#Vagrant Strider GDL
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i actually plan to do another part that will transform into the loop.
I can kinda predict the beg of the fight but not the duration of each players combat experience.
so this song is basically the lead in to the loop which will exit into the victory flourish
then return to global track
Awesome!
i am glad u like it. Trying to get that metal goodness err badness? in there.
The metallic baoodness
I've just cheated and let aiva take composer jobs I guess
(but death spikes not reg)
its not a bad idea or outcome
im just following my heart
I just can't pay an orchestra I really want to but I can't xD
vis a vis luffy style
i did.
Are you using stingers for other transitions
basically just clip the first three tracks from the mix and its a loop
what are stingers again?
remember i plan to try and mix chip synth f mod crap into it too if i can
stinrger is basically turned into the term for transition of whatever type, audio, visual, whatever
i wonder if you could use a midi payer in the game and change the midi instrament based on what's happening
interesting... stinger == transitions
Yeah, I first learned them in OBS for scene transitions, like a screen wipte
that being established... um.... hmmm... i use some stingers here and there. most notably when u change levels aka worlds
that's even COOLER
This is the cool part for sure
do u know what the best bitrate is for OBS (off hand)?
stingers are neat but what you have done is really nice
depends on things but no I don't remember at all. lol. 6k maybe. I'll look
For streaming to like twitch?
ayup
what's your internet speeds like
want to do another update video
130 mbps
i tried 2500 and it caused skipping in the playback
im about to try 1500
twitch seems to recommend around 3,000 for 720 @ 30, so 6000 for higher quality, but 6k is the max
I'll launch my obs and look what I did
i think i will end up using fades or possible the synth waves to kinda cover up when things are changing... i keep coming across more and more synths and other VSTi I want to try mixing with but i am still only on the basic parts rn...
i used about 4500 for 60 frames at 1920/1080
Your internet will handle 4.5 thru 6k no problem. Twitch stops accepting data after around 6k or something like that. I thin
hmmm
it might be my GPU or possibly the OS itself causing issues...
but i do not like when the video stutters every 4 seconds...
if you change your encoder that might help
basically chosing x264 or whatever it is, for the CPU vs GPU
im running a GTX970.. u would think it would be enough
a 970 would probably struggle for 1080p. I ran a 980titan and it wasn't always the easiest
i hav gotten slightly better videos out of the pc tho...
it's no slouch for sure
damn... all the more reason this game needs to do well...
i need to upgrade system
it got old...
for streaming I recommend getting something like an elgato product to handle streaming and take the load off your pc
those arent cheap either
No at least 100 bucks
500 last time i checked
i could get a new GPU for about 800
but i need a new computer
or rather maybe i just want one so i can egg this one
This does 4k for 250 dollars from their line, which is still a lot
but at least better than 500
I use this one right now
It's a little cheaper and external
Hey at least it works then
super cheap@$20
that's way better than 180 bucks
I will have to keep those in mind for when i can start buying cool stuff again.
Yeah I blew my budget on assets again
all depends on how well the game does basically...
Are you mentally ready for it to do well, but also if it does not?
i never had a budget besides stay afloat long enough to finish XD
what happens, happens...
i will have gained quite a lot of XP and a nice lil gold star for my resume.
Indeed! How has the state machine been handling it
pretty well surprisingly
i threw some bugs into the mechanics to see how it affected things and futzed about with menuing in and out of the game.. things remains unfazed and yet had the new behavior i wanted.
good ol state machines lol
You specified before FSM vs state machine, what was the difference for you between them
also did a huge refactor on adding sub FSMs to my player class to handle input exclusively and it just worked without errors afterward. i was shocked.
yes!
i thought it was all the same, but then i started coding a bunch of different approaches to how to encapsulate state.
then i started to realize that state is mostly an enumarable but it goes beyond that...
u can have a state pattern
so there is the Finite and the inFinite
patterns tend to be infinite by their very nature
Have you looked into Singleton, Command, and Observer?
yes!
yeah!
i am using some here and there. i think...
i just started learning them lol
def good to know
and learning ECS
blowing my mind and making me feel like I'm doing everything wrong again
its weird tho. u can read about them and examples and write them. but still sometimes fail to recognize them in code...
i dunno why but ECS organically occurred in my engine.
it could have been sub conscious...
def not planned from that viewpoint
i was just think OOD
but i learned waterfall method at the start of it all
Well that's nice, I will hope my structure is simple./ I'm shoving almost everything into sqlite/json
but in my code i found 3 ways to handle state and am using all of them.
composition over inheritance
i get it.
but u still need something to drive it
or interpret all those lovely heaps of data
i will admit i might have to rethink how i handled the over states i created. they might be too independent of each other...
i keep thinking about all these variables and layers of interaction and display....
sigh
I might need you to host a ted talk in my living room soon
lol
and now im starting to do the music and so that another layer...
its almost like juggling in a way...
when you waterfall when you should AGILE, you're gonna have a bad tiiiime - southpark
AGILE.... shivers
XD
and then there is the fact i still need to finish and figure out how to market...
ya, lucidcharts
i started thinking about the music and art ages ago...
check out the latest from my devlog here sometime and see how much we just plan
(1 yr)
i need to get something setup for that side of things too....
the company.
once i finish this prototype
well I've consulted a lot of start ups so if you have any questions my dms are always open
i was reading it earlier today.
having a team must be nice...
also it looks great i planned on commenting but got sidetracked and plan to return and check out more
It's my girlfriend technically and she just loved art so she does her thing and I give her what we need
as well as ur other webs too
we are a team tho, but thank you if you needd help with web stuff I also do that
yeah i could not get my ex to want to work on anything...
