Author Topic: Game Design Megathread  (Read 439135 times)

The hell are you even making? Rofl. Looks cool though. What language / engine / framework / whatever?
well i figured out i really like the thing from mario rpg games where you can press A as you land a jump to do a super a+ ranking jump so i'm working on impulse to make a game centred around a similar mechanic. i bought game maker studio professional on sale ages ago and never did anything with it so i'm working with GML in that.

Im currently working on a 3d library thing built in java to make an easily accessible basic multipurpose game engine thing cause I was trying to make stuff in opengl but found I was redoing alot of things way too often and was like "this is what one of those library thingies are for".

I was looking for sites to host my code as I make progress, but the main one I've seen, Github, seems to require a more stable internet connection so it can install software and detect the changes to the code, which is not what I am looking for cause my internet sucks and I basically want a site where I can upload a build every few weeks as they get completed without me having to worry about the site trying to sync all my files locally.

Are there any websites ya'll suggest that are more used as a "code dump" of sorts?

github will do that. it detects changes, but only when you have it open to manage repositories or w/e. it's just git.

Right but the computer I am programming on has no accessibility to internet. I was hoping for something that let me upload more in just bulk as I get the chance to pass the folders over to my gf's laptop that I can actually bring to internet. Git as far as I know needs to be on the computer you are doing the work on. Unless I am mistaken, I thought it worked similar to Alienbrain and those other repository services that require a network to do the updating. I guess I can just use dropbox or something instead except those have download limits I think.

i just plop the current version into the respective repository folder. i think it'll do what you want just fine, but it's up to you. dropbox would do the same thing, just less specialised and less control.



http://youtu.be/GVxgEHM6k5E
« Last Edit: November 29, 2014, 05:43:40 PM by otto-san »


I'm decent at coding stuff but the reason why I take so long to do stuff is because I'm not very good at graphic design

which is why I'm stalling on densitron (and flatpormer, and shootspacer, and many other games you probably don't think exist anymore)

I'm decent at coding stuff but the reason why I take so long to do stuff is because I'm not very good at graphic design

which is why I'm stalling on densitron (and flatpormer, and shootspacer, and many other games you probably don't think exist anymore)
i'm not great at it either, but you can have placeholder assets until you get better ones. really, a lot of great/iconic art styles have come out of natural minimalism due to the inability of the dev to make good, large-scale art.

https://www.youtube.com/watch?v=wQq30P9IJWk

I'm surprised at how easy ladders were to implement. I also rewrote a lot of code so there's no such thing as gravity anymore. The player interactions are decided by collisions and detecting tiles adjacent to the player.

I'm proud of the footstep noises because of how pointlessly advanced I made it. Each step sound is played at the exact frame of animation that the dude touches the ground, and there are two sets of left and right footstep sounds that are picked randomly for each step. There's also a really quiet scuff sound that plays if you turn abruptly after taking a step or two.

https://www.youtube.com/watch?v=Tyvhv0VXdD4

More stuff. Dynamic level loading is working now so that makes me happy. I also figured out how to have a world structure that isn't a list of 576 strings.

Nice, is there gonna be jumping?

unless they're not going to have an important gameplay impact, I think there needs to be some kind of clue to help find those secret passages

Nice, is there gonna be jumping?
Jumping will be like in zelda games, where you can only do it across short pits.

unless they're not going to have an important gameplay impact, I think there needs to be some kind of clue to help find those secret passages
That was more of an example just for the video. Most of the time there will be a suspicious indent in the wall or a ladder leading to nowhere in order to hint towards a secret.

So I had this idea for a combat system in a 2D platformer/fighter, think Raze or Super Smash Bros.

Each class has three weapons: a melee, a projectile, and a grab. I will use one of the classes, the Batter, for this example.

as the player fights, a special meter pops up for each weapon class and when at least two of those meters fill up, the player can use his/her Special Attack. The special attack is a combination of two weapons. The player can perform it by hitting R and selecting two weapons using the weapon buttons (Z for melee, X for projectile, C for grab) Using a special attack will drain both used weapon's energy (for example, Perfect Pitch would drain energy from Ball and Mitt) An item that kinda functions like a Smash Ball can appear during the fight, but you can turn it off. The item floats around and, when hit by the player, lets him use his totally-not-Final Smash, which combines all three weapons.

https://www.youtube.com/watch?v=yOuHn_Wg2sg

New update, in typical fashion adds almost nothing anyone would notice, but there's a billion things happening in the code that you'll never see. Every time the player climbs up a ledge or jumps across a pit, it displays a second, larger sprite with the animations in it. The player becomes invisible for as long as the animation takes. It's kind of weird but it makes it so my player sprite doesn't need to be huge in order to have tile-spanning animations.

Also I don't like how I sound as the maker of grunts. They sound dumb.