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Thursday, January 29, 2015

Indie Day 71 - Learning Experience


i learned so much stuff working on this game with my buddies.

like the importance of variables in code, that you can't just leave a system to work with constants, that have variables will increase an objects versatility.

like the importance of scope.

our original objectives were ridiculous and practically un-achievable for our skill level.

a youtube channel, extra credits, does a fantastic summary in three videos of what we should have done.






we could have done a lot better working on refining the core gameplay, instead of just making the sprites look good.

a polished turd is still a turd.

now don't get me wrong here i don't think our game is a turd, i'm incredibly proud of what we accomplished, i just think that if i knew then what i know know about planning we as a team could have accomplished more.

if instead of focusing on just adding features into the game, and instead focused immediatly on building a strong core, we could have had something great to work off of.

however, now i know.

now i know about what i have to do for the next game.

and it will be marvelous.

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i also learned the basics of gml coding, and while it isn't a universal form like html or c++ or anything fancy like that, i'm a fan. it's simple, it does what i need it to do, all in all it's a good tool.

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working on this project i feel far more confident in future endeavors not necessarily related to programming, because of the teamwork i lead. we had some rough patches, and when we ran out of ideas we as a group didn't know what to do (we should have refined what we had). but all things considered we worked well together.

i feel better suited to take on a leadership role in the future.

if i had to fix one thing it would be that i sat next to my entire team. cause right now i'm not sitting next to david, so it's hard to communicate with him without leaving my work space, it would also help remove distractions.

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can't wait to work on my next game in my spare time.

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oh hey i should probably link to the download for this game.



and just a reminder that justin and david were a big help for this project.

Tuesday, January 27, 2015

Indie Day 70 - I'm Pretty Glad I Already Dealt With a Similar Issue


okay so i fixed the thing by creating a global variable in the first room called slimebosslives.


then in the slime boss's step event i put this;

if (hp<1){
instance_destroy();
slimebosslives=0;
}

so that when the boss dies, the variable goes to 0.

and then, when the room starts the boss will read the variable, and then destroy itself if it's 0.

if (slimebosslives==0)
instance_destroy();

nice and simple stuff.

Indie Day 69 - Yep


 so i noticed that when you move back intro the boss room, the boss has respawned, and that's not good.

i need to fix it, i'll probably fix it the same way i did the sword pickups.

hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
mmmmmmmm
m

m.

this is an issue.

Monday, January 26, 2015

Indie Day 68 - Tickatackatickatackatickatacka


I don't know what has to be done for the game, so i'm just going to do something new this class, time how long it takes, and post the download.

ready? go.

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whoops firedrill.

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aight, final time 7 minutes, 6.276 seconds.

here's the thing.

Friday, January 23, 2015

Indie Day 67 - Hey Check Out my Hoodie



http://www.thinkgeek.com/product/1d16/

i like it.

oh, i also finished the boss thing.


he moves at a rate of 2pxls per frame, and i made it so that it's impossible to move past it due to an invisible wall that follows it.

Tuesday, January 20, 2015

Indie Day 65 - I Finished Sammy



i like im'

but anyhow this is a good proof of concept on how the pre-established npc code can be applied to other npcs.

i used the same npc code as the signpost.

the same codes, with different variables.