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Friday, December 19, 2014

Indie Day 54 - Slightly More Appealing Yellow



now it doesn't sting my eyes. it's great.

also made a bit of a change in the friction code to better allow for the sprinting.

if (speed > maxspeed) speed = maxspeed;

it used to be 8, the set running speed, now it's a variable that can be changed to the desired speed of fast.

Wednesday, December 17, 2014

Indie Day 52 - Gotta Go Fast


putting in a sprint button.


right now, it's mapped to the control key, but that can be a bit awkward. if i can find a way to make it activate by double-tapping the movement buttons then that would be great.

i also need to make it linked to a stamina bar (similar to the health and mana bar).

Tuesday, December 16, 2014

Indie Day 51 - Dark Souls is a Really Good Game


and i was thinking about its game design philosophies, like how a harder challenge, while making your game a bit more niche ultimately increases the feeling of reward and achievement.

i was also thinking about how it organizes its map. every area is accessible from the hub area (the firelink shrine) or from another area connected to it, and there are shortcuts everywhere, most of which have to be unlocked.

i was thinking about how a hub area might be a good asset for our game, so if there's a way i could make lillim city interesting enough so that no-one minds having to go back there, than that would be great.


..............................................................

more about the actual design of the city.

i want it to introduce a lot of key features, and have places to get most of your stuff, like a vending machine that sells potions.

i also want it to have npcs going in and out of the city, but that might be way beyond my skill level as an indie dev.

i've also sort of got a paper-copy layout of what i want the city, more of a town really, to look like.

Monday, December 15, 2014

Indie Day 50 - Couple of Changes to the Code


This is in the player's step event.


now instead of just re-loading the room, it restarts from the last save point.

this is the new game function, when pressed it will over-write the previous save file.


since we're having the least problems with save files by using drag-and-drop functions, we'll continue to use drag-and-drop, but only for saving.

Wednesday, December 10, 2014

Indie Day 49 - Lillim City Under Construction



i used this website to make a cool sounding name.

i've gone on google images looking at city maps to get an idea of what it should look like, and i've decided that the city needs a river.

i may need to get justin to make a river tile-set.

Tuesday, December 9, 2014

Monday, December 8, 2014

Indie Day 47 - I Found an Alpha Tester

"The game was cool.
I had problems finding the controls.
That was more fun.
I slayed mad bitches. YOLO"
- Howie.

i'll get him to test the game after each new major update.

from observing his play i learned some important bits of info

- the controls are not obvious;
they aren't completely intuitive, a popup would be a great benefit to the player.

- the map is easy to navigate;
the signs and paths make finding the right direction easy, but not boring.

-combat is simple but enjoyable;
in the alpha tester's first run, he did not die, so it's not difficult, but he did have fun with it.

Friday, December 5, 2014

Indie Day 46 - Fixed Some Issues the Sword Pickup Was Having With Changing Rooms


for example, if you picked up the sword, went out of the room, and then went back, the sword would re-spawn.

this sort of fixed it.


now instead of an 'instance_destroy();' code, the object is persistent, and just goes invisible.

Indie Day 45 - Made a Way to Get From One Area to the Next.


here's the code.



and that's what it looks like, except that it's invisible.




All it does is change the room (specified in the creation code, see variable; roomname), and then moves the player (variables target_x/y).

Tuesday, December 2, 2014

Indie Day 44 - Road Sign



invisible walls bordering the room.

and a new road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

road sign.

Indie Day 43 - Branching Out a Bit


this picture shows that i'm working on a new room that will act as a transition period between the tutorial level and the main area.

Thursday, November 27, 2014

Indie Day 42 - Skype and Game Maker


skype


game maker.


both are now on the new desktop, i can get back to work properly.

Wednesday, November 26, 2014

indie Day 41 - New Computer


it's neat but i'll need all of my stuff back. luckily the game data is saved to dropbox.

Tuesday, November 25, 2014

Indie Day 40 - https://www.youtube.com/watch?v=K8GTNpIQ4vY


wanna see something cool?


when the swords are in the ground, they look just like normal.


but then after picking up the first one, they change to the new sword.


the new sword.

the though is i make a bunch of different swords, each better in some way than the last. that way each sword pickup is just a sword upgrade.

Monday, November 24, 2014

Indie Day 39 - I SEE ALL


you thought you could hide it from me, but i found it.


that little menu pops up when i run the game in debugger mode.

when i do this, it lets me keep track of variables in real-time as the game is played.

it's useful to say the least.


i can see everything that happens everywhere.

you can't stop me.

