Jump to content


Photo

Vertex


  • Please log in to reply
62 replies to this topic

#41 Yal

Yal

    Gun Princess

  • Global Moderators
  • 5837 posts
  • Version:GM8.1

Posted 13 December 2010 - 01:52 PM

I haven't looked deeply into the code you provided, and my understanding of arrays isn't exactly superb (I understand them, but I'm just not used to them yet), but would the method you suggested also account for moving platforms? That is, if the lead character made the jump to a moving platform, but the party character missed it slightly due to difference in timing, what would happen to the party character?


As for the code, there's a little errata in it... Get to this topic and get the fixed code from there... Sorry about that, I was typing the code from my heart and missed a little important line...

The code will simply remember the last 20 positions the player's been at, and move the ally to the 20th position of those. So it's kinda like the xprevious variable but with a longer memory. It should work fine with moving platforms as well, as long as they don't move too fast, but there's fixes for that as well (for instance, add the value of the platform's speed upwards/sideways to all array entries using a loop like this):

for(c = 0;c < 20;c += 1){
 xprev[c] += platform_hspeed
 yprev[c] += platform_vspeed
}
...that'd simply shift the entire memorized path along the vector the platform will move, and thus the ally will follow you flawlessly.


In fact, Benjamus, it was the image in your sig that made me invent this code system (I thought that the characters followed each other in Vertex before I played it, I got jealous, and worked with getting a good method for getting that to work in my game. And when I found out... well, I'm a nice person so I wanted to show you it.)



Oh, as for music... If you can stand MIDI files, I could send you an assortment of things I've composed with a bunch of ripped music as well. You may only use the music composed by me in Vertex and not in any other project whatsoever, unless you have my written permission. Just so that you know the drill ;). I'll PM you a download link on wednesday. If you're not interested, say "no" before it's too late.

Edited by Yal, 13 December 2010 - 01:59 PM.

  • 0

#42 theweirdn8

theweirdn8

    Unrivaled Legend

  • GMC Member
  • 3832 posts
  • Version:GM8.1

Posted 13 December 2010 - 02:27 PM

Can you darken the gfx, they are super bright. Also the background needs some work as well.
  • 0

#43 Yal

Yal

    Gun Princess

  • Global Moderators
  • 5837 posts
  • Version:GM8.1

Posted 13 December 2010 - 02:33 PM

Can you darken the gfx, they are super bright. Also the background needs some work as well.


No, it's just you that have your screen brightness too high.
  • 0

#44 BENJAMUS

BENJAMUS

    GMC Member

  • GMC Member
  • 323 posts

Posted 14 December 2010 - 02:19 AM

Oh, as for music... If you can stand MIDI files, I could send you an assortment of things I've composed with a bunch of ripped music as well. You may only use the music composed by me in Vertex and not in any other project whatsoever, unless you have my written permission. Just so that you know the drill ;). I'll PM you a download link on wednesday. If you're not interested, say "no" before it's too late.

Feel free to send anything you want me to have access to, and I may or may not include it in the demos. In the final product, however, I intend to have the music be of my own composition.

Can you darken the gfx, they are super bright. Also the background needs some work as well.

Could you be a little more specific? I have no way of knowing what graphics and background you're referring to.
  • 0

#45 Yal

Yal

    Gun Princess

  • Global Moderators
  • 5837 posts
  • Version:GM8.1

Posted 21 December 2010 - 03:00 PM

Sorry about the long wait for the music, Benjamus, I forgot about it completely... I'll PM you about it right now.
  • 0

#46 BENJAMUS

BENJAMUS

    GMC Member

  • GMC Member
  • 323 posts

Posted 04 June 2011 - 12:01 AM

Hey, all! It's been a long time; progress has been slow, as my second semester in school this year was much tougher than my first. However, I'd like to announce that I'm getting relatively close to releasing a new demo. In the meantime, I've just finished making a little teaser video that includes clips from all over the game (including lots of new areas) and some of the music I've made thus far! Enjoy:


I modified the opening post to include this video also.
  • 0

#47 nxs

nxs

    GMC Member

  • GMC Member
  • 114 posts

Posted 25 June 2011 - 06:10 AM

What are your plans for future development?
  • 0

#48 BENJAMUS

BENJAMUS

    GMC Member

  • GMC Member
  • 323 posts

Posted 25 June 2011 - 07:59 AM

What are your plans for future development?