That's just riight in my soul, ouuf
i can respect that. motivation is tricky...
also she is now obsessed w the stock market and crypto...
Today was hard for me. I kept feeling the scope pointing a gun at me
"I'm the next 3 years beeootch" it said
that's why u must semper gumbi
Ahh what is this semper gumbi
Ahh yes like water
yeah but then I wouldn't be able to punch anyone
ur pissed cuz of the scope monster?
i just humbly bow to it
like a reed in the wind
Nah I'm just being silly and it's translating into text as if I am actually a serial killer
i figured as much minus the SK part
lolol
ugh i want to work on like 4 things at once right now
i got the itch to code and make a drum pattern and record this video of the current game plus more.
also i say that i plan but its not nearly as nice as how u guys are doing things
just my brain and a notebook
make that several notebooks actually
my initial studies of engines/games and how they work started early 2019...
it was somewhere in 2020 that things started to simmer a tiny bit and then i did a game jam and that was an experience...
I don't know how well scott in planning but you at least have some code.
it pretty much started with the code
I have code too but it's all for mirror and we are not doing coop anymore
and the want to finally program some real graphics
my career had me doing BORING coding work...
Ohhhhh why don't you have scott be the ultimate decider on what gets done if you can't
i still have a bunch to read but i was around the part where u were talking about 100 man servers
Ya there's a good amount of rambling I do lmao
This is the only place I can ramble
it kind of helps, ya know?
ya same here
plus they sometimes offer cool interactions like this and advice and u kno...
the list goes on..
yeah long list of pros. plus once you finish that you can collab on this
thats why i tend to shy from the net in favor of getting stuff done X)
i could possibly
ya if I'm in discord you know I'm planning and not actually working on progression of code
couple of IRL things evolving related to my finances and things might take a turn for me being early retired.
otherwise i may have to start working again and my availability will become limited.
But this all helps to motivate my efforts.
Follow your dreams for sure. Hopefully it's all right in the end
I def am starting to get interested tho.
i will be keeping an eye on ur logs too from time to time from now on.
but u decided to go single player?
Yeah the scope of mirror networking and my ability was meeting a point where I was spending weeks researching a solution, fixing it, then spending days or more on the next few.
or just remove the coop element from gameplay
It was learning, but I want to build a game not learn networking
Yeah just removing the networking code mostly so I don't have to build on networking limitations/ideas
i havent planned on utilizing the network just yet. but if i was going to i would use socket.io
then again i am building on node...
Ohhh okay nice.
so there are lots of options but sockets looks pretty PnP
i have degree in CS and IT but yeah u lose if u dont use it.
That's cool. I will eventually circle back to the co -op element of it all
i try to keep one eye on scope and one eye on integration
That's awesome. I've been taking a lot of classes on cs and it recently just so I can understand scaling my code
and generally bonce between all 4 areas of work while kind of following a todo list with invisible sub bullets...
i started to map out a basic flow maybe you could use flowcharts to keep your stuff organized too
scaling gets complicated and i have no xp in that area to date.
but i plan on developing an app after this game.
so i will contend with it then
Look forward to hearing about it
For when you do
flow charts def help organize things
i interviewed with amazon a while back for a system design gig and i had to study all this stuff before the interview and tests...
Oh that's kind of cool, what did you find in a nutshell
that i still have a lot to learn...
and that amazon practice tests are way easier than the real ones
but i def am doing this kind of work in part.
when u consider i have to keep all my operations under 16 ms
and i do mean all as in the entire runtime
and it does...
in fact ive been getting some nice gains as i clean and refactor so that it runs at almost half that now
That's awesome. Love to hear that. Sounds like you're inspired to code
and i could most likely scale the maps into much larger arrays then 30000.
but i will save that for a sequel.
or maybe a hidden level..
for me i get into moods. code. art. music. writing. some others too.
i can work on anything at anytime but i get like stat bonuses when im in the mood
Hahah like the sims
pretty much
i was just thinking about that game and how i wanted to make a clone of it
change the gameplay dynamics
bring it back to the roots
but also expand the life systems
i never understood why they only ever focused on home life...
i mean besides programmatic limitations which are no longer an issue for like 10 years now.
then again i also want to make a clone of worms...
first i need to make this test video see if my bitrate is stable...
worms is a very fun game. Ya you want me to help you test or you good
let me know if u see any issues or have like playback lag spikes?
worked just fine for me.
yeah?
exactly!
No problems there, all smooth during the shifting
or they could be descended from giants
true haha they could
if i talk to that guy my game will crash cuz i havent given him his script yet
Still going strong. I think I drop a frame on my end every 3 minutes or something
but that might be me, not distracting
this will be an earth dragon one day..
Something to consider in your textures IDK if you want to overthink this or not but if you add the detail by adding the little bits of noise, that takes a lot of detail out of the compression when moving and makes things look a little grainy.
