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AzureBlaze

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About AzureBlaze

  • Rank
    3rd Place - The Week of Awesome 2014

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  1. As a Taiwanese I would say Simplified and Traditional Chinese is not that different. Most of us can easily understand 80% of it. But some proportion of the market will be irritated by Simplified Chinese and might even delete it on sight. Some of us have the impression of Simplified Chinese software equals malware, and other people just want to read what we are familiar with.   My personal preferences will be Traditional Chinese > English > other languages I read >>>> do i must use this? >>>> Simplified Chinese > other languages I don't read.   There are some automatic tools that can convert Simplified Chinese into Traditional with reasonable quality, so the cost of having a Traditional Chinese version should be minimal and it will make us happy (Although the enormous number of characters we have might be demanding on the memory side).   Hong Kong also use Traditional Chinese.
  2. AzureBlaze

    Week of Awesome II: Post Mortem

    Been busy and burnt out during the past two weeks, I finally got some time and motivation today and think I'll finish my post mortem before the results come out. Thanks to slicer4ever for putting this game jam together. Thanks to all the sponsors, judges, competitors, and everyone, this is a nice experience. What went Right? Engine Having a working engine and editors saved a great deal of time and enables me to spend more time on mechanics. My engine was intended for platformers, so the platforming mechanics and physics were already tweaked. It would take me a few weeks just to get those jumps right. UI and other support systems were also done, and it took less effort to re-skin the menu and adjust the buttons. It also have a replay recording and uploading feature, so I can see how my friends played, what mechanic they fail to understood, and all those unintended routes which gave insight to future designs. It was also proven to be working on other people's computers, and I think this is really important. Idea I was able to came up with a idea that was good enough within the first four hours of the competition. By sticking to to it I was able to spend all my time on real work instead of concepts. I was told the concept was quite fun, and I enjoyed messing around within my levels too. Arts I really enjoyed drawing stuffed toys. Cute furry animals with their heads falling off
  3. AzureBlaze

    Week of Awesome II #7 Submission!

    As predicted, day 6 was nearly non-existent. Also failed to add more levels. It's 2 am in my timezone now, 10 hours before the deadline, but I really need some sleep and never had the ability to stay up all night anyway. Was hoping to make some colored moving platforms. Coding will be fast, but designing a level with it won't. So here is my final submission of "Your Soul Alone", unless I can do some more change when I wake up next morning (probably not). http://azureblaze.idv.tw/ursa.rar Dependencies: DirectX runtime http://www.microsoft.com/en-US/download/details.aspx?id=35 Visual C++ 2012 redist http://www.microsoft.com/en-US/download/details.aspx?id=30679 Install: None required. extract and execute ursa.exe. Notes: Joy Stick is supported. Button names displayed in-game can be changed by config.exe. By allowing replay auto upload upon first start up I can collected data of how the game is progressed. Please allow it if possible. Clear time calculation is bugged. For more challenges: Every platform has its' own purpose. Try to find it! Also multiple ways to get back to the beginning just before the end.
  4. AzureBlaze

    Week of Awesome II #5 URSA

    Surely hope not!   Take a photo of paper ball, use "multiply blending" on your image, cut off random edges.     Then there would be some insane level design.
  5. AzureBlaze

    Week of Awesome II #5 URSA

    Day 5. Not so much progress today. And I have a title and title menu! The game will be called "Your soul alone", or ursa. I think the best part of this theme is that your 3-year-old drawing skill will fit it perfectly. Also changed the color triggering mechanism into Red-Yellow-Blue instead of Red-Green-Blue. Guess it will be more intuitive for non-programmers. spent the whole evening trying to migrate the project to my lap top.Got some wierd linker error that the mangled name between libs did not match. Finally found out one of the lib was targeting x64 while others were x86. This kind of settings for some reasons did not make into source control, supposely is in some of the files that change with every build and got ignored. I will be traveling for a family member's wedding next two days. Probaly won't have much time or won't be sober. Hope I have enough time to polish it up.
  6. AzureBlaze

    Week of Awesome II #4 beta is out!

