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fobwashed

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Platforming Changes

I've made some significant changes to the way platforming is handled in my game. This came about because I wanted to have items that the player could jump over but that wouldn't cause the player to change platforms to a higher level. I came up with two ways to handle this (I've come to learn that anything you want to do, there are just countless ways of doing it) and after putting both through some trials, I went with the method I've got now. Basically, if there is something you can jump over but you can't land on, once you get to a height where you no longer are high enough to be jumping over it, you will be moved away from the center of the object till you are outside it's natural bounds. This works really well with the level editor and I've got hooks so that if I wanted to, I can move the player in a specific direction when this occurs if the level calls for it.

I'll prolly post a vid about this later this weekend once I get some more changes in. I didn't think it was necessary to make a vid just to demonstrate this small thing so I'll be back later on when I've made some more progress.

In doing this, I actually ended up cleaning up the platforming code a good amount and I think it should run faster than before as well.

1 Comments

I'm Makin a Game. Sound Bytes Needed

I'm makin an XNA game and it's a one man jorb. This means that I gotta do everything myself and that includes the sound effects. I figured, maybe I could tap into the vastness of the internet and more specifically, the Giant Bomb community for some sound bytes. This is an open call for anyone to submit some sound work. If I do end up using any sounds that I get in the final game, I'll definitely throw your name into the credits. It's not much, but it's all I have to offer =P 
 
The only rule is pretty much anything you give me has to be your own creation. If I do end up using something I receive from ya'll in the final game, the last thing I need is someone coming at me saying I stole some effect. . . though, that's highly unlikely.  
 
I'm new to this, and this is just something I'm gonna try. If I get results, great, if not. . . no loss -_-;; 
 
Currently, I'm open to the idea of replacing every single sound currently in the game. Specifically though, I'd like a damage sound for the potato (I'm getting sick of the pig squeal), some attack swipe sounds, some landing from jump sounds and some attack connect sounds. I could also use some sound associated with countering an attack. I threw a bunch more temp sounds in since my last vid, and while they do the job of letting me know they're going off, they're all pretty damn makeshift at the moment -_-;; 
  
   

  
EDIT: Added vid reference. 
 
Yes, this is a shameless grab for free resources but might as well give it a try =P If I get some quality stuff, I'll prolly continue updating this thread with more needs. Elsewise, I'll go back to doin em all myself =D 
 
Thanks!
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I'm Makin a Game. Combat

I'm makin an XNA game and I'm updating my progress on my blog here and in video format on YouTube.

Added some new stuff having to do with Combos and Air Attacks

Significant combat update =D

Unfortunately, I only realized after the fact that this video is laggy like crazy. This was prolly due to me not having closed a bunch of open programs prior to running the game and recording it. . . I'll be sure to do it better next time.

In any case, this is a smaller update. For the most part, I added in some more temp art for things like the running. While not super important, it was bugging me that when the player ran, he'd look like he was sliding around trying to hit something with Akuma's ultimate -_-;; In addition to that, I added a chargable attack move. This will increase in strength when you hold down the button to use it. You can't see it due to the laggy video, but his hand actually shakes faster and faster till he hits full strength. I'll be adding in some better effects and sounds to signify this process later on but for now, it suits my needs. Which is just art to have in place so that I can get to the coding.

I'm really unhappy with the actual punch frame though, and I'll prob end up changing that one out sooner than later.

Things to work on next. Increasing the player's moveset. Once I have more moves for the player to pick from, I'll be able to really start getting into the meat and potatoes of the combo system and with that, this whole other thing I've got planned for the combat which should be fun *crosses fingers* and as far as I know, hasn't been done before.

We'll see! I'll update again as soon as I have something to put up.

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I'm Makin a Game. Projectiles

I'm makin an XNA title and I've been updating my progress. 
 
http://www.youtube.com/watch?v=_G9L5qD6Kfo 
 
This update basically shows projectiles from the player. I've also put in some combat code so that the enemies can attack the player as well. Moving forward, I'll be building up the players move set. I've also uploaded this one at the full resolution that the game will be at just cuz the video files are so damn big coming off of fraps, what's another few hundred megs to upload -_-;; 
 
Steve

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I'm Makin a Game. Update

So, I'm makin a game, and I've been posting updates in my blog here. I've been told that when they get linked on the forums, they're confusing so I'll go ahead and try to be a little clearer about what's going on.



This is a short vid showing some of the multiple level platforming. You'd think it's pretty easy, but I swear I don't see it very often in these types of games. In any case, the engine I'm putting together handles it pretty well. I didn't adjust the collision exactly right so when I try to move behind the bale on top, it's not super smooth, but I did just throw this together in my level editor lickety split in say 4 or 5 min.

Also shows that non player mobs also have access to the various platforms and they can be knocked off. As can the player, but I didn't put that in.

Anyway, this is a smaller update. I've got some plans for the combat which is what I'll be moving onto next.

Comments, criticism and all manner of stuff welcome.

Steve 
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Rejiggered the collision detection and using full sprite size

http://www.youtube.com/watch?v=GnjhhieW4-o    

I've gone ahead and reworked the collision again. Also, I've remade the player class and am now using the full size artwork so that I won't run into any surprises later.

The art and animation is still temporary since I'm still not happy with the feet. The walk anim is even more temp than the other stuff cuz I just wanted to put in moving legs to see how it'd look for the varying animation speed.

Steve
5 Comments

New Engine Vid Updates

Still chuggin away at makin a game -_-;;
I've got some new vids up that anyone can check out on YouTube.

LINK!
http://www.youtube.com/watch?v=Cg-Ev-bz724

The newest one is in HD! Took a freaking eternity to upload. I'll prolly stay away from HD vids unless I really need to show something off. Also, I haven't been posing on my blog here whenever I do update vids because. . . well, it seems redundant. I write up a proper description on my video uploads so I don't see why I should repeat myself here. Though, maybe for the sake of my 3 followers, I'll go ahead and post a blog update if I do something particularly interesting =P


*EDIT* I put this on my blog and it suggested that I attach it to a post in the forums so here we GOOO! If this is bad form for blog posts, let me know and I'll never. . . ever. . . EVER. . . do it again. 

Steve 
1 Comments