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Messages - fillergames

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Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: June 19, 2018, 10:47:46 pm »
Just a note on what's done!

    • Story – outline – almost Gold
    • Story – screenplay – not started
    • Locations – text only – gold
    • Locations – full maps – not started
    • Characters – text – WIP (Got 2 done today)
    • Characters – designed – not done
    • Game Design Document – almost Gold
    • Story-boarding – not started
    • Item list – not started


    • Mechanic ideas – written, not explained
    • AI goals – not written
    • AI and NPC movement systems – not written
    • Battle mechanics – not written
    • Follower system – documented, not fully written


    • Player and NPC sprite style – being redone
    • Battle visual style – beta
    • Item sprites – not done, only examples built.
    • Tilesets – need to be redone
    • Text boxes – fine for now


    • Menu sounds – beta
    • Music – is none right now, will be added later
    • Ambient sounds – none
    • Battle sounds – none right now
    • Sound panning – ?
    • Sound volume based of location proximity – to be added

Just to note that the game is being built on the newest public version of Stencyl now, as it's running on 3.4. Been spending time checking if any errors have been made from the upgrade from 3.3

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: June 09, 2018, 09:34:19 pm »
Well, good news! The Game Design Document is pretty much done (including the story outline, as I finally settled for one after 4 re-writes). As now second phase of planning starts.

Hopefully, things go smooth this time.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: June 03, 2018, 08:16:37 pm »

These small snippets of block control the whole map select. The list itself is stored in the behavior.

The list scrolling is controlled through 2 variables inside the list loops on the drawing. Very optimized.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: June 02, 2018, 10:54:48 pm »

Map select, as I was sick of having to recompile the game every time I wanted to a test different map with a new feature. The map names here are organized by the internal order I made them, and represent the really rough original idea for the game. About 10 of the maps from this list have survived. (which this list has almost 40 keep in mind)

The Game Design Document is almost done after it's development hell has been crippling my progress of anything else. Writing the character information, and then the script will be next, which finally will be organized into visual elements.

After that, real implementation of all the features will begin.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: March 18, 2018, 12:29:12 am »
So, the game's development has been semi-restarted. This is due to the fact there was many issues with the fact I wasn't researched upon proper game development, and I did everything by what I felt fit the original development of the game. Ranging from lack of ideas, to even not even having a game design document (ouch).

The artstyle will actually be updated a bit. Sprites will be larger, and less deformed in order to support better animation quality overall. Though, they use the same design styles overall.

Some of the areas will be intact, the major differences will be that generally, everything will be designed to fit together first, than just clobbering what works. As a sense of cohesive flow is required for such a large-scale game.

Due to this, updates are going to become very slow. As I want to plan everything out before working on real meat of the game.

Example of the newer Sprite design, they're taller, and more resemble people than before.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: February 17, 2018, 04:56:32 pm »
Cutscene stuff is getting worked on, now.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: February 09, 2018, 04:22:05 pm »

More map progress, some of them have been redone a bit. The details are slowly clicking into place.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: February 07, 2018, 10:42:24 pm »
Yes I did, I forgot about the project, actually.

Been working on a map, too.

Ask a Question / Improving on .obj wireframes files from list.
« on: January 25, 2018, 08:53:19 pm »
So I've been making a flash .obj interpreter based off lists as a experimental project. While it mostly works, there's some issues. It seems like the order of triangles is a bit broken? Meshes don't work exactly right.

The list itself takes the assumed X, Y, and Z of a vert, and applies that, and the next one to form a line.

For an example here's a mesh I imported. I used the raw vertices from a .obj, they're organized fine, but the order it draws edges from is wrong.

And to compare it with the original wireframe:

Edit: Also wanted to mention the Z axis is a bit broken, as it doesn't rotate verts right.

Here's the script:

Ask a Question / Is customizing sound panning possible?
« on: January 21, 2018, 05:48:00 pm »
I was wondering this,  as I wanted it so that if something makes a sound to the left of you, it pans to the left and vice-versa. Though, Stencyl's blocks have no option related to panning. I assume it's dug deep into more complex coding, judging by m searches. And due to this, I assume it functions differently in modern builds of Stencyl?

My idea was to pan it based of position. Though, I could have hard left/hard right panning that are different sounds each. But that'd sound mechanical, and use more resources.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 17, 2018, 01:18:11 pm »
Another update on the caves. For those who are wondering, this area has actually already been written into the game, actually. It's a waterfall filled cave.

While I never got to drawing water, this map below is where the water would flow outside.

The map for the entry area still hasn't been mapped out, yet. Though, the concept does exist.

This area's main purpose is to serve as an alternate way to get yourself to the other side if the bridge ever goes out. It's pretty dark, as you'd expect. And usually, entry is forbidden due to the fact most who come in never return out.

Here's some more screencaps now the map is starting to be finalized. Well, with a lack of water, that is.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 14, 2018, 08:20:05 pm »

Been making the caves feel less open, and more "tunnel" like by making the base area use less basic, geometric line based designs for the walls.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 12, 2018, 02:22:52 pm »

WIP of the cave map. The tileset may not be final.

Map layout concept.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 11, 2018, 04:33:31 pm »
Sorta like this?

The whole characters looking dark issue was another thing, as in order to adjust the lighting and mood, I have it set to change the colour settings of an actor upon creation.

Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 10, 2018, 09:09:06 pm »

Turned it from a static lightsource to a dynamic one that follows you around. This is the same scene with the lights on, and off. As you can tell, it's pretty WIP.

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