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Messages - DELETED_117713

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31
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 03, 2018, 06:47:32 am »
Thank you!

Didn't expect the videos to count as a flash element.

32
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 03, 2018, 06:18:12 am »
I thought this would have been a funny detail to add for those who always keep doing the same action on a single thing, and expect something to change.

https://www.youtube.com/watch?v=QtVQfze2vCs (I seriously don't see the option to embed videos on this site. Am I blind or something?)

There's probably some grammatical errors in the text, because I didn't proofread it yet.

33
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: January 02, 2018, 04:01:30 pm »


(Map is an heavy WIP, and not final)

Experimenting with some smaller rooms such as bathrooms. Because video games never have these things. I'll never understand why, either. I mean, if people are afraid it's because of sanitary reasons, then design a clean bathroom.

I mean, if all these video games nowadays can render thousands of polygons with realistic textures, then how can you say your game is realistic if there's no room to wash your hands?

34
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: December 26, 2017, 05:02:20 pm »

The next real update worth posting will be towards overhauling my flawed "reels" mechanic. Where a battle would start with 3 random modifiers.

This has been overhauled into the challenge mechanic. Where upon start, the game will give you the following:

  • The challenge itself (for example not using items)
  • The reward for doing the challenge (forced item drop, double EXP)
  • Challenge level (for example, a level 2 challenge will be harder than a level 1 challenge, but will reward more)
As you can see, the lack of negative impact to the game makes these optional. This was due to the reception over an idea of forced, negative challenges enforced upon you. And honestly, this system is more what I intended anyways.

35
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: December 16, 2017, 02:32:34 pm »
After a month break, I think it's time to get back to work.

It'll be hard, but I think I can manage getting back in the mindset of making stuff.

36
Ask a Question / Re: Sprite making software?
« on: December 14, 2017, 01:22:52 pm »
I tend to use GIMP to make sprites. I tend to add more details with another layer like working with an actual drawing.



Good pixel-art focuses on technique than software used, as you can make amazing pixel art even on MS Paint.

37
Ask a Question / Re: Testing in Flash results in black screen of death
« on: November 29, 2017, 09:58:35 pm »
Just to note: You don't need the paid version to test an EXE game. It'll have a trial-mode watermark in the top-left if you don't.

I typically test both game formats to see if everything runs correctly on both ends.

38
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: November 29, 2017, 08:59:47 pm »
Been lacking the motivation to work on this game again.

My issue is writing things up, and placing it into the game. I'd rather spend my time available doing things I want for unproductive stuff than just work on a game, as my life has been stressful enough already.

39
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: November 25, 2017, 11:55:42 pm »
I've been feeling quite horrible lately (not related to making stuff. Just in mood). Which has caused me to just not doing anything and sloth around.

Well, I made this? It's the first house sprite I made in GIMP. Think it's too small, though.


40
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: November 15, 2017, 02:43:26 pm »
Behold on what may be the worst code I've done on a menu drawing script. And also lo and behold how much I optimized it!

https://i.imgur.com/0P2D1KY.png (Image is way too large to be shown in the forums on a mobile device or something, so I just made it a URL)

Using 2 variables, and a simple use of the "get current loop count" block. I've cut it down massively. Which I'm, pretty sure will help make the items menu less laggy on Flash and such. This took about five minutes to optimize. I find it actually quite odd I didn't do it this way the start, as it requires less manual labor, and is easier on resources.



Edit: This did fix it. So that's one issue down the drain.

41
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: November 15, 2017, 02:22:08 pm »
Been looking at what causes the laggy behavior on the items menu on Flash, and I can confirm it's the front drawing.

I may have to optimize it or something. Which I think may be possible.

42
Ask a Question / Re: Games won't test in Windows
« on: November 13, 2017, 02:20:51 pm »
Do you use a anti-virus at all?

As I had an issue with an anti-virus (Avast) that it detected games that saved as a virus, and deleted the game EXE. Had to contact their support about it to fix the issue.

Dunno if it's the same case here, though.

43
Ask a Question / Re: Games won't test in Windows
« on: November 12, 2017, 07:18:28 pm »
Is the game supposed to be named "Tail"?

As it references that it can't find Tail.exe of sorts.

44
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: November 11, 2017, 05:23:52 pm »


After a massive organization of atlas use, the memory use on menus has shrunken down massively. (A whopping 34.4% decrease!)

This is the same menu scene before I optimized things:



Edit: Another map, this one is real rough so far. And I may switch the tilesets to prevent monotonous design for the upper area of this map.


45
Journals / Re: Non Named (Debugging, maps, and other stuff)
« on: November 11, 2017, 03:11:49 pm »
A more subtle form of optimization, but I think it works.



So I decided that for some scripts that aren't used for actions that are fluid (such as this, which is what sets character icons on the menu hud to be greyed out or not) don't need an updated block.

My reasons for this is to reduce the amount of cycles the script uses. Why use 60 (or 100, which is what I think updated runs it's cycles/second at) when you can do 30? While some people will get angry that this means this action isn't true 60 FPS. But why does it matter when it's for something so minor such as what sets character icons to be grey?

Also, less verbose checking in an if script helps. Not need for checking if a bool is equal or false, just bool, or not bool.

And yes, these are how I name my game attributes. Helps makes things not boring when doing code.

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