Well, my "plan" is to work on it when I have the time and the juice, and make whatever progress I can where I can, while I can. Seeing as I have all the graphics, programming, and music to do myself, I always have some aspect of the game I can work on. One of the benefits of working non-commercially. To put it simply, I plan to just cruise along as I have been, and I don't have any final release dates in mind at all. Relatively soon I'll be releasing a new demo - which I plan to be the last demo until the final release. After that I will open a DevLog for Vertex on the TIGSource Forums, in which I will more frequently post small things like screenshots and tidbits of music.
  • 0

#49 nxs

nxs

    GMC Member

  • GMC Member
  • 114 posts

Posted 25 June 2011 - 05:02 PM

Amazing.

Edited by nxs, 25 June 2011 - 05:03 PM.

  • 0

#50 BENJAMUS

BENJAMUS

    GMC Member

  • GMC Member
  • 323 posts

Posted 20 August 2011 - 10:46 PM

So! It's been a long while since any updates for Vertex have been posted, so I'd like to let you all know now that another huge update is getting much closer! So stay tuned, the third public demo is coming soon.

In the mean time, here are a few screen shots of newly updated areas (please note that there are also quite a lot of new areas coming in the next demo) :


Posted Image
Posted Image
Posted Image

And lastly, I drew some concept art of Lira using Inkscape (her in-game idle sprite is shown in the bottom right corner for reference) :

Thank you all for your continued support!


Posted Image
  • 3

#51 Zccc

Zccc

    GMC Member

  • New Member
  • 392 posts

Posted 22 August 2011 - 04:13 PM

I only played for like 10 min, but It's a really atractive game! The graphics are good and everything is smooth.. I must admit this is not my type of game, because at first I was very excited, but got bored and quit when I lost myself in the map, because I like to explore everything, and it was so big and confusing :P
Anyway, I would have liked to get to the second boss, because this game is worth playing! Keep it up!
  • 0

#52 Artwark

Artwark

    GMC Member

  • GMC Member
  • 123 posts

Posted 22 August 2011 - 04:38 PM

I must admit, you're amazing. I didn't had to play your game because seeing it is good enough! You're just like Derek Yu.

So did you went to drawing classes?
  • 0

#53 Zeddy

Zeddy

    Totally Radical Dude

  • GMC Member
  • 1789 posts
  • Version:GM8

Posted 22 August 2011 - 05:13 PM

Just posting to say I'm still stoked for this.
  • 2

#54 yourtexthere

yourtexthere

    GMC Member

  • New Member
  • 66 posts

Posted 12 December 2011 - 12:15 AM

Jeez. This game is AWESOME. I mean, like it's close to Cave Story, it's that awesome. The artwork's even better than Cave Story though. Also, in your concept art, not to be a perv but you sorta left out the other boob. :I
  • 0

#55 BENJAMUS

BENJAMUS

    GMC Member

  • GMC Member
  • 323 posts

Posted 25 March 2012 - 10:59 PM

Ahoy! It's been a long time, but there's been a huge update: the final public demo is available! :biggrin: Check the opening post for details.
  • 0

#56 jeko

jeko

    GMC Member

  • GMC Member
  • 13 posts
  • Version:None

Posted 27 March 2012 - 09:05 AM

cool *_*
  • 0

#57 yaddab

yaddab

    GMC Member

  • New Member
  • 1 posts
  • Version:Unknown

Posted 31 March 2012 - 02:25 PM

I've been playing this today after it was featured on the weekend download over at JIG. I must say I am very impressed so far. Humour is great, I will not give anything away but I really do feel the need to talk to everything ... especially the cats. Difficulty seems about right to me - and I suck at these games although I do enjoy them. Wasps seem a bit random and horrible though.

