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Messages - Geminosity

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Programming / Re: Making a Roguelike in Gamemaker
« on: April 22, 2013, 09:17:07 PM »
In a collision event 'other' is the object you're bumping into.
If you use 'with' then inside the with statement 'other' is the object that called with.

e.g.

inside object_YAY:

with(object_LOL)
{
     'other' is the object_YAY here.
}

2
Programming / Re: The Purpetual Development Cycle
« on: April 17, 2013, 10:02:07 PM »
<.<

>.>

~pulls Jo into an ally and pushes him against the wall~
Who told you?  Who sent you??? Nobody must know that this game was intended to be played! NO-ONE!!!


:P

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Programming / Re: The Purpetual Development Cycle
« on: April 17, 2013, 09:52:34 PM »
Heh. They say the real art of design isn't in adding/creating features but rather in the cutting of them.

If you want to try and bring focus down to something you can finish, then once you've got a fairly solid idea that you're really excited about, you take a chainsaw to it and keep cutting until it stops working. then you sew that last piece of quivering meat back on and resume chopping away again and again until you reach a situation where the game no longer works if you remove anything at all.
In hindsight this is a somewhat gory metaphor ;D

That all said, what you've cooked up so far looks pretty good though. Ultimately you just need to nail down what it needs to still be fun and what you're willing to do from what's left on the list after you weed most of it out. Or so goes my thoughts on it :3

As for my own project I think I'm managing to keep the scale in check. The real concern is the time I'm going to spend on pretties as I'll be continuing to go graphical and once I've made proper sprites I'd like to animate my odd lil' creations to add some character :D  Sound is also on the cards. Music I'm undecided on though I'd like to add it.

4
Programming / Re: Making a Roguelike in Gamemaker
« on: April 17, 2013, 09:18:44 PM »
My current approach for "Nya's Yarn" (the new version of Nya Quest) in Game Maker is that i have a 'game' controller that does the AI and turns (all objects store a function they'll execute once the player does something and it decides what to do next time only once it's been executed and cleared.) The player is locked out of controls until everything has finished acting to maintain a robust turn structure :3
Map generation is done by scripts run in the room startup to save me needing a seperate object for it.

I also don't have any collision in the current version (I just store the map as a grid of numbers and whenever something tries to move to a square it checks that it's a 0 first and if it's not it'll react appropriately based on the ID number in that square :D )

In Nya Quest, I didn't have that all setup so I just had a queue on the player object that the enemies would add their actions to and it would run through it and execute them all whenever the player acted. It's not quite as efficient because it basically adds the extra step of all the enemies accessing the player to store their flag on the queue, while the new method i botched together just queries them when the time comes. It also has potential problems of the player acting before something has time to add stuff to their queue, though I haven't seen this happen during any games of Nya Quest so far :o

As for game maker itself there should be a free version of studio on steam. I was trying that before I upgraded to the pro version for super cheap during a sale so there's no real major need to use 8.1 unless you want to :3

edit: to add to the list of tutorials that Jo's kindly linked, I recommend Derek Yu's posts too (he of spelunky fame :3 ) as it not only covers all the basics you'll need to make any kind of game in Game Maker, but also explains a few vital concepts like objects, inheritance and whatnot.

part 1
part 2
part 3
part 4

Enjoy! :D

5
Challenges / Re: 7DRL: after-challenge upgrades?
« on: March 28, 2013, 12:17:51 PM »
It's important to note that the 7dRL is a Challenge and not a contest. The implication being primarily that it would be awesome to get completely done, bug-free, and polished in 7 days but failing to do so isn't the same as losing!

Agreed :3  To be honest I kind of hope people don't get too caught up on the succeed/fail aspect of it as merely taking part is the most important thing. I think I posted it in one of the 7drl.org posts but I'm a big believer in the message behind roosevelt's "Man in the Arena" speech: it's better to do things, win or lose than to sit back and never get involved :D

6
Challenges / Re: 7DRL: after-challenge upgrades?
« on: March 26, 2013, 07:06:29 PM »
Fair enough, I'm not judging anyone. I was just curious because the contest had kind of pushed the idea that 7drls should really aim to be finished in the 7 days so I was a lil' confuzzled when all the patches started turning up after :3

As for my Nya projects, I came in with the fact i was new to this very much in mind so my modest scope panned out nicely. Only things I changed were 1 of the enemy types and I dropped FoV. I could have added more levels pretty easy but without playtesting I wasn't sure how far i could take the limited content so that's why it's only 4 floors deep.
Afterwards though I decided that I'd enjoyed the process so much I'd like to make an expanded version people could get a bit more play out of, plus i wanted to see if I could make the game run more efficiently... hence the start of "Nya's Yarn" :D  If, after Nya's Yarn, I'm still feeling it and people seem to enjoy it then I have plans for 'Nya Mix' but Yarn comes first. I'm just taking it one iteration at a time :3

7
Challenges / 7DRL: after-challenge upgrades?
« on: March 25, 2013, 11:23:18 PM »
I'm noticing a few people posting after-challenge versions of their games. While I can see why people would want to patch any game-breaking bugs I'm also noticing some gameplay changes and rebalancing and whatnot and was kinda tilting my head in curiosity.

I get that people are working on their 7d RLs after the fact, I am too, but I'm just curious if 'versioning' the actual 7 day entries with new gameplay features doesn't go against the spirit of the competition. In my case I'm making a new game or spiritual sequel i guess to build on what I got from Nya's Quest so it's clearly seperate but I'm now wondering if I shouldn't have put some of these tech changes and whatnot back in the old game :P

What's people's thoughts on this kind of thing? I'm not really about to complain but it just kinda got me pondering where it all lies in the grand scheme of things :3

8
7DRLs / Re: 2013 7DRLs playable on Mac
« on: March 23, 2013, 04:54:16 PM »
Ah... I just tried it now and it's not as simple as pushing a button. apparently I need to sign up an account with apple's developer program or something and actually have a mac to compile on (I think?)
Sorry, looks like the only way my games will get on mac is if I explore the html5 option (which seems to work but I haven't the foggiest how to host it so it'll run properly XD)

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7DRLs / Re: 2013 7DRLs playable on Mac
« on: March 23, 2013, 11:29:25 AM »
I haven't tried it yet but game-maker includes an OSX compile option. I could always poke it and put whatever it produces for Nya Quest up, though I can't really test to see if it works or any peculiarities it might have (I'd assume it'd be fine though :3 )

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