Author Topic: Game Design Megathread  (Read 555498 times)

reminds me of the combine apc

Shoutout to all you GML nerds.

How do you condense
Code: [Select]
place_meeting(blahx,blahy,stuff) (then it does some stuff)and
Code: [Select]
place_meeting(blahx,blahy,Differentstuff) (then it does the same stuff as before)Everything I tried just didn't work.
« Last Edit: September 05, 2014, 07:11:25 PM by Zanaran2 »

Shoutout to all you GML nerds.

How do you condense
place_meeting(blahx,blahy,stuff) (then it does some stuff)
and
place_meeting(blahx,blahy,Differentstuff) (then it does the same stuff as before)
Everything I tried just didn't work.
You could try making an array and maybe loop through your different stuffs, though it doesn't do much in terms of shortening, since you can't just declare the entirety of an array at once, apparently.
Code: [Select]
stuffs[1] = stuff
stuffs[2] = Differentstuff

for (i = 0; i < array_length_1D(stuffs); i++) {
   place_metting(blahx, blahy, stuffs[i]));
}
Code may or may not work, as I don't know much about GML.


does anyone know if unity's 2D support is good enough to choose doing that over GMS

i have GMS professional already, but i'd like more coding freedom. i don't really care about turning a profit at this point.

does anyone know if unity's 2D support is good enough to choose doing that over GMS

i have GMS professional already, but i'd like more coding freedom. i don't really care about turning a profit at this point.

It's actually 3D in forced 2D perspective. It works, but I feel as though it requires more power than real 2D games.

does anyone know if unity's 2D support is good enough to choose doing that over GMS
You're still using a full blown 3d engine for a 2d game. Battery life on mobiles for example will show this.



Added charge attack
id suggest removing the black bar. just have it show when its charging up. also not when youre spamming the shoot button

I'm interested in what yall use in terms of game engine, especially Bushido.

I've been looking at Polycode because of it's extensive features, although it's still in beta so it's prone to bugs.

bushido, zay, plastiware, me, and some others mainly use game maker (studio?).

kingdaro and purplemetro uses love2d I think. dunno about the rest.

It's actually 3D in forced 2D perspective. It works, but I feel as though it requires more power than real 2D games.
Not anymore. The 2D levels can still be viewed in 3D, but they act completely 2D in practice and actual use, even when moved in or out. The only thing that changes when moved in/out is what's viewed on top. There are also a few nuances still, like lights still work with depth.

I liked UDK, probably will like Unreal 4, but at this point I'm using Unity and my own custom engine stuff.


Fall-through platforms! Light mode can walk on them and cannot jump through them, but heavy mode can fall right through like they don't even exist.

Should I make a thread for this? I don't really want all the posts about the game to be here. I also would like some people to help design levels for the game, if you're interested. The game would have 36 levels in all, with a "boss" level at the end that's twice the size of a normal one. (instead of being 20x20, it's 20x40)

Wanted to show off my progress since last time (still needs a lot of work, but I could still use feedback). Now features a day/night cycle, animated clouds, and more.

Exploring the procedurally generated world:


Testing building mechanics:


Experimenting with 3-dimensional noise for generating caves:


Exploring the caves:

hai

i need some love2d helpz
since everything is coded in lua, i'm struggling with tryin' to make a dialogue system

Code: ("snippet from dialogue.lua") [Select]
dialogue = {
messages = {}
}

dialogue.active = false --Currently a dialogue?
dialogue.overlay = love.graphics.newImage("img/ui/dialogue_overlay.png") --Overlay background for dialogue text
dialogue.font = love.graphics.setNewFont("fnt/dialogue.ttf", 12) --Dialogue font
dialogue.currentMessage = "" --Current full message to be displayed

function dialogue:update(dt)
if not dialogue.messages[1].msg == nil then
dialogue.currentMessage = dialogue.messages[1].msg
end
end

function dialogue:addMessage(name, message)
local msgg = {}

if name == "" then
msgg.name = "???"
else
msgg.name = name
end

if message == "" then
return 0
else
msgg.msg = message
end

table.insert(dialogue.messages,msgg)
return 1
end

function dialogue:draw()
--Draw overlay
if self.active then
love.graphics.draw(self.overlay,0,0)
end

--Draw message
if self.active then
if not self.currentMessage == "" then
love.graphics.print(self.currentMessage, 30,30)
end
end
love.graphics.print(self.currentMessage, 30,90)
end

not completely done yet, i'm just testing out the trees. you are supposed to call forth dialogue:addMessage() first to add a dialogue table, which stores it in dialogue.messages, and then in the dialogue:update(dt) function, which updates every game tick; it'll check to see if the first index in dialogue.messages exists, and if it does, it sets the message in it to dialogue.currentMessage, and dialogue:draw() draws it onto the screen

Code: ("snippet from gs_outside.lua") [Select]
something = dialogue:addMessage("","Hello there")
dialogue.active = true

here is where i am calling forth dialogue:addMessage
i also set it to active too beneath it so it draws the overlay