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Game Jam Progress - Post here! Sticky

A topic by Matthewpalaje created Jul 14, 2017 Views: 8,936 Replies: 304
Viewing posts 65 to 84 of 124 · Next page · Previous page · First page · Last page

uuuugggghhhh spent way too long getting the camera to function the way i wanted it to :C nearly half the day!!!! but its doing now so thats good lol. (super newb at programming) 

Newho. progress for the weekend! 

Submitted(+1)

Hard work pays off Vince, no matter how long it takes you! Camera movement looks great btw!

Thanks :) appreciate the kind words. Little over my head when it comes to coding.

Agreed, the camera works really well. I love the way the lamp stays on when it's knocked over as well. Getting your head around 3d vectors and cameras and stuff is not simple stuff. You look like your getting there. Half a day is not slow to make this jump ;)

Remember. even if it's not (strictly right) go by the way it works and how it looks to you. My cameras are completely NOT right, so I adjusted everything so you don't know they are not right. Much quicker than trying to work out where I went wrong. Time is a bit more precious with game jams...

Keep up the great work.

Thanks! yeah by the time i figured it out i was like... man i should have just rigged it to look like it was working >.< could have used that time on some game play changes that i want to add. oh well here to learn right! :D

Submitted(+1)

I'm a week behind , but I finally made A LOT of progress this weekend!!! FINALLY lol Here are some screens! :)

Screen1
Superhot is my inspiration, yes...
Screen 2
But...
Screen 3
There's a lot more going on than just Superhot time physics! lol


woah woah :) this looks great! cant wait to play! keep it up! ^^

Submitted

Thanks Vince! :) I spent most of Sunday making the outdoor assets. I still have more to make, but I don't want to spend too much more time on assets lol

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For Todays WIP. It's the base GUI

You can see there is a top line with you health (hearts) the clock and how much gold you have collected.

Looks like there is something strange going on with the Relic Card as well...

i dunno about any1 else :o but i am super impressed by this XD looks really good! what are you making this in?

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2 answers for this one.

1. It's made in a new language called Monkey2 - a version of basic that is compiled down into c++.

2. currently monkey2 3d is being developed, so all of this is actually custom programmed from scratch in OpenGL. That includes the 3d editors and everything else. I'm sort of working with a new timeline system I'm working on to provide lots of interaction and animation. I also did all the particle stuff, etc, so there is nothing that is actually used off the shelf.

Here's a current pic of the animated lighting for the Battle Arena

I know it looks a bit dark, but it's a work in progress...

Woah i barely understood any of that. :) way over my head. very cool sir.

thoroughly impressed. 



And here im struggling to use unity XD

Unity and Unreal are excellent packages. just take everything one step at a time. it will all suddenly 'click' for you ;)

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Todays WIP is the Battle Arena. anytime you meet a monster, you do battle!

The cards change to the battle deck. Still working out how the cards will operate but i really like the concept of there being a single 'fatal' card in the deck. if you get that it will give you a fatal blow to your opponent.

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Here's a much more interesting dev pic:

This is me trying to work out how you will fight battles, what the cards will be how they will integrate, etc.

From this You can probably surmise that there will be a deck of cards, which are dealt out each round. The deck will have battle and shield cards plus one fatal card.

You play a card, they are compared and someone wins the round and someone looses a heart life. continue until one of you is dead - hopefully not you!

This would also mean (much later on) there could be different decks, or deck building?

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hi guys!

me and my friend started last week during our free time. Now that he finished his studies, we can push the game forward. so far, we made a design that both of us agreed on and will start doing the gameplay mechanics.

here's our progress


GIF here: http://imgur.com/hL5wwnK

sweet! like the transparency shift thing (in the gif) whats it gonna be about?

(2 edits)

thanks!

we're still playing around on the mechanics and story but the idea is that you will fight a boss for 30 seconds(borrowed time) and the time resets for you to buy powerups and equipment until you beat the boss. we love making the concept of a time paradox thing in which it changes the fate of the future by altering something in the past

very nice looking sprites - they have a real personality about them :)

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Final one for the day - and animated.


this shows the Battle Arena and battle cards. in the distance you can see that the enemy has already placed a water shield card. so if we played anything with water it would be shielded!

in essence the card system is nonoperational with a proper ransomed shuffle, pick from the top, etc. this is all being done in the background. the visuals will now need to match.... <grins>

aaahhh!!! man :) this looks so good. cant believe you've done all this in such a short amount of time XD

LOL, still lots to do to get it all working.

Heres a TIP for you:

Lets assume we have 2 modes ( play and battle ).

and we have a boolean IsInBattle:bool (yes/no variable) to decide which mode we are in.

instead of using a bool, use a float. and check for <=0 is in play >= 1 is in battle.

