever. Oops..   But on the plus side, My spaceship will move and shoot now.. Hurray!  Last night though before I shut everything down, It looked like this.. Like it didn't go haywire and I loaded it up today and clicked play to remind myself (cuz I haven't done my strikethrough ritual yet 😏 ) and it just decided to keep on spawning and like spawning a lot of them too!! So i'm glad I stay around the basic stuff. I need to do it more often so its more of a smooth process instead of once every blue moon make things and then pause for a year (cuz i've decided a blue moon is an annual event but for some reason didn't just say once every year.. weird)   See lots of bullets  the 'basics' work... Just really gotta tone down the enemy spawn thingy. 

CyberFlash

CyberFlash

I'm going for basic.

Howdy! I am not some super pro programmer (or English writer it seems) but I've been around a bit. I keep going through little bursts of motivation and then nothing and then again and then nothing 🤣. I started again with a tower defense and that's sat chilling at the moment now. I'm waiting a few new art pieces and will be doing an update over weekend so instead of completing stopping everything I decided to mess around and make something else. I think going for basic things are cool for now.. The dream one day is like ultra pro skillz RPG legendary blah blah something cool... but I don't wanna get started on something and never see the end of it cuz of whatever reasons.. Althought this latest humble bundle game art bundle has got me thinking about RPG's again.. I'm currently now making a 'basic' space shooter. I figured I'd write a little 'progress' post and write words about stuff to do with what I'm doing.. Things to do: Controller Setup (not game controls, like a foreman controller) Main Menu How To Play Play Screen (Ship Select) You Lose Screen Player Sprite (Decides sprite Subimage) Player Movement Player Shoot Enemy Spawning (Start with 1 type) Bullet Collision Enemy Death Effect Score System Powerups Lives/Health System Shields — remember frogger/water collision x2 Bosses Wave Counter Wave Countdown Game Background(s) Splashscreen Sound Effects Game Font I made myself this list because I like making lists and then going back through them with the strikethrough. Feels so cool.  I can already cross off the menu stuff now because I've actually done that before writing this but yeah figured I would do a start to finish posting thing whilst making space shooter. I have made space shooters in different programs many times. It always come to the point where I'll meet some one/people and we'd get started and I'll go through the motions of making a prototype and then their Old Aunt would fall through the Wifi into the pond by the horses and then get dragged by Megaman into an arena of gladiators so they've gotta go barter for freedom or some excuse like that and things wouldn't get done. Then I found Kenney.nl and I've got no need for not 'getting things done' at least to the point where I can have a fully functioning game and then communicate with people "Hey, this is my idea, this is what I've got.. would you fancy drawing some awesome stuff to make it much better looking?" or even one day pay people to do it (hmm bit of a stretch but possibilities..)   So yeah here are some images just showing menu stuff, (I've learnt recently that I don't put any effort into making a button look like a button, I mean it looks nice because I go through finding a 'good' font (in my eyes) but then I forget that it just looks like a word when I expect people to click on it... so we all learn things new!) But here:   To be a really cool title screen!! To be a really cool How To Play Screen!! (Going to have ships flying around in background randomly.. maybe to the extent they shoot each other.. Maybe I dunno)) To be a really cool ship select!! (3 types of ship but they also have 4 possible colours -- going to make colour randomly chosen once you've picked ship type)

CyberFlash

CyberFlash

The autopsy of Crazy Chicken..

Just to start off with... I have this underlined fear that I've missed a part of the challenge that says "Must be a Frog" 🤣, But howdy! I quite liked making this little game. I first thought that it was going to be well complicated to do and then I really thought about it and it was simply 'collision' and 'movement' really... (Just FYI this is done via Game Maker Studio but NOT drag & drop, actually coded -- Don't know if that matters) and so I began to crash cars into this small Chicken Icon.. and I did actually miss out on a detail from the challenge actually...  "Must maneuver the character across obstacles, moving and stationary" -- I specifically missed the 'and' so I'd made a working version with 3 bits of road and cars going left n right, I'd messed with speed a bit to try and find a decent 'balance', I was thinking to myself about 'How would I do something like the logs from frogger?' and 'Its okay, I'll submit just with Cars and then try to do an update with a water area or something' so upon 'finishing' I reread everything as a checklist and realized that you actually need to have moving obstacles.. I thought it was over! lol The water and boats bit wasn't too bad though once I started thinking about it. (I am now some super pro coder so there's probably much better methods that I am yet to learn) I've gone with the approach that IF the chicken is touching a water tile and NOT touching a boat, die. Kinda thing.. I first tried to add this in reverse as in, IF the water is touching the chicken and not a boat but it just wouldn't register, maybe because there's multiple water tiles or multiple boats or it just didn't want too but the chicken accepted it! And i'm really glad it did because genuinely last night I was actually lay awake for a bit thinking about the old frogger with logs... The boats I used are actually from a pirate pack from Kenney Assets and its like a 'bare' pirate ship.. I don't have mad skills with graphics and the challenge didn't mention having to draw so i went with it. I hope that's okay! I reckon I might need to slow down the boats a bit and maybe add more cars... but this is my nemesis right here... "Balance". I'm trying to think about what went wrong and what went right, it kind of all went right at the moment.. I mean I don't think it was an overly complicated process and if you break it down into its core mechanics, Move, Collide, Die, then add Timer, Then add points and/or point conditions. I made it so if you have 15 seconds or more you 'get' 200 points, 10 seconds or more 100 points, else you get 50, The score doesn't really do anything or go anywhere but it works. I hope that meets the requirement for a score system and I don't actually use a score variable. I was thinking about just taking the remaining time and multiplying by 10 and then that is your score but I opted for the 3 set scores instead. I know how to do both I just chose the timed conditions (Which could also work with a point system and you use time conditions to give a 'bonus' either points equal to the value of remaining time or if you have 10 seconds left get 10 points etc etc...  I don't really do the whole bloggy thing much so I end up just writing more words than are necessary and I'm not sorry nah kidding, Peace out! -- how do you end a blog though? lol

CyberFlash

CyberFlash

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