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greep

Member Since 30 Oct 2008
Offline Last Active Yesterday, 05:34 AM

Topics I've Started

Heroic Gerbil Zombie Survival (GMC Jam 9 entry)

28 January 2013 - 07:12 AM

Heroic Gerbil Zombie Survival

Posted Image

For the direction just read the readme.txt (well, it's called read or die, cause you starve to death if you don't know what you're doin') ;)/>/>  You can also press f1 in game.  Or looks at my Jam entry XD  Or now you can read it in the spoiler below :)/>/>

Spoiler


Download: http://sandbox.yoyog...zombie-survival

This is my submission for the GMC jam, so please tell me if there's any crash bugs before about 12 hours from this edit :)/>/>

Other comments are most welcome!  But I'm so exhausted I will probably not react to them till after the jam ends.

Edit:  Current High score by me: 2840 ish :D

Edit: Okay 3800 is definitely the highest I'm going to get XD

Advise on using flstudio (and finding soundfonts)

06 January 2013 - 10:18 AM

I'm finally gong past anvil studios to working with flstudios (fruity w/soundfonts), but I honestly don't even know where to begin. The only thing I've learned so far how to use to make decent music is soundfonts, and I'm having a little trouble finding soundfonts that are good for video game music (if you have any free or know any cheap but good ones, tell me where to find them :D). Is there anything else that's fairly easy to use in fl studio, and does anyone have any advise in general?

Divergence of Nature

05 January 2013 - 10:39 PM

Divergence of Nature



Note: There isn't going to be much of interest for a few weeks, so I'd only download if you find critiquing base game stuff amusing.

What is this game? After finishing my first big project with my friend, I'm now confident to start the game I've been waiting to make for quite some time. Since I'm developing this on my own now, I'll be doing it my way: Weekly updates every sunday, tracking the entire game. Regardless of how much I've done, a new version will be up each weekend, hopefully with more done and not less.

How far have you gotten? The long term development goals have long been previously designed, and I've finally begun coding a few days ago and designing specific aspects. The beginning so far is figuring out my art style and getting the specifics of combat figured out. It's nothing special at all, but it's the very first few days of the project. It looks sorta like this:

Posted Image


Where are you going with this? Find out! Combat is not the main emphasis of the game really, but it's the best place to start and get a feel for how I should go with the artwork and basic game stuff like viewsize and whatnot.

Current controls: WASD. hold I to prep attack and release. Press escape to quit.

Swat at the shadow you (just an image_blend to just distinguish you from the enemy). Hitting at the same time as the enemy causes a parry effect, although it's not really worked out what it's going to do beyond not damaging either player yet. Holding attack and moving in a set direction builds momentum, allowing the player to build speed before an attack, although it does not yet have an effect on the sword attack.

Goal for next week: Add battle music, add two more attacks for nodachi, finish parry, add fatigue variable
Goal for two weeks from now: add A.I. for multiple enemies, add randomness to battles, add sword and board weapon set

Comment on anything you like. My aim for the combat system is an emphasis on having to read your opponent's moves, and to deal with multiple eneies and allies, so any suggestions would be most welcome. Currently, the battle at the moment is just who gets in the first shot since there is only one move lol.

Version 0_0_1 can be downloaded here: http://sandbox.yoyog...ergenceofnature

Arc Of Origins

27 December 2012 - 05:57 AM

Edit: The game is now finished, check it out :)

 

Old Stuff:

 

Spoiler


Arc of Origins is a pretty strange adventure game. I originally started out just trying to make a rogue-like done in the top down format about 3 years ago. However, my friend (who did most of the art and music) wanted a more adventure styled game, and it morphed into the game you see now.


Here's a few screenshots of what you can expect to see:

Spoiler

 

The full game can be downloaded here:

 

http://sandbox.yoyog...-arc-of-origins



A short version can still be downloaded here which is a much shorter download and loads faster, but is incomplete: http://sandbox.yoyog...210079/download


Organizing Dwarf fortress-style z levels

08 April 2012 - 12:07 AM

So I'm making a top-down game and I've decided that it's worth the effort to make it 3 dimensional. Currently, my 2d world is pretty massive, is basically a giant 2d grid of squares, and each tile has two values to represent it: the ground tile and an object on the tile. They don't need anything other than two numbers since I save and load the tiles in order. However, for higher "z" levels (above ground level) using the same method would be impractical: save files are pretty massive already for a single z level, having 10 z levels wouldn't work at all this way!

So here's what I'm thinking: As a whole, there are probably going to be way less above ground tiles since it's probably just buildings and high trees. For tiles above the first z level, only save ones that aren't empty, and save them of the form (number representation, z level, x coord, y coord) and save the tile object parts the same way. Is there a better way then this?

However, there is another problem: Normally I hold the current room data while playing in 2 grids, the ground tiles and the object tiles. Doing the same with 10 z levels would mean 20 180x180 grids to load and save when moving between rooms. Unfortunately, this is even less flexible, as currently I think I need to have them in grid format to allow for pathfinding and whatnot. I honestly can't think of any quick solution at all here.