Friday, November 21, 2014

Indie Day 38 - Okay Fine, Have Your Dumb Sword Back


there's a sword pickup item, when used it adds 1 to swordnumber .



then it displays that message.



and, hints at a new sword.

Indie Day 37 - No More Sword (On Purpose Though)

nothing much to show, only now that the sword controller say that unless something makes swordnumber not equal to 0, you can't swing your sword, in fact, you don't have a sword.

///create
globalvar swordnumber;
swordnumber=0;

///step
globalvar sworddamage;
sworddamage=swordnumber*1.5;

(also, that sworddamage is relative to the swordnmuber)

Tuesday, November 18, 2014

Indie Day 36 - The Control Will be in My Hands



this neat little thing will allow me, in the future, to create multiple swords while still re-using the same objects i already used for swords. the benefit to that is i won't have to create numerous objects, and having to write hundreds of lines of code just to get them all to work. that would be excruciating.

what will happen, basically, is that each sword will have a number, sword number. that number will change the swords sprite (and therefore animation), as well as damage.

Monday, November 17, 2014

Indie Day 35 - NPC Super Hyper Funtime Happy Team Go


not only does the npc's work again, but i've also got multiple lines of dialog per npc.




additionally, due to how the objects are reading lines set to variables, and the variables are set to the individual instances, two of the same object can have different lines of dialog.


Friday, November 14, 2014

Indie Day 34 - More Difficult Than I Thought it Would be


so this could be fun.

I also made a tile template for Justin to use to make sure all of his tiles line up effectively.


Thursday, November 13, 2014

Indie Day 33 - Fixed Tree Collision Masks and am Working More on the Level



and the next thing i'll be working on and npc with multiple lines of dialog, and then i'll work on scrolling text.

Indie Day 32 - Starting Level desings

tutorial levels, working on a path surrounded by trees and forest.


need to work on tree collision mask as we can sort of just walk through the gaps.


Wednesday, November 12, 2014

Indie Day 31.5 - Ten Little Roosters

taking the day to give myself a little mental break from development to theorize about the Ten Little Roosters murder mystery over on Rooster Teeth.

so far they have released 2 videos, which can be seen here and here.

the riddle is
 
and the weapons are

100% Accurate Minecraft Creeper Suit
A Literal Red Herring
Airtight Underground Chamber
Bathroom Scale
Bow and Arrow
Computer Mouse
Gasoline and Fire
Grifball
Lava
Joe the Cat
King’s Crown
Pitchfork
The Power of Math
Puma
Crescent Rose Scythe
Slow Motion Explosion
Slow Motion Mousetraps   -(used)
Sting of a Blue-Ringed Octopus
Sting of a Scorpion
Sting the Sword
Snake of Joel
Treadmill


(and some form of poison -(used))

so far the only people to have died are Gavin and Micheal

and so i've decided to theorize who the next person to die will be.

the next clue is;
Eight little roosters, two others in heaven
One was martyred, and then there were seven

i have two theories as to who the next person to die will be.

Adam;


and Chris;


the big clue is the fact that the victim will be martyred.

Google defines martyred as (of an attitude or manner) showing feigned or exaggerated suffering to obtain sympathy or admiration.

since episode one Adam has been sneaking in ideas to make people feel sympathetic. he stated that it's 'bad enough that he can't be a swimmer', and somehow he got his beard stuck in a door that he could easily get out of himself, but instead pleaded for help.

chris had a pretty big breakdown in episode 2, though i doubt it was faked.

however it's also possible that Burnie is the victim.


Burnie tells a story about how he is searching for revenge for his murdered cop partner, i don't know if the story is fake or not however if he were to die he could fit a definition of martyr, to be killed because of his beliefs, because of his objective.

i'm mostly betting on either Adam or Burnie to be the next victim.


(i should note that a common theory i have seen is that Miles will be the next victim, and it's worth discussing.)

Miles;


plays a character in the Rooster Teeth animated show RWBY named Jaune Arc, whose name is based off of Joan of Arc, who was martyred. i find it's a bit of a stretch.

Tuesday, November 11, 2014

Indie Day 31 - Those Things, That Determine Your Life and Death? Yea I Moved Those


(for reference, an old screenshot.)