    It is intended to be full of death traps, life being a teddy bear isn't easy. Or being a designer I'm just blind and sadistic, and bad at building learning curves.   But I will add more respawn point, going though the parts you have already solved repeatly is somewhat tiresome.     Got that from my non-programmer friends too. Maybe switching to CMYK system will be more intuitive for normal peoples than RGB, like how the gem coloring system is done in WoW. I suppose "green = yellow + blue" is kindergarten grade stuff?   Although I died a lot too while testing. Need to pay a lot of attention to where you're going.
  7. AzureBlaze

    Week of Awesome II #4 beta is out!

    Day 4. Completed a level, hacked together some menu codes stolen from previous project, and now I have a playable demo: Link: http://azureblaze.idv.tw/woa_rev631.rar Supposedly this is not an actual submission. Didn't even have a title yet. Just want to test if the game mechanics worked out as intended. Dependencies: DirectX runtime http://www.microsoft.com/en-US/download/details.aspx?id=35 Visual C++ 2012 redist http://www.microsoft.com/en-US/download/details.aspx?id=30679 Install: None required. extract and execute woa.exe. Notes: Joy Stick is supported. Button names displayed in-game can be changed by config.exe. By allowing replay auto upload upon first start up I can collected data of how the game is progressed. Please allow it if possible. Clear time calculation is bugged. For more challenges: Every platform has its' own purpose. Try to find it! Also multiple ways to get back to the beginning just before the end. Countless unintended routes are created while trying to design multiple routes. I guess the only solution is to ban everyone who is exploiting/abusing game mechanics with the might of my EULA. The CJK font is taking up 95% size of the game. I wish there are some good system font solutions for Windows. I'll be filling in the story and more contents tomorrow. Also should come up with some good title.
  8. AzureBlaze

    Week of Awesome II #3

      This "Soulstar"(name TBD) stuff is what makes all the toys including the teddy alive. Normally the teddy carries the soulstar around so any color he's at is triggered. He can also choose to leave the soulstar someplace so he can move around freely without affecting the triggered color. But if he goes too far, he'll turn back to an ordinary teddy bear.   While trying to came up some idea for level design, I found if I can only trigger where I am, it will only be some elaborated maze. Unless I put more emphasize on action, but I am already making an action game so that's not I want. I think have a limited choice of what color to trigger could make the game more interesting.
  9. AzureBlaze

    Week of Awesome II #3

    Third day! Seems to have completed all the core mechanics I need and made the tutorial level: [media][/media] Ended up binding some portions of Box2D into the scripting system. This makes controlling those disappearing blocks easier. Maybe I'll bind the whole library someday. The more you can done with scripting the better. Tomorrow I will be doing level designs. Making puzzles seems very hard to me, especially I believe good puzzle should have multiple non-obvious ways to solve. I might have to complete before Friday. I will be traveling in the last two days, and will probably be drunk. On the other hand, programming under the influence seems fun.
  10. AzureBlaze

    Week of Awesome II #2

    Did some arts today, but lack enough time for more toys. [media][/media] There seems to be a lot of teddy bears entering this contest. After all, who don't like teddy bears? I am extremely fond of my dying animation. Animations was done with Spriter: http://brashmonkey.com/spriter.htm Most of the time was spent on trying to create seamless jigsaw foam mats. There are still some flaws but I don't think I should waste more time on it. Their colors also need a change, feels a bit color blinded right now. Ended up commenting lots of code in the player entity to allow modifications of animation and actions. Player controlling code is old and ugly and didn't have mods in mind. At least now I know where I would want flexibility.
  11. AzureBlaze

    Week of Awesome II #1

    Experimented some concepts and I think I've got a grasp of what I will be doing. The level will be covered by colored foam mats. Standing on it will bring toys of corresponding color alive. [media][/media] Although the video is bullet-hell-ish, the actual game will take a more puzzling oriented approach. The engine I will be using is Yatagarasu, custom made engine for another game I am developing: Mikobuster. The game will be mostly coded in Lua, and I will try to avoid modifying the engine side c++ code as much as I can to put the engine flexibility to test. Next step would be creating art assets that will match the theme better.
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