There was a bug I came across though, when Lira was fighting Silax she became invulnerable and then stayed that way until I switched characters which was all the way up the moving spiked platforms that followed the Silax room and the rolling boulders in the next one. For info I entered the room as Lira, and she was fighting from the left hand ledge.


I can see from this thread that this project has been ongoing for a long time so qudos to you for keeping at it. I am sure the final release will be a smash.
  • 0

#58 ariugh

ariugh

    GMC Member

  • GMC Member
  • 139 posts

Posted 31 March 2012 - 03:18 PM

Wow, this looks AMAZING. Looks kinda like a castlevania/cavestory hyrbid, with a lot of stuff I've never seen before thrown in there.
Hopefully this gets released soon! I'm looking forward to it. You could totally sell this on steam :D
  • 0

#59 Kgummy

Kgummy

    GMC Member

  • New Member
  • 1 posts
  • Version:Unknown

Posted 01 April 2012 - 03:37 AM

Found a bug: You can buy both the bow and insta-clock item in the shop, but not have enough blue gems to be able to buy it. It ended up giving my blue gem count a 'negative'. I'm guessing this has to do with yellow gems being worth more, and can be converted from blue to yellow or something. I didn't get enough to roll over, though. I had 1 yellow gem left, but it didn't convert it to blue gems, if that is indeed what is going on.

If they don't convert, then it seems a bit off to require them for one-use items, when you can only get a limited amount of the blue/yellow gems. (Unless they are only available once, which still doesn't make much sense for a temporary, one-use item. I didn't buy them because it didn't seem to be a good 'deal' for the money.)

And I'm having a bit trouble with the boss that 'alerts' to you (The one similar to the first enemy but with WAY more health, and is in a room with three ceiling crawler turret type enemies), as it seems entirely random as to if he 'sees' you or not. If he's not supposed to 'unsee' you, then he randomly appears to do so. As far as I can tell, it has to do somehow with jumping. Of course, now I beat him, and find out that he's just a really powerful enemy type. That has a LOT of health. Unless there's some sort of item that permanently increases your damage, and I somehow missed it, it seems a bit much to put him in the very next room, next to a key that you need, with OTHER enemies around him.

Unless the whole challenge of the game is to have enemies that have what seems like ten times the health you do, and your damage seems to be scaled to do damage that would be more suited to an enemy with your health. It just kind of seems that the final level was stuck at the end of the demo, with no scaling to the lack of equipment you have. I can't even get back to check for items that I missed, if I indeed missed any, as after I attempted to fight a gear boss, failed a few times upon dealing less than a tenth of the damage to his health bar (the fact that the hearts spawned in 'unlocking' the boss put me in a spot to take just as much damage, if not more, in just attempting to get them). When I try to return, the section is locked, me needing to pick up a key that I had picked up before, but is now inaccessible because I'm on the wrong side. I guess this was the warning that was mentioned? Shame that I saved on the wrong side, then.

The game is great, it's just frustrating to reach a steep incline of difficulty, which seems impassible, unless I missed something, which I can no longer go back to get.

Edited by Kgummy, 01 April 2012 - 03:42 AM.

  • 0

#60 Zeddy

Zeddy

    Totally Radical Dude

  • GMC Member
  • 1789 posts
  • Version:GM8

Posted 25 April 2012 - 12:01 AM

Ahoy! It's been a long time, but there's been a huge update: the final public demo is available! :biggrin: Check the opening post for details.

Jubilations! Got around to playing this today and it's totally asweetsome. Don't have much to say other than awesome job, the saves aren't borked anymore, and I just talked to Happy guy. That area was pretty fun!
  • 0




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users