Off Topic > Creativity
Game Design Megathread
PurpleMetro:
--- Quote from: LoserHero on November 10, 2013, 11:08:17 PM ---That's pretty lame. I'm not familiar with game maker but I have noticed that on other platforms if your bounding box is too complicated you suffer from major collision issues, especially so in Torque 2D. If you are using instance variables and loading new instances that would be why you are losing the power up so I would double check that you are using a global var. Other than that, like Taboo said, Bushido uses gm so just send him a message and maybe he'll look over your code.
--- End quote ---
you still haven't answered my question :[
look on the last page or 2
Bushido:
i just finished that game jam game
jamesster:
My current game project is a sort of like LEGO Creator with more adventuring aspects, or a Zelda game with more creative aspects. First of all, yes, you can use LEGO stuff like minifigures and studs in games so long as they're non-commercial personal fan projects and you follow some other guidelines.
The idea is that if you come across a town (or castle or moonbase or whatever), and fulfill some certain requirements (solved certain puzzles, helped certain NPCs, etc) you're able to enter a build mode to customize the layout of the place, adding/moving/removing buildings (no piece-by-piece building, that's what Blockland is for!) which usually have specific functions - say, a blacksmith to get armor/weapons from, or a launchpad to fly off to a space themed area. Buildings are unlocked via finding blueprints in dungeons, which are less sandbox-y and more hostile, with enemies and traps and all that sort of stuff.
I've been focusing more on the programming side than the art/graphics side of things, and on top of that I'm currently in the middle of converting the whole project from UnityScript to C#, so I don't have any recent screenshots that show anything interesting, and the older screenshots I do have are of rough tests and half-baked funny looking things. But still, might as well post some, they're out of order but oh well:
Experimenting with terrain
Ambient occlusion test on an unfinished fire station model
The fire station test model in-game
Really rough dungeon test model to get a feel for what sizes of rooms felt best
gohomeslopedetectionyouredrunk.png
The first proper enemy I made with working AI and all that, though I ended up not liking the concept for the enemy in practice and won't be using it
More lightmap testing
More ambient occlusion testing + the free version of Unity finally gaining support for proper shadows
Collision detection testing for building placement
I don't even know
First try at a smoother camera system, though it ended up being glitchy and weird
A similar camera test but completely rewritten in C#, it works far better now
Zay:
oh stuff that actually looks really neat
LoserHero:
jamesster, keep it up that looks like fun :)