I guess the title is explicit enough, right?
Check it out here:
http://imogia.deviantart.com/art/Knight-s-Escape-Gameplay-Video-01-408810080
Showing posts with label Gamemaker. Show all posts
Showing posts with label Gamemaker. Show all posts
Wednesday, October 23, 2013
Thursday, October 17, 2013
Gamemaker Journey -- Day 02
Another great day of Glory \o/
Couldn't spend to whole day today, but let's say about half a day.
I woke up, grumpy mood because of this damn collision problem. Then, with a fresh mind, I started to work on collision masks again. I felt so relieved when it actually worked! After many trials and errors, it appears that a custom collision mask is the best way.
Now the game can be fully played, this is awesome!
BUT, I came up with this strange bug while testing that almost ruined my day: gates will not open even if the character has picked up enough keys.
For simulating an inventory, each key pickup adds +1 theSILVER_KEY variable, and each collision with a door while SILVER_KEY>0 made plays the open gate animation, replace with and opened gate object (so that the Knight may pass behind) and adds -1 to SILVER_KEY.
But, I think that each time the players collide with a gate, he looses one key, even if he has zero.
Luckily earlier this morning I watched this video, out of curiosity:
http://www.youtube.com/watch?v=9crUsl-VR4c
It appears that, by chance, that was the solution!
Sorryfor the language I don't know how to code (yet?)
By assigning a Begin Step to the player :
Test SILVER_KEY:
if SILVER_KEY<0
then set SILVER_KEY to 0
Thus SILVER_KEY will never be negative! And each key pickup brings SILVER_KEY into the positive, always.
This is so nice!
The first level isfully playable now !
I came up with some new ideas for future levels :
- Obcurity: When the Knight begins, he is in the dark and he uncovers the maze by walking.
- Trapped door: picking an object behind a door makes this door shut. The Knight is trapped! niark niark.
- Traps & monsters : this signifies that I should take into consideration HPs, Lives, etc. (later).
Also my girlfriend suggested that instead of walking offscreen, the Knight should really climb the stairs. This is a nice idea, and I think I know how I could put it up.
So long!
Couldn't spend to whole day today, but let's say about half a day.
I woke up, grumpy mood because of this damn collision problem. Then, with a fresh mind, I started to work on collision masks again. I felt so relieved when it actually worked! After many trials and errors, it appears that a custom collision mask is the best way.
Now the game can be fully played, this is awesome!
BUT, I came up with this strange bug while testing that almost ruined my day: gates will not open even if the character has picked up enough keys.
For simulating an inventory, each key pickup adds +1 theSILVER_KEY variable, and each collision with a door while SILVER_KEY>0 made plays the open gate animation, replace with and opened gate object (so that the Knight may pass behind) and adds -1 to SILVER_KEY.
But, I think that each time the players collide with a gate, he looses one key, even if he has zero.
Luckily earlier this morning I watched this video, out of curiosity:
http://www.youtube.com/watch?v=9crUsl-VR4c
It appears that, by chance, that was the solution!
Sorryfor the language I don't know how to code (yet?)
By assigning a Begin Step to the player :
Test SILVER_KEY:
if SILVER_KEY<0
then set SILVER_KEY to 0
Thus SILVER_KEY will never be negative! And each key pickup brings SILVER_KEY into the positive, always.
This is so nice!
The first level isfully playable now !
I came up with some new ideas for future levels :
- Obcurity: When the Knight begins, he is in the dark and he uncovers the maze by walking.
- Trapped door: picking an object behind a door makes this door shut. The Knight is trapped! niark niark.
- Traps & monsters : this signifies that I should take into consideration HPs, Lives, etc. (later).
Also my girlfriend suggested that instead of walking offscreen, the Knight should really climb the stairs. This is a nice idea, and I think I know how I could put it up.
So long!
Gamemaker Journey -- Day 1
Yesterday I had an intensive day messing around with Gamemaker. I created some graphics, took some sprites for the character in order to spare some time. I know this bad, but I forgot which website it was from, so I can't give credit right now.
So, Day 01 was more an approach day of the software. Thanks to my previous experience with the Blender Game Engine, I could progress kinda smoothly. Did I mention that Iam a total noob when it comes to coding?
Anyway, here is a first screenshot, everything was correct EXCEPT one damn thing : collisions, making the game impossible to play.
Nevertheless, that was a highly productive day as I managed to achieve the following victories:
- Building a speed game concept: A charcter must escape a labyrinth by finding keys that opens doors. I had Druaga tower in mind, althoug I never played that game.
- Character moving, 4 direction + animations loops and idle pose in the 4 directions.
- 2D graphic creation of all the assets, and doors animation.
- Building the level.
- Making the door impossible to open unless to have the Gold Key.
- Making the metal gates open with silver key, and using a key make it disappear in the (invisible) inventory
- Smooth and glitch-free of the doors opening animations. (Was not easy)
- Collecting an objectmake it disappear, but it is taken in an inventory.
- windows export for a .exe file, hey that's nice.
- Learned about sprites origin point.
Big problem:
- COLLISIONS -
Synthesis of the work session:
Stable system, but impossible to play due to collision bug that prevents the player to go freely in any possible spots of the game, making the game impossible to play and finish.
Random thought:
I think that there is some kind of short remake of Druaga No Tower in Baten Kaitos, when you must collect the gold pike magnus or something like it.
Screenshot of the project:
So, Day 01 was more an approach day of the software. Thanks to my previous experience with the Blender Game Engine, I could progress kinda smoothly. Did I mention that Iam a total noob when it comes to coding?
Anyway, here is a first screenshot, everything was correct EXCEPT one damn thing : collisions, making the game impossible to play.
Nevertheless, that was a highly productive day as I managed to achieve the following victories:
- Building a speed game concept: A charcter must escape a labyrinth by finding keys that opens doors. I had Druaga tower in mind, althoug I never played that game.
- Character moving, 4 direction + animations loops and idle pose in the 4 directions.
- 2D graphic creation of all the assets, and doors animation.
- Building the level.
- Making the door impossible to open unless to have the Gold Key.
- Making the metal gates open with silver key, and using a key make it disappear in the (invisible) inventory
- Smooth and glitch-free of the doors opening animations. (Was not easy)
- Collecting an objectmake it disappear, but it is taken in an inventory.
- windows export for a .exe file, hey that's nice.
- Learned about sprites origin point.
Big problem:
- COLLISIONS -
Synthesis of the work session:
Stable system, but impossible to play due to collision bug that prevents the player to go freely in any possible spots of the game, making the game impossible to play and finish.
Random thought:
I think that there is some kind of short remake of Druaga No Tower in Baten Kaitos, when you must collect the gold pike magnus or something like it.
Screenshot of the project:
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