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About __Toz__

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  1. __Toz__

    WoA V - Afterparty/Judging thread

    So close, so close to... nah just kidding, I'm happy with my third place. I also learnt some new things while coding my game and also some things about game development in general (I should really let other people test what I make). Well, congratulations to everyone. I hope you all had fun making your games. Also, @jbadams was supposed to be a judge? I don't see any review of him on the submission site.
  2. __Toz__

    WoA V - Afterparty/Judging thread

    I just noticed a little mistake I hadn't seen before. On my submission, under Dev Blog, the fourth entry is Endurion's instead of mine: https://neonlightgames.com/woa/submissions#Scrambled Eggs It's no big deal, but I thought I'd mention it anyway. I also had a chance to let my game be tested be some colleagues. Turns out they also walked south east first while playing the game. I guess it makes sense since it's the direction in which most people read. From left to right and from top to bottom. Maybe I need to follow some level-design guides so I don't make mistakes like that again.
  3. __Toz__

    WoA V - Afterparty/Judging thread

    So here is my post mortem:
  4. It's been five days since the end of the competition and I've thought about how things went and what kind of mistakes I made. So I want to talk about those things for a minute. Let's start with the mistakes and bugs first. During the introduction sequence of the game a text box pops up which eventually tells the player that the controls are the arrow keys and the X, C and V keys. Problem is, to get to that text box the player would've needed to press either the V or the C button. This is just a little oversight caused by me adding this text pretty late into the game when other things were on my mind. Also some players didn't realize that they had to go to the northern area first. Although there is a mushroom before the cliffs area that tells you that you need to go north first I originally planned for this path to be blocked at first. That way the player couldn't enter that area under-prepared. Unfortunately I didn't have enough time to implement such a thing. Another thing I noticed is that the random number generator can really screw the player over. During the UFO fight the UFO is supposed to resurrect the other aliens so that the player can create shockwaves again to damage the UFO. However sometimes this resurrection wouldn't occur for a long time, causing the player to burn through their supply of food items while unable to do any damage. The stupid thing is, I did write a RNG a while ago to deal with this problem. I just plainly forgot about it. Lastly there was a small graphical glitch on the Intel HD 4600. Apparently it doesn't support a 32 bits depth buffer so some trees appeared in the wrong order. And on to the things that went well. I started off with a pixel-art pack that ended up saving me a lot of time. Although I did ended up needing to draw some extra tiles it definitely helped. Also the original art I made, especially the sprites in the battle, did end up looking pretty okay. Although I will admit that that for the last two enemies, the cube and the recon droid, I intentionally choose easy shapes so I could get them done quickly. It was also necessary at that point because I made them on the last day. Using Python generators for animations proved to greatly simplify my code. Especially regarding the battle code, where generators are used for pretty much everything that happens over time: the narration, damage flash, text box shaking, fading in/out, just waiting, etc. Although it's hard to say for certain I think that writing code in this way prevented lots of bugs and allowed me to quickly write sequential animations in a single function that would otherwise need a whole lot of state-management. Lastly I'm glad that I didn't run into any major problems with my engine snowy. The only things I added where some convenience functions to existing classes. So no major technical problems like needing to implement a minimal sound mixer like I needed to do two years ago. Also investing some time to be able to load Tiled maps proved to be worth it. Tiled has greatly improved in the last couple of versions, especially the ability to define your own types is an important one for most games. Well I think that's about it. If you have any questions let me know in the comments.
  5. If you're going to play it again, you can start anew by deleting the save.json file. Or you can just walk back to the pond area again.
  6. Hey Scouting Ninja, thanks for the kind words. I'm wondering though, you did get the baseball bat in the northern forest area right? Without it you can't create shockwaves, and without shockwaves you can't damage the floating cubes and the UFO.
  7. __Toz__

    WoA V - Afterparty/Judging thread

    And thank you for continuing to organize this event. Heh, I had already found that button in your game by hitting keys randomly. There's also a button to go back right?
  8. __Toz__