I don't know if that's something that can be fixed even or not but it looks great
Ooooo
i think about it all.. all the time.
I reallly like the water animation
mind on my design and my design on my mind.
Music is spot on in this build so far too
loop doesn't feel too long or short
Old man jenkins
yeah the dirt texture here is buttery smooth when you're moving re: compression
because it's just the few colors
I see what you mean though. Now that you have the world and a lot of it built you're searching for deeper elements
i really want to use these doors but i have to program the room system and figure out interior art on a budget..
plus its non essential
oops scaling..
kin and queens room and most of this area still needs to be done but im sick of map work
You've done a ton and haha the mario blocks
I gotta go be an adult now it's that time of the evening I get busy, chip thanks for showing me and I will see you soon?
Welcome ๐
long as my wires dont fail again. it is decidely so.
the main reason for followers only is it prevents some spam
i got tired of business promoters asking me if i wanted to buy their services
oh and i had my bitrate set to 2500
the only issue i can see is in the video there is a slight tearing occurring when it looks like their would have been a stutter instead it slid...
on my end everything looks perfect except i have one issue w moving graphics on this system where this one line appears.
lol good point
also i have this track on rn for testing the transition from the lead in v.2.0 into the loop.
i havent even testing v3.0 yet
just been listening to it all day while thinking about how i want to drum it out
boom tiss boom tiss boom boom boom tis boom tis boom boom...
this track is going to reserved for the final boss or perhaps all boss fights...
it is tempting to use it as the level BGM tho...
A showcase of the current progress of level one, new music, new graphics, introduction of NPCs and some of the game mechanics. -- Watch live at https://www.twitch.tv/mizlabeled
Found it!
the way he levitates in the start
If you only knew.. why he still does that...
Alright. I have been busting my butt to get the game objects figured out so I can finish up the world stuff. Then add Game progress. Then I can add the enemies and boss. Then save and load game. Then ui and menus. And that should be it...
Not necessarily in that order.
Music has been slowly emerging as well.
Art still needs tons of work.
But if I can focus and stay motivated. I should be done soon.
Oh and I still need to finish and refine player combat and character systems. But it shouldn't be that bad.
And then I have to revamp a handful of movement things that touch a couple of diff classes.
Everything else is testing and debugging. With some light study left for some of the topics above.
Oh and the steam page.
Need to do that pronto.
all i can get ๐
however i did manage to get my ECS working... did a quick inventory of my todos... roughly 11 bullets remain + 6 inspirationals + 4 questionables + 2 fixes...
next steps are finishing the components and assessing the system integrity... otherwise I can start adding all the objects and associated clean ops aka data work.
Ok so this is weird. I may be able to knockout 6 bullets with this one idea... but I have to wait until I get home...
So ecs is working... but um.. it's also not working?
Trying to figure it out. ๐ค
If I talk to the sign before the king it messes up a piece of the logic...
Otherwise everything seems to work. I even got triggers up and running now. Although not the trigger events until I figure out why one object can affect another just from a function call that is only reading a value....
talk to king first... everything is fine...
talk to the sign first, and ... grrr.
i know one way to solve the problem, but i want to understand why this is happening before i resort to that fix.
being this is my first time really using sub classes (aka inheritance)
right now both objects are making a call to the super methods for handling interaction and evaluation... if i write a seperate fn for them each it should fix the problem... but i shouldn't need to do that...
and whats weird is there is no overlap in corresponding values.. only functions...
alright let me dive into this and try to log my way to an acceptable answer...
oh yeah and there is one other posible solution that actually appeals to this other idea i had pertaining to signs in general...
and that MIGHT just be the answer...
There also could be something wrong with how I'm updating and displaying the text... hence the logging. Inspect each step of the loops... should reveal where this is going wrong. But then why should it work when not speaking to sign?
fixed it!
turned out i just hadn't finished writing one of my functions... so it was working but not preforming all the required checks which revealed another thing i was worried about which had to do with using a hard coded value to initialize the text values... now it is all working correctly.
in my defense: i was interupted right in the middle of having just got the entire thing working and was preoccupied for 4 days thereafter... and i will be tomorrow as well... But at least i managed to recover where i left off and successfully resume building. No more interruptions after tomorrow, pending future upheavals...
and best part of all, i can move forward with the next stage of the system! completing objectives! woooo!
things are starting to get really interesting and fun.
once objectives are working i think i might try to get the first boss into place and test how trigger handles the events control... which i still need to add... but its the next step... sort of. i could work on any one of these sub classes in any order, but i am kinda following the order of: lets give the player something to do finally!
v. exciting.
i put a lot of thought into all of this. it feels so good when its put together and actually works correctly.
BTW i stopped using tutorials about a year ago, so most of what i am building are my own designs... Although i will need to revist some vids when it comes time to add post fx.
and of course if i run into issues, of course i run for help wherever i can find it. i just thought it was kind of cool that i am basically building this with v. little guidance at this point and its actually turning out pretty awesome.
alright back to it.
see how much i can get done before i go to the beach... (early bed time)
I got objectives working.
Well the first half anyway.
I need to setup more objects before I can really test and implement more.
well its time for bed, but i did manage to get triggers and objectives working.
i have a pretty good idea how to expand on the events but im out of time for now.
note to self in case i forget: Use a data list like with words only make it events.
