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i’m bumping this thread because it’s too interesting to sink. and going over my JSON class again to squash any missed bugs in obscure use-cases isn’t exactly something interesting to look at, so no screenshot for the bump.

though i can post some code showing the accuracy differences between two methods of parsing floats (which is also boring; top line is raw encoded, bottom line is decoding the encoded value, then re-encoding it for display):

skyboy (AS3)   	 {"0":0.20112051162868738,"1":0.9500015117228031,"2":0.4867847296409309 ,"3":0.8458551140502095,"4":0.5597472260706127,"length":5}
skyboy (AS3)   	 {"0":0.20112051162868733,"1":0.9500015117228031,"2":0.48678472964093095,"3":0.8458551140502096,"4":0.5597472260706128,"length":5}
blooddy.crypto 	 {"0":0.20112051162868738,"1":0.9500015117228031,"2":0.4867847296409309 ,"3":0.8458551140502095,"4":0.5597472260706127,"length":5}
blooddy.crypto 	 {"0":0.20112051162868735,"1":0.9500015117228032,"2":0.4867847296409309 ,"3":0.8458551140502095,"4":0.5597472260706127,"length":5}
actionJson     	 {"0":0.20112051162868738,"1":0.9500015117228031,"2":0.4867847296409309 ,"3":0.8458551140502095,"4":0.5597472260706127,"length":5}
actionJson     	 {"0":0.20112051162868735,"1":0.9500015117228032,"2":0.4867847296409309 ,"3":0.8458551140502095,"4":0.5597472260706127,"length":5}
vegas          	 {"0":0.20112051162868738,"1":0.9500015117228031,"2":0.4867847296409309 ,"3":0.8458551140502095,"4":0.5597472260706127,"length":5}
vegas          	 {"0":0.20112051162868735,"1":0.9500015117228032,"2":0.4867847296409309 ,"3":0.8458551140502095,"4":0.5597472260706127,"length":5}
 
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Very early stages of an avoider game.

 
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Making bosses is the fun part. :D

Zombie Dryad
U Jelly? (…fish)

I need to figure out some way to make the zombie dryad wider (and thus, easier to hit) without making her out of proportion with the main character. Hmm!

 
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Just saying – I hate every one of you who can actually draw. /criesariverforbeingbad

 
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?

 
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A cleaner looking version of my whatever-you-want-to-call-it engine. The dynamic shadowing still needs work.

 
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Lost Garden’s Wilderness tileset looks a bit out of place with the other graphics. Hopefully you can pick one or the other style and go with it. (Nothing is wrong with using a free graphics engine except some people might ignorantly call you out saying you stole some other game’s graphics. In this case, it might be Boxhead which used the tileset and is fairly popular)

 
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Originally posted by UnknownGuardian:

Lost Garden’s Wilderness tileset looks a bit out of place with the other graphics. Hopefully you can pick one or the other style and go with it. (Nothing is wrong with using a free graphics engine except some people might ignorantly call you out saying you stole some other game’s graphics. In this case, it might be Boxhead which used the tileset and is fairly popular)

Yeah, I plan on continuing with the tileset for my actual game, the other graphics are placeholders as of now.

 
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Is that a Golden Sun sprite Nolander?

 
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Originally posted by truefire:

Is that a Golden Sun sprite Nolander?

Yeah, I found a full blitsheet for him (Isaac) on google images, so I played with it a little bit

 
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<3 Golden Sun.

there seems to be a bit of anti-aliasing weirdness around his hair though.

 
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This is the beginning of my RPG, AsciiQuest:

 
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You see an r. The r shouts. You die…

 
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Originally posted by truefire:

You see an r. The r shouts. You die…

It’d be interesting in an ASCII RPG like that to have something like skyrim, where when you shout the letters go out to the direction you’re facing.

 
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I hope to have it on FGL by Monday.

I meant Monday 9 months from now! :P

I’ve been working on it though:

 
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This is my game called Storm of Arrows. It’s a linear real-time strategy game where every unit you can command is an archer. :D Yes I am actually obsessed with archery. I just finished the engine. Just imagine having 100x more units on the screen and arrows flying everywhere. I’m quite looking forward to the end result.

There’s 10 factions that you unlock as you progress through the campaign: Humans (Yellow units onscreen), Elves, Dwarves, Magi, Elementalists, Nobles, Mercenaries, Orientals, Cyborgs, and Celestials. Each has 4 different classes to advance to. And you mostly fight against demons (Black units onscreen).

This will be my first really big game with a storyline and campaign, so I’m really excited that the engine is complete! :D

 
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Poor, misunderstood demons. :( IMO you should at least give them red eyes and angry eyebrows.

 
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Too much bullet hell. Looks much better when you’re actually playing but requires a powerful computer to run. D:


I should like… stop posting the same things. :(

 
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If the art looks like it’s been done by a seven-year-old… it’s because it has ;)

 
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Originally posted by jexia:

If the art looks like it’s been done by a seven-year-old… it’s because it has ;)

This art is still 99.9% better than mine. :o Amazing.

 
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Originally posted by truefire:

I hope to have it on FGL by Monday.

I meant Monday 9 months from now! :P

I’ve been working on it though:

Wow, that should be fun to play! If I may say so, it looks a bit like UnknownGuardian’s Tribulation.
 
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It does. If I get the graphics ‘mainstream-ized’ it will probably even look more like Tribulation.

It plays differently though, I think. More RPG-like. (randomized equipment, etc)

I’m considering switching from a survival format to a level-based format, which might change things a lot.

 
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Originally posted by truefire:

It does. If I get the graphics ‘mainstream-ized’ it will probably even look more like Tribulation.

It plays differently though, I think. More RPG-like. (randomized equipment, etc)

I’m considering switching from a survival format to a level-based format, which might change things a lot.

Hmm, if you need an artist I’d be glad to help for a percentage.

 
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I know some artists who might be willing to do it, so probably not, but thanks for the offer. I can also do the arts pretty well myself, and that’s free.

 
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I think equipment would really make a zombie game quite nice. Lighting, like you have it, is also a great way to go. And finally, having a large explore-able territory (with map and fog of war). With all three you could probably easily beat Tribulaiton. (which btw, just hit 900k views)