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Messages - Rotondo

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121
It wasn't a black tile, as there was another hole to compare it too below it
it felt like there was something there but there was nothing
strange indeed
Edit: lmao can you believe i found a glitch with the newly added z-target!

as in i dont have it, i died with it
it doesnt work so thats good

That's a super strange but, hopefully I'll run into it.

Thanks for the new bug, already fixed that in my version will be in next update.

zTargeting system uses a simple toggle to switch targeting on and on, which isn't directly tied to your player but rather your client.



Figured out that I could use the already made debris batcher as a replacement for particles:



Not sure if I'm going to use these for everything in the game, but it's a nice addition.

I could see them working especially well for things like lava effects, water droplets, and fire.

122
thanks for the health toggle command
anyway, maybe there should be a spare inv. spot for whatever you pickup in the dungeon
a good game i've played as an example, Catacomb Kids, lets you pretty much pick up any item and keep it in your inventory
items are sorta handled how you're handling them now, you can throw them at an enemy to learn about what potions do or throw rocks at goblins lol. i feel like theres more depth to the game if you can keep a potion for when you really need it just in case.
also idk if the wind waker style smoke effects work for this game, im kinda inbetween about them.
also man, im sorry i saw a glitch with the terrain where i couldnt fall down the hole but it was completely normal looking, like there was something in the way but there wasnt, and i didnt make a gif of it :^(, atleast i eventually fell down after swinging at nothing for a second

Going to pickup Catacomb Kids when I get some spare time to play around with it, would be interesting to see how their inventory evolved since the kickstarter.

I definitely agree there's more depth with being able to store items, I'm just worried since the game has a much faster pace now that a standard inventory would bog things down.

Having one spare slot would be cool, I just want to avoid any complex inventory management.

The wind waker particles are just me testing things out, before that we were still using mostly stock torque particle textures with a few from Blockland thrown in as well.

I feel like more solid, less trans/alpha stuff works though the specific wind waker style somewhat doesn't.

That is a strange glitch, was it a black tile that had a perfect reflection under it? If so this was actually a glitch with the dungeon batcher that I've been trying to figure out for a while now.

2 more things too

i did that with a boomerang lmao, it still activated the trap tho when i picked up the idol so thats good
also staffs are just colored red in the alt. weapon spot

i picked up a green staff
idk if these are significant but they're there

I'll have to fix the boomerang thing, it should definitely move the item but it needs to trigger the trap.

Staffs are actually going to be switched to a new item type, given their volatile nature and quick use they're going to function more like a breakable object that you can shoot a few times.

It's basically going to be an extension of the interactable system we have now with the pots/chests/potion type items, this will also allow us to have things like special weapons that the enemies drop that you can use which break in a few hits.

123
still curious as to the use of ocarina. can you confirm if a use for it has been implemented already?

would be interesting to discover how we're supposed to use it.

I'll be truthful, it has no use yet.

When I add what I'm planning I won't announce what you have to do exactly, just that it exists in the game.

Would also like to be able to take a potion along in the ammo slot.

if you dont mind slightly more complicated ui, the trinket slot could have 3 open slots and allow people to choose what to use by holding down a key
eg hold down right bumper button to show ui, then arrow key to select; or just quick use the reusable trinket with b (for xbox)
for pc: hold down middle mouse button or keyboard keybind, then press e r or t to use one in the slot. just tap the key/mouse button to use the reusable trinket

probably not really needed though.


I'm basically worried about overcomplicating things, very few of you have played the versions that had super complex inventory and such.

The functionality I want ideally would involve having Attack/Alt Item/Movement/Ability to store one item for emergencies.

I'm just afraid that if I break away from the core of pick up/beat up/throw/use that stuff will start being convoluted.

I'd love to hear more of everyone's thoughts on the matter though, or better yet if you could suggest games that had good inventories that accomplished some of what we're attempting.

is there a way to change the health bar on keyboard

No, I'll add that to the list.

Going to add it to the options menu at least, the toggle is more for the split screen stuff anyway since each player doesn't have individual

If you want to toggle it now you can call the function healthBarTypeToggle(); in console.

124
Maybe instead of 'movement item', you could just call it like 'trinket' or something, since I think things like the Ocarina could fit in that slot too.

Yeah, that's a better word for it.

The ocarina would work perfectly in that slot for sure, this would make a lot more sense I think since items that run out are a bit of a weird comparison to infinite items like a jetpack or dashboots.

125
that's darn tootin dandy, this here targeting system

would be great if there was a ranged primary weapon to go with it. then again maybe hte ability to just walk around your enemy dodging without having to point yourself at the enemy to attack may be enough

on the wind walker particles: i don't like how curvy/spherical they look compared to the voxel environment, maybe something less vector-graphicsy?

I'm thinking of switching things around so there's 3 separate item slot sin the game, main weapon, alt weapon, and movement item.

This would allow for some cool combinations like auto aiming with daggers and the z targeting system.

X would be main attack, Y alt attack, and B would be the movement.

Movement would be the jetpack/dashboots/zTargeting/feather and other various infinite items that don't really fit the ammo counter.

126
I put up a new beta build on steam since I submitted the game to indiecade, I wanted to fix a few bugs that were still up.

Though there is a new item for you to find, the z targeting system!



This build also includes the new test particles which are wind waker-esque.

If a few of you could run through to make sure things work I'd appreciate it.