The boss looks hilarious imo and I like it
he is a leftover from jam days... i have a few ideas on my boss list but yeah budget and time... we'll see how many actually come into existence...
i got so much sun today...
i feel radiant.
and kind of look like a lobster
and now i have to go to a dinner party. should be fun.
craaab people craaab people
have fun
this is the less red area.
should be interesting at the least.
and i was reapplying sunscreen all day
i like your hand
thanks. they are good strong hands...
u should see my back... its glowing...
pretty much the same here, but when the fam calls and whats to spend time... i am only to happy to join in.
the last time i saw my entire family was two days ago
it was on a beach
so i stayed in car
wooo! beach.
mhh that dinner party was fun.
welp im beat so no work today... tomorrow i will be crushin it tho. and i will prolly futz with some code until i pass out... idk... its my day off.
Well found some new bugs ๐ not true bugs. Just need to update methods for changes in the system but refactoring is such a hassle. Oh well at least it's new code instead of optimizations...
That and in my zeal for getting things working I changed something major without noting it and now I have to retrace and figure out what I changed without being able to undo.
Luckily I already have a good idea of where to look.
And I have another summer fun day tomorrow. So I best get busy.
Awesome. Fixed both bugs and can now move into enhancing the over systems.
Fixed yet another bug that was overlooked during implementation but luckily I caught it before the changes were forgotten. So still need to now update the control systems and finish the rest of my objects code and data. Plus consider how to make changes in the system.. but it is progress.
Progress will be always progress
Fixed another issue but uncovered another.
Ok so I fixed that bug and found a new set of interactions I hadn't addressed due to not getting that far before. So I now am trying to figure this new series out. I think I have it for the most part but will have to sleep soon.
Little annoying things like making sure the order of interaction is independent.
And getting everything to talk to each other and have berbose data about everything...
Without having to write a lot.
Pretty sure I got this.
I also fixed some other stuff I came across in how I was handling all the new additions. Again, in my haste I almost overlooked the fine tuning process required to move forward. Good thing I didn't jump to another part in my excitement.
Crushed it. Optimized objects. And I have my solution for the next series of interactions which should cover most of what remains to be handled... but now I must sleep.
Alright. Let's see what I can do in the next 5 hrs..
Next up...
The next step is to fully realize the code into truly independent calls, whereas I have been hard coding values here and there to test for functionality. Now I have to expand the usability by doing so.
Also part of what I fixed last night but in order to finish fix I must build 2 more lists of objects to hold the events and behavior to take at the time of triggering instead of the global update.
Person list and objectbehavior list.
And that should work I think.
Objects should almost be complete. Aside from doors and world objects... I think.
But I am kind of beat from water park... so.. well see. But that is what I need to do.
Trigger trigger trigger trigger crown
ctown
Short for castle town
Ok so I am trying to figure out this last piece of the puzzle..
Which basically seems to be related to reflection.
Creating the data and process able to handle each member identity intuitively and responsively.
Aka write good reusable code with clean data formats...
But I still have to come up with the best way to execute it...
Ok so I slept on my solution and I think I have a good answer now. I was over tired yesterday.
All I actually have to do is pass around identities between my stuff and that should be sufficient linkage between all calls and updates...
Since everything has its own stuff to begin with.
Basically references.
But done in a weird way.
The idea being. How best to handle objects across all cases or whether I wanted to try and restrict the interplay. Which I dont.
See a trigger is pretty simple. It just checks for collision and then evaluate for condition met and then takes some set of actions.
But how to set up the data and fns to handle something which essentially can do anything?
At first I was thinking of using the power of closure to declare the list in the outerloop.
Then I was thinking I could let the functions handle it...
Then I thought I could use data lists.
But none of these really addressed the real issue I have to deal with.
How the trigger actually passes its info about what needs to happen and why to the system.
But I think. Setting id's in data for the targets that can be passed thru the fns. Should work.
Ok so that worked. And I only got an error from trying to leave comments in json...
So I made a 3 major changes to format and basically it just worked with no errors. I don't know how to feel.
Fact remain objects now load and execute their own data from file now.
So that is pretty convenient.
I like this taking time and thinking things out before actually coding appraoch..
Admittedly I feel like u have to reach a certain level to really make good use of it over trial and error... and the benefits of that practice.
Only 2 remain that are needed now.
Pickups and door...
I've never programmed a ๐ชdoor before.
But I assume it's kinda like how I did my transitions.
Basically I need to set to values for coming and going. So it's almost like a linked list... I think.
I've been putting off doors because there are some unanswered questions beyond them...
Things like how do I want to handle my dungeons if at all...
Hmmm. Good point me. Just treat them as access points to transits and dont worry about expansion until framing is done.
Adding level data or one extra function shouldn't matter at this point.
Objective updates has been completed to the point of working now.
This is the control flag that npcs carry for if u have completed the objective.
Thus advancing the script into new lines of dialogue.
What a pain getting that added.. ugh so many array ops inside of arrays inside of member data... blaaaa.
But it works and is not hard coded.
He will only say this after u speak with the priest...
But I think that should cover most of what I need...
So just doors and pickups need some code now... and I will have to set up some more data to play with.
I might have this done sooner than I expected.
I still have a ton to do...
So the faster the better.
But it's hard to be quick when ur learning...
