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fillergames

  • Posts: 644
Been working on getting multiple enemy encounters/encounter list data to work on each enemy actor.

It sorta works like this:

  • Each enemy has a list which determines each enemy to spawn in a battle, all by actor names. (IE: Writing "Chicken" as a list function would spawn the actor named Chicken respectively)

  • The Enemy list is then applied to a Game attribute, this is to load the enemies in battle.

  • One the battle scene loads, it finds each actor name based off the game attribute list, and applies them to a position based off their location in the list.

This can be adjusted on each enemy in a scene via behavior. Another thing I've fixed is extra space on text, it can be seen in the gif below. Extra text at the start of new lines no longer exists, as it ignores spaces/blank text during those areas.

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fillergames

  • Posts: 644
Some GUI stuff got finished today, so here's a image-thing of some progress.

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fillergames

  • Posts: 644
I found the issue with lossy video recording. Seems the integers of the resolution must be a common value. (EX 720 than 360). The frame-rates are still inconstant, but eh.



You can run with ladders by holding X. You have more stopping points due to moving twice as fast, but there's less of a stop when you're in a stopping point, making it slightly faster. There's also now a very (minor) animation where the player grabs the ladder. This was to fix a bug where a single-frame ladder climb would cause the player to move upwards ever so much with no animation.



Since this is a 60FPS game, and the ladder climb animation goes for only 8 of the 60 frames a second, I made a slower gif to show how it would look like in a format you'd actually see it. Quite a bit of effort was put into something'd you'd barely see.
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squeeb

  • Posts: 958
Since this is a 60FPS game, and the ladder climb animation goes for only 8 of the 60 frames a second, I made a slower gif to show how it would look like in a format you'd actually see it. Quite a bit of effort was put into something'd you'd barely see.
It's all of the little things that make up a polished game!  Great work!

fillergames

  • Posts: 644
Been brainstorming how enemies should attack, I decided the enemy behavior could have a list with each enemy that could be adjusted.

For example:

0. The Test Monster attack you! <HP/5>
1. The Test Monster stole some AP you! <AP/5>
2. The Test Monster rasied it's offense! <MATK/5>
3. The Test Monster rasied it's defense! <MATK/5>
4. The Test Monster raised it's speed <MSPD/5>
5. The Test Monster raised it's dodge <MDOG/5>
6. Test Monster raised it's HP <MHP/5>

For example, during the enemy's turn, it'll draw the text before "<" as the stat to reduce is determined by the text after "<", and before "/", and the amount affected is by after "/", and before ">"

I assume attack order will be another list that'll update, maybe organized by speed?
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fillergames

  • Posts: 644


Enemy following has been updated a bit to feature a warning indicator so that you can tell when they're chasing you.
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fillergames

  • Posts: 644
And now the complete opposite. If your level is higher than the enemies, they'll just run away from you.

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fillergames

  • Posts: 644


Testing out faked lighting effects. It's just an overlay placed over the map that is transparent, giving an illusion of lighting.

Also, I'm going to give a sneak-peak of the map. Since I spend way more time than I should making maps, and it'll take a bit for the final version

Here's a full map picture.


« Last Edit: July 18, 2017, 03:25:22 am by fillergames »
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merrak

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  • Posts: 1414
Map looks good so far! Only thing I'm not sure about is the sidewalk, though. Is it supposed to cut off half of the driveable area of the parking lot?

fillergames

  • Posts: 644
Now that you say that.

I was making it as a stylistic choice, but it looks pretty weird. I guess I could place some sort of barricade at the end of the road to imply it's the end, or the road is under construction .

Just a WIP of the building that's suppose to be in the plaza. The design itself so far Influenced by some stores I've visited. It also gives an insight on how I make buildings. I find it easier to make buildings and map pieces out of actors to reduce the mechanical, grid-like feeling of them.

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fillergames

  • Posts: 644


Some more polish is needed, but so far, it's looking good.
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fillergames

  • Posts: 644
Final time I'll be polishing up this map for awhile, as it's time to work on other maps than just letting one become over-bloated with content.



Anyways, I've planned out how the dev cycle will work:

-Basic engine and writing is in place

-After that, maps, and sprites will be added upon

-Finally, content begins form a proper state (Beta)

-After that playtesting becomes a thing. I test what features seem to work well, or seem to not work.

-Crashes or broken content is tested here, and should be removed. This is when bugtesting becomes a major thing.

-After that, content either gets cut, or new content is added. At this point, mechanics and such will not be altered unless it's for major reasons.

-At this point, the game should be able to be played from start to finish without any real issues. Possible teaser demos/videos come out at this point.

-Audio design (music, sounds) are added here, so that they match the theme and design of the general game.


-At this point, proof-reading is being made. Assets and code should not be altered unless it's major.

-Final playtesting begins, making sure the game is as bug free as possible.

-Game is released.
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Irock

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  • Posts: 2823
The lighting effects look cool!

fillergames

  • Posts: 644
@Irock

Thanks! They're just backgrounds over the maps. Works quite well, and doesn't use that much memory.

Also this happened after trying to load the game after a computer crash. Happily, I backed the game up daily before the crash happened, so I was lucky.



The program pretty much generates an error when it loaded during that time, refusing to load the game. This is a lesson on why you should back up all the time.
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fillergames

  • Posts: 644


Just testing memory usage from multiple instances of the game. I know my coding skills are quite bad, but that's some nasty memory usage from a 2D game.

Anyways, start writing up the game script, since I have some basic ideas of the locations mapped up. I may or may not make a blog for game coverage, as that'll reach out for a larger audience.
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