127
Help / Re: I'm having port problems again, and I need a solution.
« on: May 12, 2016, 06:21:06 PM »
Bump on request of Dragonoid.Slayer

128
Just wondering, but how come the UI gets simplified with every update?

Beyond just the old Gui being ugly, I'm slowly shifting the game over to a more "big upgrades" for your character.

So instead of slowly getting +1 strength that does marginal differences, you'd get a stronger powerup that perhaps gives you a big bonus as well as a potential tradeoff.

I've been experimenting a bit with doing passive items like in Spelunky & Binding of Isaac.

Edit: Also due to hilarious oversight the shield attribute/level didn't actually affect the damage you took after a key change in styles a few months ago.

kinda funky how the reflection changes colour

There's a light that follows your player around, but it doesn't appear to go up or down with your character.

Unsure why I made it do that, might change it around.

129
Games / Re: The Forgettable Dungeon: Exhibiting at PAX East!
« on: May 11, 2016, 12:20:47 PM »
Started experimenting with a Wind Waker style particles

No trans:



Transparency and fade out:


I kinda dig how it looks on the jetpack, definitely going to experiment with this more.

130
Games / Re: The Forgettable Dungeon: Exhibiting at PAX East!
« on: May 10, 2016, 06:38:48 PM »
Out of curiosity, what version of TGE is Blockland using? Just for comparison.

1.3 as well.



Edit: Fixed a glitch where you'd hit monsters that were on the bed you were swinging, so now we can wield the ultimate weapon...



The chicken bed sword!

131
Games / Re: The Forgettable Dungeon: Exhibiting at PAX East!
« on: May 10, 2016, 05:56:19 PM »
Someone had asked me to ask here,
 
"why he used torque game engine instead of Torque 3D"

So now I'm quite curious, do you have a specific reason?

Short answer: Torque 3D sucks.

Long answer: For all the good that torque 3D does, it also breaks a lot of stuff and is somewhat unstable. ( Going by what I tried about a year ago )

Torque 1.3 and 1.42 are generally the strongest versions in my opinion. As they are the least broken by default, and don't have a lot of stuff layered on top of already existing code.

Torque 1.5 also added a lot of good stuff, and fixes. However it's marred by somewhat poorer performance overall, though if you end up removing all stock rendering like I did it's a moot point.

In the end it doesn't really matter as I was going to roll my own rendering code anyway, so I just stuck with what I was most comfortable with/I knew crashed the least stock which was 1.3.


Also old torque has the added benefit of running on almost everything.


Really though engine choice doesn't matter, as long as what you're using has the features you require and you are proficient in it.


Edit: Just as further note I think most engines out there are kinda crappy, but most function decently enough. Each has their positives and negatives.

And me saying Torque 3D sucks is mostly just a jab at the sheer amount of people who have told Badspot and I over the years to upgrade Blockland.

Which I always find hilarious as it'd literally take years and the game wouldn't look any different, in fact it'd probably run a little worse and we'd lose the ability to port it.

Edit 2: This turned into a giant page of wobbly writing, but I wanted to add one more thing. I think they actually greatly improved Torque 3D over the past 4 years since I started working on the initial prototype of @Team. I believe there's even one or two games on steam that utilize the engine that are doing pretty well.

132
Development / Re: 2016/04/17 - PAX East Booth Part 2
« on: May 10, 2016, 10:16:24 AM »
I don't think I can make it to pax. How can k get pins and cards though?

I don't know if we're going to be selling them, and there's only a few left.

Fake pokemon cards go fast at a show like PAX lol.

When I use a broken TV like that, I tend to stop noticing the black spot after 5 minutes. Once I used a TV for half an hour before realizing there was a black streak on it

I honestly stop noticing it now, I only wish I didn't immediately poke the spot when I got the tv back, which made the problem worse lol.

Eventually I'll get a new tv, but for now I can see 90% of the screen and that's good enough for watching random youtube videos.



I got interviewed by Jason from Mindcrack, it's a video interview too so you can see all my fleshy bits.



https://www.youtube.com/watch?v=TUn2N_JjvaE

133
Off Topic / Re: who here /skate/
« on: May 09, 2016, 10:24:06 PM »
I skateboard a bit still, not as much as I used to though.

https://www.instagram.com/p/42Q0GqOL5-/

I have some other cleaner stuff but this is the only slomo one.

Also check out my friend jason's part they featured on skateboard mag, he is much better than I.

http://theskateboardmag.com/jason-ross-hot-gravy/

134
Games / Re: The Forgettable Dungeon: Exhibiting at PAX East!
« on: May 09, 2016, 08:48:12 PM »
any progress update? it's starting to get into may...!

There's been some good progress, I still need to put out a proper update talking about the music + new items + recent beta update changes.

Sadly I'm still partially recovering from PAX East, I just got a normal cold from the show but it really drained me physically.

Also a lot of stuff happening that I can't talk about yet, at least I'm not sure if I can.

Nothing too terribly exciting, but just to dispel publisher talk it's not that.

I'm most likely not going to go with a publisher for this game, partially due to being kickstarted but also I don't know if they'd be able to truly benefit the game.

Edit: Also fun timing my chair is now barely usable, I have a new chair coming sometime this week so that'll also help me get back on track.

135
Suggestions & Requests / MOVED: FREE BLOCKLAND!!
« on: May 07, 2016, 02:56:02 PM »

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