Either way, progressing! Hooray.
And the priest and all npcs already have controls for whether they will engage their own dialogue. In regards to progress in the story. So that should cover everything... I think.
What's cool is the main list is slowly shrinking. Even with new additions emerging here and there.
I think I will only have 5 main bullets left after this system is completed.
It's hard to say tho.
A lot depends on key decisions I am still debating
And my want to finish proper.
Either way that made my head a bit sore... array array arrays...
Luckily all I have to do is fill out my data for that stuff now.
I had to set this up before I can handle doors anyway. And it will also play a bigger role in progress control in ways I rather leave to discovery.
Pickups should be fairly straightforward.
I just need to add a few things to get them working.
But doors... I really want to do a simple procgen thingy... and I think I know how based on an older project I did...
There is an interesting potential for mini games here as well....
So... I'm not keen to rush past it.. but I really should get everything more finished before I add anything else.
My only thing is, if I am motivated to do it, shouldn't I take advantage?
Bonuses of being indy solo
Idk but I need a break. Whose got kitkats?
Well the lawn is mowed.. even trimmed the hedges... and took out some rogue trees...
So hot tho.
I looked over what I need to do before bed last night..
Basically I haven't touched boss or enemy class since the jam back in 21...
Soo... yeah... I already rebuilt some parts but I can see how these 2 classes and pickups share some common needs.
I think I'm gonna go to the pool and refresh and then tackle this next set of problems.
So I did something nifty. I rewrote my old code to use stuff I learned back when I did the camera and now my boss comes correct.
Still plenty to do to finish this update tho...
At least I got it working.
What's nice is this should carry over to the rest of what I need to update before I can finish the entire system.
NM the ๐ being drawn on top of everything . More needed updates from when I was figuring things out..
Won't take more than an hour but I want to focus on systems rn.
This should be enough to try and add drops/pickups...
And then ๐ช
Boss drops stuff. Now have to build out stuff behavior. And think about how to preload the data now that I know it works.
For now I decided to try and utilize a sub class rather than writing a new class. But I might need to do that if I hit a wall on this current path.
A lot of this is already in place but I can't stress the part where I'm still learning this enough. I am starting to feel more confident for some parts. Other stuff requires a lot of thought and focus.
Regardless she seems to be slowly coming together.
Once I have keys ๐ getting added to a list and then make doors ๐ช. I should be able to completely test almost everything.
So then I can revamp it into data driven types and then all I have to do is update my sets and maps. [Keys and doors, my other types are mostly using data already] enemy types is a diff story...
I think...
Oh yeah there are a few other things I have to work on... but let's worry about this for now.
Sweet.
Sometimes I have issues getting started like today. Since I'm tired from yesterday. So now I use this time for music practice.
Thanxu. Glad u like it. Yeah I need to create all that stuff to get a network thing going.
I am almost at that point where I feel ready to begin for real.
But fairly clueless on what to do... despite being a web dev. Things keep changing so rapidly.
In short. Yes.
Thanx. Will do.
And it looks like my data structures were correct. So time for some grunt work.
Soon as I finish this set, it might be a good time to set some stuff up, web wise. It should give me what I need for making the trailer stuff too.
I came up with a pretty good tag line while eating..
How'd it go again?
Well that wasn't so bad.
I got it switched over to data.
So basically just need to fix a bug I found and expand and update all the other related outmoded stuff.
Oh and I need to write something to handle the actual overall story progress of the hero...
Otherwise the levels will default into same behavior everytime.
Lots to do, but hey it's still working!
And it works almost like a real rpg now.
But not really.
Maybe in a few weeks.
Depending on motivation ๐ช
Still a few critical juncture left to cross.
The door logic still need to be done properly but it is enough to work with for now...
Not that it's hard-coded or anything... it just works in a way that I think might be more like level loading rather than room loading. For whatever that is worth as it means...
Thinks continue forward..
I think that is it for setting up bosses. Now I have to update the other enemy class... made keys ๐ into its own class. Created some data definitions.. just need to expand the data and assets and then that should be ready for actual combat logic updates...
Most of the changes aren't visual but I am starting to make other changes that are...
Enemies have been updated to work in the new system but still need updating in general...
Another step forward and the end of another work day.
Will need to fix the draw on them either before bed or tomorrow but I need a break.
Ok. So I think that's another fix done. ๐ค break time and sleep soon.
Knocked out all the bugs and fixed some things that needed it. Everything should be square now. All that's left if world objects and if I want to do room logic. Aside from that? UI and save/load game. Combat logic. Bonus draw fns like lighting/shading mebbe. Asset creation. Some animation. Some writing. Camera update optional. And that is it.
I have 12 items left but they are being completed over percentages. So roughly half are over 80% done. Leaving me about 6-8 items left to complete. Depending on which pieces u r looking at. Since each has 3 or more components. Graphics, code, and sound, and data.
And I am still deciding what is actually getting done because I have it figured out and am able to versus I want to finish already.
Oh and I still have to clean and extend a few things throughout. ๐
I'm guessing around a month to reach code completion. Another month or so for assets and testing.
Not bad tho. That should put my project duration at 17 or 18 months total.
Going from close to zero game building knowledge. To somewhere more than 1 game building knowledge...
It's been a long journey and it's still not quite finished...