You now have a slider which you can use to morph/fade/do some transition between play and battle.

wow that is a really neat tip. i rely heavily on if statements and bools because im so new to coding XD thanks for the new idea!

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I usually use a _gameMode:int to decide what I am doing. but I found that a lot of it became time based, so instead of GAMEMODE_PLAY and GAMEMODE_MENU I needed GAMEMODE_MENUTOPLAY, etc

You then end up with a lot of big case/switch/if statements to pick which mode you are in.

Currently everything is being controlled by time and timelines. I trigger a timeline and it returns a value from 0 to 1. 0 being one state 1 being another state. everything in between is some form of transition.

E.G. I am currently going from play into battle modes. and just set a transition for 2 seconds. but it was too long, so I kept tweeting the timing variable until it felt 'right' As it is time based, it will run the same on any platform or computer.

Think of it as sort of invisible events. You can trigger a defined time - read the position, and be notified when it reaches the end.

I am not sure if Unity or Unreal have these things as default, but I am sure they could be quickly knocked up. Maybe think about it for another time ;]

Submitted

This is our second progress video, our first one didn't get added to the video, so hopefully this one will :)


(+1)

So, what's todays WIP I hear you cry? Today is about transitions. from a play state to a battle state. This means the current map of tiles must go away and a new 'Battle arena' brought in...

So the clock is stopped and moved out of the way, the current card are hidden and a new battle deck brought in, and new battle tiles are dropped in place. plus the lighting is lowered and color boosted.

The FPS is wavering because of the screen capture, just so you know it's not the game :)

Submitted(+1)

Hey so i have done some more on the game,

 I have added extra enemy's that each drop different amounts of time so they can be added to the clock. 

A  damage system for player not for enemy's yet. 

Finished working on the system that allows you to move to the next area after you defeat the enemy's in that area, an arrow pops up to alert you to keep going.  

Done a leaf Particle Effect.

Still need music and animations but hopefully can get them done this weekend. 

Really, really nice looking 3d art you have there :)

In the opening menu screen, the text might stand out a bit more if it was outlined in black?

Also watch the size of the flying leaves (which are a nice touch). you don't want them looking like big things - unless you too ;)

But nice work. I like it a lot.

Submitted

Thanks for the comments bro, i really like low poly art style stuff.

the opening menu screen was just something i whipped up in 30 secs just to get something working.

yeah i think i may have placed the particle effect to close to the camera which look way to big, 

thanks for watching it tho i really do appreciate the comments looking for any advice for it this is my first game jam.

So Todays WIP is animated (yay, but they didn't appear in the promo vid?) I'll need to create a utube account I suppose??

This has been gamma corrected so it isn't so dark. But it gives an idea of how the battles will be fought, models are now bigger and brighter and show their respective health.

You also can see how the view will flip from one side to the other giving a more dynamic feel.

I've worked out how the attack cards will operate against each other, so just need to implement it all now

 

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Matthew, can't you just use the gif animations instead for the preview????

the video button in the post thing just takes a youtube address no need to add any code :o not sure if u are trying to embed the video but not necessary just the link

video looks great by the way :)

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I'm a complete noob at the youtube stuff ;(

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AdamStrange's video

ok, you got me. how the hell did you do it?

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Just wanted to make sure it got up! Deserves to be in the spotlight! ^^ think u are over thinking it. Its just copying the youtube link into the text box after you hit add video

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Submitted(+1)

Hi all, this is my progress so far. I still have to replace the character, have the HUD update and add some sound effects. In this video you can see some turrets trying to kill me (I'm not great at avoiding them), pickups (5/10 seconds, double jump and stars - which I will probably get rid of) and moving platforms, very easy to customize, you just have due to the use of splines (they are amazing if you haven't tried them).

This being my first game, I'm quite proud with what I have so far :). Let me know what you think.

Would be great if you could ignore the sound in the video and the first 5-6 seconds. I struggled finding a proper free screen recorder, any suggestions?

cool im liking it! :)

Great concept. Here's a thought for you. Increase the scale of your 'man' 2-3 times (maybe more).

You won't have to change anything apart from the scale parameter for the man model, but it might make everything a bit cleaner.

Submitted

Thanks, much better I think :)

Submitted(+2)

So I have been using Unity for about 3 years. Recently I got really inspired by Matthew using the Unreal Engine 4.

Here is my 2 days progress of learning Unreal Engine!

https://gyazo.com/1f57fef0bfaa991becede563fc66c4a4

(+1)

Cool Game!

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love the way the lights change from green to red - very cool

Submitted

Thank you AdamStrange! It was really simple to do, just a change of color on the spotlight component and changing of materials on the eye if the robot sees you. I'm still working on a good way to attack the enemies.

Submitted

That's pretty good for 2 days in.

Submitted

Well thank you SlitHare. Matthews tutorial have been very helpful, same with my knowledge of game developing thanks to Unity.

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