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Messages - Akemi

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16
Journals / Re: Insurgence of Forgotten Fairies
« on: September 24, 2019, 01:49:37 pm »
  Just got back from vacation, and I've gotten a fair amount done!


  I've set up a system that allows me to assign an actor an attack mode, and put that together with an internal timer in the stage scene, and now I have the main stage enemies: fairies! They'll have the widest range of attacks, but are incredibly weak: only a couple shots kills them off.

  There are also new Potential pickups on screen. Along with those, I've also made pickups for Extend, Potential Shifts, and lives, each a different color: light blue, black, and rich red, respectively.

  It's a bit hard to see, but grazed bullets now get a purple/pink tint over them, indicating they've been grazed.

  I've drawn a new portrait for Kiyoko (again, probably for the last time, I'm very happy with her now), as well as the portraits for the Stage 2 bosses, though I'm not totally set on one of them.

  I've got lots of music partway composed, a lot of which will have to wait for another game, as they don't fit perfectly.

  I'm running into framerate issues with bullets again. I'm probably going to have to find another alternative to the Image API, or find a way to use it better, because as it stands now, I can't make the danmaku that I want. merrak gave me a bullet demo over on Discord that managed to run 4,000 bullets before dropping frames on his end, but I couldn't get it to run over 1,000 on mine. I want to get my game running smooth on my (relatively low-end, now) computer, that way I can let the most amount of people have access to it. But at the moment, I'm rather stumped as to how to go about this.

  Otherwise, I'm back again, so I should be able to post here a little more frequently.

17
Journals / Re: Insurgence of Forgotten Fairies
« on: July 23, 2019, 12:36:39 pm »

  It's been a while. I feel a bit disappointed that I don't have more to show visually, but I've been hard at work on the programming side of the game, as well as the music.

  This image might not look that much different, but it's actually running a completely from scratch bullet "engine", if you will, using the Image API. As of this writing, it's a conglomeration of the Image API and ten separate lists, each with a separate value for each individual bullet. I then run through the lists each frame, and update the position and angle of the images to coincide with the values stored in the lists. While it was a bit of a pain to get working, the plus side is that now I only require a single block to spawn a bullet, I have much greater control over what I can do with each bullet, and the framerate isn't tanking because of the sheer amount of actors on-screen.

  It still requires some polish, and there's a few things here and there that I need to optimize to get a fully steady framerate, but I thought that this was a good point to give an update on things.

18
Journals / Re: Insurgence of Forgotten Fairies
« on: June 16, 2019, 04:59:41 pm »
 I started implementing Potential Shifts/bombs.

 This is Kiyoko's A-type bomb: "Charge Danmaku: World Ender". So far I've got bomb damage and triggering working. I still have to implement a limit to bombs, as well as a way to acquire them.

19
Journals / Re: Insurgence of Forgotten Fairies
« on: June 11, 2019, 03:49:27 pm »
  I don't really love the idea of a frame around the text, but I did experiment with something similar:


  It looks a bit cluttered right now, but I think with some tweaking it could work. I also edited the 3D background a bit, and it looks a lot nicer.

20
Chit-Chat / Re: A small tip for stencyl, rather when to use it
« on: May 31, 2019, 08:52:24 pm »
Back from the dead... how and why the hell did this post devolve into this?

21
Journals / Re: Insurgence of Forgotten Fairies
« on: May 31, 2019, 03:02:59 pm »
  I'm not quite sure what you mean. I understand the idea behind a border around the game area, but how would borders around the text work?  Just boxes around the text, or something more complicated?

22
Journals / Re: Insurgence of Forgotten Fairies
« on: May 31, 2019, 02:12:40 pm »
  I'm pretty sure that the Stage 1 boss is mostly done. I still have some spriting and balancing to do, and I'll probably implement some sort of timer, but I won't really be able to do either of those until I finish spriting and coding all of the players. Meanwhile, I finally made and implemented a background:



The background is subject to change: I'm not completely sure I'm done it.

  I also added some eye candy for grazing: a small particle will pop out of you and head towards the bullet you grazed, and then fade out.

23
Journals / Re: Insurgence of Forgotten Fairies
« on: May 16, 2019, 12:41:32 pm »
  Here's a relatively large update!

  First off, I've switched development to desktop, and that makes an enormous difference. Not only can I create a bazillion more bullets, I also don't need to worry about the sound issue that we ran into earlier, because it doesn't exist on desktop. (Windows, at least...)

  A large mechanic of the game has been implemented: named danmaku!



There's also a neat star particle effect on screen.

  Generally, a boss will alternate between a normal attack, and something more special and memorable, which is then given a name that's thrown up on-screen. This also makes it easier to discuss the game, because instead of having to say "the second attack of the first boss" you can say "Minute Solar Flares".

  I think I should probably make the health bar a bit more fancy. Even just another shade on the bottom would do a lot, I think.

  I also implemented grazing (getting close to a bullet, but not getting hit by it), and a reward for grazing: each graze is worth 100 points, and has a chance to drop an Extend pickup, which will go towards extra lives and Potential Shifts, which, ironically, haven't been implemented yet.

  You can die now, so I guess that's good?

24
Journals / Re: Insurgence of Forgotten Fairies
« on: May 10, 2019, 11:15:36 pm »
  Hey all!

  I'm Akemi, who (as I see Rosalina has already mentioned) some of you may already know from Discord. I'll be taking full control of development from here on out, (man, that sounds a lot worse than it's meant to be) so I'll be the one posting progress reports on here now. In case you're wondering, no, there are no other hidden devs here. It's just me now.

  I don't have access to any screenshots of the development of the game at the moment, but I'll try to get a game-related post on here relatively soon.

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