It's nice to finally reach this point where I can kind of tell and know what needs to happen for the project code at least.
Ok so I think I figured out something in real life...
Art in = Art out.
Delicious art...
Big huge wedge of asiago...
The squares are butter..
More art should be edible..
Ok so a bit too much cheese but slicing wedges is tricky
๐ง
Fuel tank refilled.
Time to code more.
DUDE NOW I WANT TO EAT
Me too!
Got objects up and running.
I can build out behavior once I'm done cleaning. Now that testing is passed.
Cleaning being I have to move all the old entries from current data layer to correct layer and create the associated object entry...
Ugh... boring..
But a simple task that only requires close attention.
And time...
But that is another step closer to the finish.
๐
boring data work...
now i have to deal with a interesting issue. so tiled only supports single tiled objects...
if i want to convert my npcs into proper objects, i will have to change them from their current tile layer format into something that can utilize the object layer. I have a few solutions in mind... remake tilesheet or write an extra few lines in the object class to handle it...
i guess i will tackle this now...
So interactivity is up. I made a mistake while updating my tilesheet and somehow deleted a bunch of tiles I was using.. that really sux. So I'm kinda super pissed at myself for not backing up the file before I changed it... becuz those pieces of art are now gone... and it left a huge gap in my castle interior... I can fix but man that's a hard blow to my motivation.
Now to deal w the npc issue or redo my lost tiles ๐ข ๐ญ ๐ฟ
Ughh!
I always make a backup... but not yesterday... cuz I was tired... and thought I could trust that loading the last known save of the file would bring me back to where I left off on the file... not one or two days prior to where I left off.... big long sigh.. and now I will go.
Think I'm going to ignore the tile issue until it hurts less to think about...
were these your test tiles?
No. They were my game art. It was an alternate version of the candlelit arch.
And some wall tiles that had a gradient blend.
Couple hours worth of work.
All I had to do was rename a file before moving the new one...
I even thought of doing it...but had looked at the sheet and didn't notice the difference.
Ugh.
It was about 20 tiles or so.
Not a huge loss, but not what I need rn either.
i dropped teh old tiles in to ease the blow. but what a stoopid mistake...
i guess im lucky it only effects a small portion of the map... and is pretty simple to fix...
but i am going to focus on getting the NPCs and objects finished before i have to double back and fix this bs...
Looks like I have to make a sprite sheet... as opposed to tile..
I have to move these out into their own sheet...
This is kind of good. I can free up some tile space. Altho I will have to write some more code...
Oh well. Let me try ๐
ะฑะปััั ะผัะถะธะบ
Translation?
blyat dude
Blyat?
I only speak a lil Ruski.
And read none.
Got it.
Yeah Blyat indeed.
I only knew. Postluey vasetnyetsu. Sorry I can't spell the words anymore. I can still speak them.
if i could know what is this
Postluey vasetnyetsu = ass hole. Or so I was taught.
It isn't Russian hahah
This is russian
Spasibo.
Ok so I figured out how to use additional spritesheets and load them into tiled. But... objects in tiled don't have ref id's for the sprite sheet.
Or something.
Ref id's work on one tilesheet but not on the spritesheet.
But, I wrote a bit of code that loads the correct spritesheet data to each object.
However I have to fine tune it.. and consider how this will work for animation. Basically i might need to separate the art files out... but I shouldn't have to unless this makes things easier...
At the very least I have it working at the most fundamental level which for me is like half the battle.
u can see things are getting drawn but i have to fix a few details about how they are drawn... plus some tiles i missed deleting... npc tops of heads...
and draw orders...
But at least it works ๐ช
Also I threw all the logic into a diff class to do quick draw and update checks... I need to move what I have into the right class...
Well that was easy...
Now to clean the draw.
2 more fixes to go.
Finally sorted out sorting... sort of.
Guess uts time to wash my data properly and get things where they belong so I can finish this up.
Tried to vary movement. Will need to reduce rate or increase range....
That seems good enough for now . Just need to finish the data process...
Things finally starting to feel alive somewhat...
their walk slayed
One step at a time... they might get actual walk cycles eventually.
Rn they are just single frame sprites.
I'm still trying to figure out how best to setup some of the entities internals. But I still have plenty of map data to clean...
Need a change of pace so piano practice time.
hhehehe
Almost done with data...
Still figuring out some layout
And this doesn't finish it either its just getting things updated.. there is still more I have to add...
Idk how much of this will get animated...
But I'm starting to get some fun ideas for sub routines..
I got all my npcs down so far. Just have to complete the objects and critters...
Try and finish this today.. I have 3 hrs...
Data is all up to date for earth.. but I still need to add and fix the damage I did when I changed the graphics... ugh.. still some time left. I also need to write some logic for critters..
Going to have to figure out how to adjust my grid behavior...
Or come up w an alternative, but I tried one already and it worked but messed up the sorting...
Ok I kind of fixed it. But now I have to decide how to proceed... in regards to this fix raises some other issues that can be fixed just as easy but I wonder if it's the best way.
I might reverse and try something else that doesn't effect as much...
It's all pretty new and flexible atm.
That seems to work fairly well.
I just adjusted my grid...
So let me try to get the critter logic updated.
And make a few other fixes while I'm at it.
All that's left is some minor fixes and extending logic. Basically it's done tho.