(and the new layout, with the bars relative to the view, not the player.)


in the draw event, the xyxy coordinents are now view_xview[0],view_yview[0],view_xview[0]-some number,view_yview[0]-another number, so that's cool

Thursday, November 6, 2014

Indie Day 30 - Now We're Talking With Signs


it is my greatest accomplishment.

the code is set up to read text linked to a variable, so i can set any number of lines to any number of specified variables.

this code draws the text box.

draw_self();
if (draw==true){
    draw_set_color (c_white);
    draw_rectangle(view_xview[0],view_yview[0]+556,view_xview[0]+1364,view_yview[0]+684, false);
    draw_set_color(c_black);
    draw_set_halign(fa_left);
    draw_set_valign(fa_right);
    draw_text(view_xview[0]+40, view_yview[0]+620, text1);
}


this code draws the talksprites.

draw_self();
if (draw==true){
    draw_sprite(spt_sign_talksprite, 1, view_xview[0]+1300, view_yview[0]+556)
    draw_sprite(spt_protag_talking_normal, 1, view_xview[0]+64, view_yview[0]+556)
    }

Wednesday, November 5, 2014

Indie Day 29 - Talk to the Sign, Just do it. No I Don't Care that its an Inanimate Object, Just do it. No I Don't Care About the Complications if You Don't do it You're Fired.


when you interact with npcs, a global variable i call 'free' goes from true to false, making everything stop, i think it could have other uses too.

i've also got a bit of a complicated code controlling where that white box appears relative to the view. my text that should appear inside the box, however, is relative to the room, and so is else were. 


however, i think where that white box is, would be a good place to put the health and mana bars.

Indie Day 28 - November Plans

- ability to interact with npcs

- keeping enemies from walking through solid objects

- level design




npcs will be vital to the games story, once we get to that step, so i should work on the ability to interact with them now.

enemy need to not go through solid objects.

i need to design some levels, and make whatever needs to go into them, like walkways or something.


right now i'm working on npcs

Tuesday, November 4, 2014

Indie Day 27 - People To Talk To

that's a lie, there's no people, not yet. the next thing to be made will be npcs, which i will use in the form of a sign.

this sign.


i've already started its object.


so i'll get to use the talksprites, finally.


Indie Day 26 - Resources Are Important

new tree


new bush


new particle code thanks to Justin has been implemented, you can probably find it on his blog but i made a slight adjustment so now it looks like this.

///particlecode
Sname = part_system_create();
particle1 = part_type_create();
part_type_shape(particle1,pt_shape_disk);
part_type_size(particle1,0.01,0.10,0,0);
part_type_scale(particle1,1,1);
part_type_color3(particle1, c_red, c_red, c_red);
part_type_alpha3(particle1,1,0.7,0.2);
part_type_speed(particle1,0.10,3,0,0);
part_type_direction(particle1,0,359,0,0);
part_type_gravity(particle1,0,270);
part_type_orientation(particle1,0,0,0,0,1);
part_type_life(particle1,10,20);

and there's code in certain events to make those particles show up.

Saturday, November 1, 2014

colour palette to be used on all sprites, with variation of course.



Friday, October 31, 2014

Indie Day 25 - So You Know That Thing I Said I'd Do?

magic. i made magic.


that blue bar represents mana, it recharges over time due to this code in the step event.

if (mana < maxmana){
if instance_number (obj_magic_missile) = 0 {
mana=mana+10;
}
}


and you can only fire off one bolt every quarter of a second or so, due to this code, also in a step event.

if (magictimer > 0)
magictimer = magictimer-1;

if (magictimer < 0)
magictimer = 0;


and that works in conjunction with the code that actually creates the magic instance, in a global left mouse button event.

if weaponnumber = (2){
if (mana > 19){
if magictimer = 0{ 
instance_create (x,y, obj_magic_missile){
mana = mana-75
magictimer = 15;
}
}
}
}


that weaponnumber variable is basically a scale in which i can set 10 settings to, any more and i run out of number buttons.

all of this makes a little purple thing go pew pew.

Thursday, October 30, 2014

Indie Day 24 - Too Spoopy p.t. 2

ghosts are in, and they're the hardest enemy in the game so far.



not only do they have the most health, but because they chase you, making it hard for you to hit them. so next i need a way to easily dispatch them. i'm thinking i put in a new weapon, magic.

things i need for the magic; 
hotkeys that will swap between using sword and magic
some sort of graphic displaying what weapon is being used
a way for the magic to follow the mouse until the button is released.