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CyberFlash

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CyberFlash last won the day on November 9 2018

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About CyberFlash

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  1. CyberFlash

    The idea is ready! I think,

    It took a while to figure out all the details and of course not really all the details are decided but its been fun figuring things out so far!.. For the challenge I want to shoot for a Binding of Isaac style where you go room by room... I've gone back to Game Maker Studio for this and I'm just messing around with maps and world sizes and making randomly generated maps to then make a world out of and well I'm just not happy having to make a room of 126,720 x 126,720 ๐Ÿ˜‚ like no joke. I imagine the more open world/large world type stuff is better to be done in things like Unity as there is still the limitation of 'room size' in Game Maker and there's no way for me to adjust it once its active or stuff like that... I mean supposedly there's a decent method where you activate and deactivate things within a certain range and this would take away your processing power stuff? Maybe... Like one method for pausing the game where you just deactivate all instances of stuff you could maybe say If in view activate and then keep your player centered and then have that always active because its always in view and stuff like that I suppose... But I like to use tilemaps for this kind of thing so I don't know if that's possible.. Anyway I decided to go with room by room, and I just need to keep track of all the rooms Still haven't put up the Christmas tree but I now how I'm going to make a dungeon now... Priorities!! I am glad to see that someone commented about whether or not an enemy would could as an obstacle because I was thinking the same thing, and went to go comment when i saw the answer I was really coming up short for what could be used as a moving obstacle... Then I thought of 'traps' like you know you could get arrows fired from a wall... you'd have to time it right to run past or something... that's definitely going to require you to maneuver the player around a moving object.. so that'd work. I don't want to go for bare minimum for this one but I can definitely see how easy it'd be to get carried away with this kind of game... So I need to make myself a set of rules or something and make sure I don't over do it 'yet'.... Fun stuff.. but its nearly Christmas and I want to go be nice and social with my wife and family but I want to make games ๐Ÿ˜‚ I'm lucky to get some time now to do the main bulk of the planning and initial stuff because I've gotta wait till January 8th or something for Destiny 2 to have another update on their newer game updates.. They brought out some new activities and some secrets and I've kept up with it all and now we've been timegated again ๐Ÿ˜ง so more time for game dev!! I hope everyone has a Merry Christmas/Happy Holidays!
  2. Dinky Dungeon will be inspired by The Binding of Isaac. More details coming soon.
  3. CyberFlash

    The break is over! - Too soon though

    So like 4 days before the new forge comes out on Destiny 2 and maybe - finally - possibly the new exotic stuff... The challenge starts so its back to work! It was cool to watch the poll progress and dungeon crawler literally crawled ahead of doom. Puns, yes. I don't know about titles and names of things yet but like Unnamed Dungeon Crawler works for me. Its a challenge not a competition so I don't mind writing about ideas, I think that's the whole point really, to document the process and learn more and win the gold medal and beat everybo... wait no scratch that. Community and friendly stuff instead! I didn't practice Unity as much as I wanted before going back to playing Destiny 2 so I'm going with Game Maker Studio again for this. I feel like it definitely does everything I need. Breaking down mechanics, Main menu and a way to return, Easy, I always do this. Even if its just the escape key to return it technically meets the requirements.. I haven't really done a whole lot of pausing before. I remember I'd starting learning a method in Game Maker when messing with RPG which would simply deactivate everything but this could cause you issues if you have an object that was going to 'draw' something, it would stop drawing it and you'd no longer see it when 'paused'. I think a work around to this was something to do with a screenshot command and then printing the screenshot over the screen then adding pause menu stuff on top of that... Then deactivating yourself when unpaused so everything returns to normal. Simple enough. Player navigating the maze, Simple top down navigation, walls and floor different via code, walls solid, floor below player etc etc... Its pretty straight forward for now --- Until I remember that I forgot something and then come and ask on the forums for how to make a solid wall ๐Ÿ˜‚ One protagonist character controlled by player, I'm really tempted to attempt a character select or custom build your own character BUT that's just extra bonus stuff for laters. Go plenty of time I think. Maneuver the player are moving and stationary obstacles, Stationary could be simple stuff like a table, Don't know if walls count as this.. but they'd have same code as walls to make them solid, I'm not sure if I'd go with making a randomly built map or for the sake of simplicity make a prebuilt level and decide exactly where things go... As for moving obstacles though... Couldn't really control moving obstacles with random levels.. Or could I ? A simple 'patrol' system with wall detection could have an 'object' moving... Would this count if I used the enemies as moving obstacles... Water or Spikes!! Spikes could be fun to setup actually... (This is why I like writing breakdowns like this cuz I get ideas whilst writing that I have no idea :P) Minimum one level, easy but what defines a level? Make a several 'floor' maze, completion of first floor is level 1? We can go further if we want to but at least for prototype just make 1 floor with a win/lose condition and build upon it from there.. Might not even need a lose condition I suppose... but when adding enemies if you're not going to lose.. Hmmm. Yeah need a YOU LOSE! screen lol Must define the end goal, tell them to escape, have instructions explaining on screen when starting the level. I think this is a simple one to achieve, "Your goal is to reach to center of the maze!" technically defines the end goal but I'm thinking maybe a mandatory how to play screen when starting or something like that.. Enemies or antagonists, can give player ability to hack n slash or shoot a spell fireball type thing to hurt enemies actively, can run past and ignore enemies if you want, will set up a tracking radius for enemies, make them 50% slower than player so can escape easy if you don't want to fight, Can make them drop items randomly... But what? Potions? Bombs? Scrolls? (Like ammo but for spell attacks) keys? Torches? Etc Ability to carry is easy, top down shooter gun menu mechanic used, expired like a life/health system, when it's gone it's gone, Additional item representing credit... Gold per kill, Might use 'pixels' for that GDNet Easter egg Items via killing already stated, random chests for loot too, or have secret walls... both for the discovery of items.. I'm looking forward to doing this! I joined like near the end of the Frogger challenge and sort of panic made something just to be involved and realized that I could have made something wayyy better had I took the time to think it through and I made what I made in a couple of days so it was also a good thing to learn that not trying to finish instantly can be helpful ๐Ÿ˜‚ I'm interested to see how other people do with this challenge also because I think this sort of game can 'build itself' once you've got the base level done, you just gotta add a little bit more to it and you've basically got an entire game ๐Ÿ˜ฎ so maybe people will go for full blown releases... We've certainly got enough time to go big with our ideas if we ever wanted to :P. Good luck to everyone I hope we all do really well!
  4. CyberFlash