That leaves rooms, enemy ai, loading/saving game, ui, combat physics, a few secrets and a few fixes. So about 6 or 8 items left. Plus finishing all the assets...
Plus a handful of additions I'm still figuring out...
Development of Things seems to be picking up in pace.
Next 2 weeks will be interesting.
Alright patched up the castle walls but will need to make new tiles eventually...
Mopped up a few lose ends with my npcs and data.. figured out some neat ways to manipulate a part of my system that makes it a bit easier to create new npcs of a special type...
That's it for today.
I also updated some bits in my data formats for allowing for more dialogue opportunities and greater flexibility.
I have to start thinking about how this equals game trailer...
Can u tell what changed?
Still so much to do.
It Is okay
Seems to be effective limit rn.
OMG HE KILLED SO MUCH PPL
They were evil. Note the glowing red eyes..
Closer.. or is it farther...?
Ok almost got it figured out...
That's seems fairly good for the draw bit now I have to figure out how this translates into positional data and collision and all the other things I hopefully have set up correctly like the draw the stuff.
:3
Still a few kinks but hey, it works!
That's all I really wanted.
So weird how I am figuring all this stuff out all of a sudden...
Yay diet and exercise
But also cheat days.
Also I've made all these changes and haven't broken anything.
I think I'm starting to get it.
Now just have to focus on making is look good and get steam page up pronto.
But that's it for tonight I think.
Let my creative juices ferment some.
And rest the noodle.
Zoom has taunted me...too long. nice to land a blow finally.
X3
Just need to add some more states for combat and that should work quite nicely don't u think?
i think you can hange that people wave
they are standing on each other or levitating
so i managed to put this together for a starting point...
Send it for the wishlist
workin on it!
i am trying to learn webGL basics and am trying to do this thing with it... but need some help, does anyone here know webGL and drawing to the 3D?
alright welp after 36 long hours of trial and errorz....
i did it.
stage 1 of max grfx complete
now comes the tricky bit
left is 2D, right is 3D...
now that i know (partially) how this works.. i will try to extend it... and then will finally see if my theory was right.
Which side do you think looks better?
both look good
if nothing else i have dismissed a few more misgivings about the nature of 2D in 3D...
but also confirmed that it is the way to go...
this is where my studies left me...
for the curious coders.
Btw I did figure out the basics and can now focus on what I need to do.
That's includes phase 2 graphics.
But gotta crunch on the steam thing now.
Making good progress on trailer work
music coming together, scenes mostly planned, get a rough cut, polish, rerecord, finish music, and make final clips and combine.
Trailer is almost complete.
Just need to update some graphics and reshoot the scenes with them. Otherwise I have my boarding and rough cut โ๏ธ done!
Altho I am still debating some stuff scene wise...
Re rendering
Decided to change a few scenes...
If this turns out well. All I have left are the updates and reshoots.. so about 3 days?
To submit.
Yup. It's good as far as layout and planning go.
Has a pretty sweet flow to it too.
So take a break. Sleep. Some irl stuff tomorrow and then back at it. It's only a few changes but who knows if I can do it so quickly... and well.
4 updates to graphics.. 3 reshoots. And any more work I want to put into bgm.
Also need to finish writing copy and make actual changes to real steam.
It's the start of the most fun week ever.
And don't forget to finish capsule art...
Alright only one more piece of art to redo and some indecision on the color of another, then just need to reshoot 3 scenes and make one other key decision about branding and the trailer is done!
was supposed to have PT today but my provider canceled...
so ive got a full day to work today and tomorrow
Great working!
Completed everything, but the capsule art & copy. I might futz w a few things before i submit, but otherwise i think it came out fairly ok. the new art was a nice challenge and also a pain... we are getting down to the finish now..
Will you show it?
I will once its on steam. Since that happening in the next few days.
just have to wait a few days
still have some work left to do before then.
So it has been kinda crazy lately... working in 4 different areas at the same time all at once....
good news tho, i have almost everything finished
just a few more pushes and store page should be ready to submit.
the hardest part so far was making the logo
in fact im having an issue related to logos atm but its a non issue rn. mostly just tired.
Alright, i think almost everything is finished. i had to make another graphic for the background image of the page and put together most of the bb code i need. All thats left is a handful of page details, tags, and selecting some screen shots and uploading the trailer (which i have one piece i still need to decide on (logo issues)).
oh and deciding what to do about the library graphics...
i don't think i need those to upload my page tho...
screenshots are done. this was an interesting hiccup. since i have my game setup to run in a wimdow with bars and stuff and the shots needed to be just screen...
so just need to add the boring developer details and sys reqs type info and finalize my trailer and upload it. and that should be everything. Although i am still debating my capsule art... i wound up with 5 different versions...
and i am still debating parts of the copy... short desc vs. long... etc.
def looks interesting, all naked... almost magical.
looks like i should be ready to submit tomorrow.
I like this one more
yeah id say either second or second to last
i have been leaning towards the last one, but am not really happy with it...
thought i had an idea for something else but wound up with this instead...
i also made this the other day...
gonna try and make another piece now...
i have this one idea in my head, but its not a simple thing... and its not fully realized due to the nature of how this game is being developed... even so, there is more than enough to compose a visual makeup for the compositional components... Rather still, i am not fully able to bring forth the visual representation i desire.
however, i am enjoying pushing the limits of what i know in this art.
