Listening to Sin With a Grin by Shinedown.
I've been working a bit on Shapes every day since my last blog. I'm quite proud of myself for not dropping it yet :pThis has been an odd project in that I can probably count the problems I've had on my hands. Only problem is that each of these problems have taken me hours on end to figure out and fix. Most of the time it's fairly simple stuff that hadn't come to mind and make me feel like an idiot. So, to give you an idea of what Shapes is like, here's a very early screen.Ok, so you can see the little circle dude near the center there. That's Nub, the game's main character. He's quite simple, but most people I've shown seem to think he's adorable. Whenever you move from left to right, his face will turn accordingly. This sometimes gives it a sort of 3D looking effect. I've considered polishing this up a bit and making it look more 3D, but that's after the game is done and I can get nitpicky. Another thing to note is that the test level shown in the screen was made with the level editor I've written. The editor is extremely simple at the moment, and you can only place blocks and Nub, but it's enough for me to get the engine working properly. One last thing about the screenshot is the blocks. I wrote a script that renders the level so that masses of blocks look like one solid chunk. It works fine in the level editor, but it doesn't wanna work in actual gameplay. Just another of those odd problems I get.Now onto the engine. So far I've got the most basic movements down. You can move from left to right with the arrow keys, and jump with the space bar. The collisions, which is what I've been working on the past three days or so, are coming together. This morning I got them to a playable point, though they still need a lot of work . One problem in particular is that you sometimes phase through blocks if you hit them in a way that, for whatever reason, keeps the collision from being checked.Well, that's about it for Shapes. I'll upload a .exe of the level editor soon for those of you interested in making puzzles.Shot down 8190 n00bs at time of blog.
Great news can't wait for it!
The anti-aliasing of the ball doesn't match the lack of AA on the blocks.
Edit: My bad, there is AA on the blocks, it's just very minute.space bar is a Bad Button to jump with, either make it assignable (keyboard_map_key() or something i don't recall but it's easy) or change it to something sane like Z or X or A or Up or Anything But Shift or Space.
is there going to be anything else happening visually? some sweet primary colour particle effects would be sweet. or something to make it more than just a zen-styled-art platformer that we see so many of@GIL1,
:D@SixWinged,Yeah, I know it doesn't match up. That's another one of those things I'll work on when the game is nearing completion. (right now it's just whatever GM spits out when drawing a circle or rectangle).@Kyou,I thought about adding custom controls, I just don't know if I wanna go through the hassle of programming a menu for that. I'll change the jump key to 'Z' though. That seems to be the norm. :pYes, I actually plan on having some bright and colorful particle effects. It's just a matter of finding enough ways to implement some.it depends on how many keys you have but i think custom key mapping is pretty important, at the very least you could just have an ini file lying around that people edit (with a brief howto in the game help or readme or something) if you dont wanna add a menu.
but if its just arrows + z there shouldn't really be a problem (dvorak?)Hmm…well, I might decide to do it. Not sure it would be necessary though. I haven't planned on using more than the arrow keys and a jump button. If I end up having more keys it might be worth adding.
Not bad, can't wait for the game to be made. If you need any help with the engine PM me. I have a ton of resources that my be useful.