S4D Mini Progress Reports

Posted by Astryl on Sept. 20, 2014, 1:28 p.m.

This blog is for posting small bits and pieces of progress you've made; anything that you feel doesn't warrant an entirely new blog.

And try to comment on other people's work a bit too! Feedback is going to be very useful during the course of this competition!

Comments

Nopykon 10 years, 2 months ago

Okidoke, setting out tiles and walking them. Very WIP. Much to do on everything.

Just wanted to try vertex lighting on it. It's not going to be used.

Acid 10 years, 2 months ago

Nopykon, that looks so buttery smooth.

Rez 10 years, 2 months ago

i got a paper to write literally on the weekend this started ugh

heres a doodle i did to shake the rust off (and realize how much i need to brush up on stuff)

death 10 years, 2 months ago

i just got started at midnight on the 22nd. A little late but I've been tired. Nothing at all to show yet, all i've done is create a fork from my current 3d engine specifically for my S4D entry. So it doesn't have any game specific code, just rendering and other internal essentials. first thing i'm gonna do is start working on some textures, than get right into building some test maps to play around with lighting and sounds - those will be key to this project. expect sloppy pixel art for textures.

Astryl 10 years, 2 months ago

@Nopykon: Looking very nice. Tiles have good coloring and contrast to them!

What collision method are you using for your sloped tiles?

As for myself, I got some basic movement and the rest of the base animations ready:

For some reason, I've never had moving platforms in any of my platformers…

EDIT: And then suddenly I managed to make some decent slope code, and a horizontal moving platform.

Iasper 10 years, 2 months ago

Derpy gif but hey, at least I got something.

BretHudson 10 years, 2 months ago

Jared and I have just been playing with ideas and haven't gotten anything 100% in stone in terms of gameplay, but we have a simple "paper voxel" engine that converts 2D textures into meshes. It also allows for animations, as can be seen below (HTML5 Video):

I'll try my best to post here on a regular basis with updates! And if I fail, I post a lot of game dev stuff on my vine:

https://vine.co/u/1013664288549847041

Moikle 10 years, 2 months ago

Jared the friendly pumpkin?

oh shit, almost downloaded licecap from softonic. that was close

I made some updates to Toast's code and introduced the basics for the gun aiming mechainc. when you right click, your character stops moving and you can aim the gun. this becomes rather important later for a few planned features, other than simply using the gun

… I also encountered the 20 sprite cap for unregistered GM studio

Moikle 10 years, 2 months ago

then Jared killed too many pplz, and had to kill himself

bye Jared :(

edit:

the baddy in the game. gif makes it look like he doesn't loop properly, but he does

Moikle 10 years, 2 months ago

I have also been concepting the main character. but right now… I need coffee