Wow...wow.. just...just wow...
still cant quite reach what i strive for...
alas another production that i like but don't love...
i mean it could work i suppose...
spot of creative dilemma anyone?
it def eye catching... but not quite right...
oh you like it?
yeah i might want to drop the lil scratch marks behind the title or tilt the color angle slightly...
Excited to see ngl
everything is almost ready... just have to decide whether to publish as individual or LLC...
welp thats not quite right either huh?
font setting is such a bother
can never seem to get it just right when i use these options
there is this thing with black and white and gold and reddish brown.... i want to use all four but the gold tends to look a bit better... but i like the contrast from the four better... ugh.
that lil bit of white in the gold... just need to get it balanced just right.. i think.
and now im liking the gold one more...
grr.
i think its better this way in terms of eye catching tho..
how does this look?
The contrast on โVagrantโ isnโt great imo
Overall I think I still prefer the one that had a solid dark background with the character silhouette and the title in a solid color
yup. and yeah i still have that simple one as my set graphic but i am not super happy with it.
so... u can see.
Looks pretty good to me - very simple and readable. If anything, I'd probably give the text more padding on the left and right sides, so it's not pressing right up against the boundaries of the image
not a bad idea.. i am still debating. so i am making some music rn.
yeah honestly what you have I like more than any of the ones up top
und unutha
sooooo i am thinking... and thinking... and thinking.. and still no clear answer or feeling about any of it. which art or individual vs. LLC.... ugh ugh guh.
I think it's too dark on the left, gets difficult to read
idk.. i kind of like the fade.. it adds visual interest... but i see what u mean..
ooo i have an idea
Maybe you could do the fade with colors that still stand out well against the background?
workin on it. 1 min.
believe it or not i added more color inside of the title
still pretty shady tho huh?
Oh it looks diff on the phone.
Much darker..
Hmm. That's weird. I have my monitor set to default display colors...
I can run a contrast test on it when I get back to my computer
oof
and see now i dont like it
not enough contrast
i really want to use a black and white type thing
which is whats happening behind the gold
in terms of the font
:/
dag nab it
Blue to red gradient is hard to do well
it feels way too french
for the apple enthusiasts
๐
XD
newp
grr...
just cant seem to find the right mix...
waaaa
got some food and will see if that might help me a bit
how about this?
I like the glowy effects but the text still needs to stand out from the background more
yeah.. i am thinking about that... hrm...
pushed the white levels on "vagrant" or more like nudged them up
adjusting drop shadow
hrrmm
funny how color works
i like the balance on the drop shadow from the 3rd one up better...
darker silhouette
idk now im liking the other more yellowish green balance on the 3rd one up
I think the contrast is still too low ๐ฆ
This one doesn't fail the contrast test
thats the one that has a much lighter opacity on the purple drop shadow
but something about purple and gold contrasting creates a really nice diffusion in the spectrum... but like i said. i kinda like that one more now...
lemme twist some knobs and push some buttons..
here's a color I was able to get with a AAA score
Is there a way to fade the drop shadow effect, so you see it more on the right side than on the left?
yes
On the right, where the text is brighter, the drop shadow feels more like a "glow", but on the left side where the text isn't as bright it feels more like the text is just being blurred
alright let me make a change
think i took a wrong turn somewhere...
altho...
i mean... it could draw more in for sheer what factor...
That's an... optimistic way of looking at it ๐
dont worry im working towards something more acceptable
just i find these creative crossroads more interesting after much repetition.
ok so this is full on everything
now to reduce it back
removing drop shadow on vagrant
i already miss the way it made the vagr look
hrmmm
That looks a lot better to me!
i also made this using the color u suggested but i turned the gradient up a bit too high...
here is the diff:
ca9a37 gold
ac9860 darker gold
I think the contrast on the darker gold there is getting iffy
thats b/c i turned the gradient up too high... need to fade it out again..
there
but yeah i like ca9a37 better
ac9860 is a bit too orange for me
err reverse that
got the names backwards
this is the correct color ac9860 but with a diff gradient
i like this interplay of dark and light
but u prolly like this one better
I think this one is probably my favorite so far, it looks the most vibrant
im still not happy with it...
hrrmm
light bulb
ehh
that looks pretty cool.
but i still dont know..........
wow i finally got stuck.. you know what this means!?!
its video game time!
time to back off and relax for a minute and not think about ma game for more than 2 mins.
and i still have a craving for gt vr
but boy oh boy i sure am annoyed at myself rn
i thought i was good at this sort of thing...
too many versions! argh XP
thats where its at for now
time to play some games.
apologies for the delay in the store page, but i want things to be a certain way..
man this is terrible i should be playing a game rn but instead started working on music again...
this is good and bad.
i have not be taking enough breaks again...
ok game time
well i am not feeling it today.
i took a break, but also decided to futz with fonts and stuff, and wound up with this...
any thoughts?
I think it is great. Although the font seems like early 2010s vibes to me
Thanx scott
๐ณ
๐
I'm still not happy w it. But I feel like this is closer to what I wanted. But idk..
Will keep working on it.
The central icon needs a diff color too.
Maybe try that other font..
Idk.. eating rn.
Ooh