    WoA V - The Competition Thread

    Here is my blog entry for the last day:
  9. So I'm pretty tired at this point, but I managed to add more things than I had originally hoped at the start of the day. So I created a list for them. - SDL2.dll fix pysdl2 couldn't find the SDL2.dll on Windows 7, even though it worked fine on Windows 8 and 10. So I helped the searching a bit. - Story intro When you start in the cabin, there's a little bit of text being played that describes the alien invasion. It also tells the player the controls. - Items! This is the biggest feature added today. You now have an inventory and can use food items both outside and inside battle. - Mushrooms Speaking of food items, there are now brown mushrooms hidden in the maps that will give you a consumable mushroom item. Just don't take too many okay? - The magic baseball bat Harris will now start with an attack power of 1. Which is pretty wimpy. So I've added a new area to the north that contains a baseball bat that will increase the attack power by 1 and will also unlock the shockwaves needed to defeat some enemies. - Recon droid The alien gunners are a bit too hard when starting with an attack power of 1. So I created these guys which are handy for leveling up with. - Floating cube This is a new enemy in the cliffs map. It can only be damaged by shockwaves and will revive any fallen alien gunners. - UFO fight improved Speaking of reviving, this is what the UFO can do now too. Which is a good thing because it needs level 2 shockwaves for it to go down. Anyway, that's it for me. I'll do a post-mortem later, in a couple or days or so. Download link: http://www.mediafire.com/file/g48m5osggyb006g/ThunderStruck_v0.0.7.zip Controls: Arrow keys for movement, V for confirm, C for cancel, X to open the inventory.
  10. __Toz__

    WoA V - The Competition Thread

    I just submitted version 0.0.7 of ThunderStruck to https://neonlightgames.com/woa/Submissions which should be the final version unless I find a really bad bug. I'll write a blog post in a few minutes, I want to test the game on a different computer first.
  11. __Toz__

    Week of Awesome V, Part 6: Save the music.

    Yes, I'm very happy with the game as it is already. Now if I just add consumable items to the game, I can make the combat a bit more interesting.
  12. __Toz__

    WoA V - The Competition Thread

    Day 6, my game has music now.
  13. Today I've added sound to the game. Music is now played for the aliens and the UFO even has a separate more "boss-battly" track. There are also some sound effects, most notably the aliens and the player getting hit. Nothing for navigating the menus though, I consider that to be a lower priority. Also I've changed the shader for the level and characters to make things look like they happen at night. Since you can't have a proper creepy alien invasion unless it's at night. There are also new areas in the game. Now you start in a cabin instead of right in the middle of the woods. The cabin has some interactable items, most importantly the fridge which restores the player's HP. The other area I've added is the cliffs, which is where the UFO boss lurks. It's quite a climb to the boss, so make sure you have gained a few levels. Lastly, every time you enter a new area the game will save. And when you restart the game you will start from where you entered the area with the stats you had at the that time. The save file is simply named "save.json" so if you want to cheat, go ahead. Download link: http://www.mediafire.com/file/v57fl1dl299lhgz/ThunderStruck_v0.0.6.zip Controls: Arrow keys for movement, V for confirm, C for cancel.
  14. __Toz__

    WoA V - The Competition Thread

    Day five: EDIT: Also I've added my game to the list of submissions: https://neonlightgames.com/woa/Submissions
  15. So the game has an ending now. It's reached by defeating a flying saucer that can only be damaged by the shockwaves caused by defeating aliens. I'm pretty pleased with the results although I had hoped that I would also had finished a larger part of the map. Right now it's still the starting area and I've just crammed the boss in one of the corners. Although I did implement level transitioning and a bunch of things that will make it easier to finish the rest of the game. For tomorrow I will add sound effects and music to the game and also add a way to change the color of the tiles, since the game is, for the most part, supposed to be happening at night. Download link: http://www.mediafire.com/file/5qkojt9c4q953a4/ThunderStruck_v0.0.5.zip Controls: Arrow keys for movement, V for confirm, C for cancel.
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