    Looking for an artist for a Tower Defense

    While the Base Defense game is done, we are working on our next project, and if you would still like to help, we would love to formally introduce ourselves on Discord https://discord.gg/X5bXzT3 and see if you'd be interested in the next one?
  5. CyberFlash

    Lost all motivation ahhh...

    ๐Ÿคฃ Yes this! lmao, Although if it's only good if I needed to research my idea of what not to do with 'new content' but i'll complain about that some other day I'm glad to hear you're excellent! Still on track for your goal? I must check out your stuff again soon
  6. CyberFlash

    Lost all motivation ahhh...

    Well you see the thing is........ I was making the thing and the thing threw the other thing and it all went really well until My Playstation threw my controller perfectly into my hands and Destiny 2 got an update and I kind of went down the rabbit hole ๐Ÿ˜ง So I'm on a small break until the new game dev challenge then will resume after the challenge I think. How you doing?
  7. CyberFlash

    My friend needs help with format.

    Well at least the UI for RPG Maker MV will not recognize a JPG as an option, I know that after you export and lets say play via browser, all the techno conversion stuff happens and you'll see images but not whilst using the editor. I'm not suggesting to go with jpg.png but IF someone specifically didn't want to use png and wanted to use jpg, you can use that trick. It works.
  8. CyberFlash

    My friend needs help with format.

    I can confirm this is correct! If your friend wanted to use jpg for example he'd need to rename them like ".jpg.png" so the engine thinks they're pngs.
  9. CyberFlash

    Asset Work Update

    This look cool! The tree branch nose guy looks like he's working hard
  10. CyberFlash

    Trying to rotate an object in unity

    Ahh I see, its for an assignment. Fair enough, I'm learning it all myself so I could be wrong D:, I know there's some wayyyy smarter folks on here that can give better answers! I hope it works though!
  11. CyberFlash

    Trying to rotate an object in unity

    What about RotateTowards? go.RotateTowards(go.rotation, Quarternion.Euler(0,180,0), 1); I was wondering, could you not make it as an animation? And then just play the animation when you want to activate the rotation?
  12. CyberFlash

    Trying to rotate an object in unity

    I think you want to use RotateAround() https://docs.unity3d.com/ScriptReference/Transform.RotateAround.html GameObject go; float angle = 360.0f; // Degree per time unit float time = 1.0f; // Time unit in sec Vector3 axis = Vector3.up; // Rotation axis, here it the yaw axis private void Update() { go.GetComponent<Transform>().RotateAround(Vector3.zero, axis, angle * Time.deltaTime / time); } I found the above but its from 2014 so I don't know exactly how upto date it is.. but maybe that helps? I'm learning Unity so I don't know it all yet ๐Ÿ˜‚
  13. CyberFlash

    Now With 100% MORE Flipping! :D

    You leave, You Loseeeeeeeee! ๐Ÿ˜ This is going really well!
  14. CyberFlash

    Final Submission for the Challenge!

    Superb!
  15. Currently uncertain idea........ Launch Something, Bounce a bit, Hit some things, do something else....... To be figured out. I just wanna do something ๐Ÿ˜‚
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