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Re: What's everyone working on? (tigsource inspired)

Posted: Sun Mar 11, 2012 6:03 pm
by SiENcE
Image

since last post here i added
-animations
-4 player network mode
-and a chat

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Mar 11, 2012 6:18 pm
by coffee
SiENcE wrote:Image

since last post here i added
-animations
-4 player network mode
-and a chat
What's that? a multiplayer server version for Jasoco's raycasting project? :D
EDITED: Wow... just reviewed your last post. It advanced a lot. Don't have anymore that 16 bits PC AD&D 90''s classic look!

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Mar 11, 2012 7:41 pm
by SimonLarsen
I've been wanting to make a casual roguelike for Gameboy for quite some time now.

Decided I'd make it with LÖVE first as making anything mildly complex in assembly is pretty daunting so I'd rather not start working on it until I know it'll be worth the effort and actually feasible.

Here's teaser:
jmWv3.png
jmWv3.png (5.07 KiB) Viewed 413 times

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Mar 11, 2012 7:43 pm
by tentus
SimonLarsen wrote:I've been wanting to make a casual roguelike for Gameboy for quite some time now.

Decided I'd make it with LÖVE first as making anything mildly complex in assembly is pretty daunting so I'd rather not start working on it until I know it'll be worth the effort and actually feasible.

Here's teaser:
Image
Aang, how did you get Sokka's sword?

Seriously though, looks like fun. Loved me some Gameboy games.

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Mar 11, 2012 8:10 pm
by owen
I think it should say; "I got a selection of good things on sale, stranger", lol

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Mar 11, 2012 8:16 pm
by SiENcE
coffee wrote:
SiENcE wrote:Image

since last post here i added
-animations
-4 player network mode
-and a chat
What's that? a multiplayer server version for Jasoco's raycasting project? :D
EDITED: Wow... just reviewed your last post. It advanced a lot. Don't have anymore that 16 bits PC AD&D 90''s classic look!
Ah no, it's my own engine and completely 2D ;-)

Here you can read our devlog at tigsource

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Mar 11, 2012 9:10 pm
by coffee
SiENcE wrote:
Here you can read our devlog at tigsource
Thank you. Nice to see you have things well organized. I notice missing in the referred games some good things like Mordor series. I think this interesting thread could help you both https://crawl.develz.org/tavern/viewtop ... =17&t=3673

Re: What's everyone working on? (tigsource inspired)

Posted: Sun Mar 11, 2012 9:53 pm
by SiENcE
coffee wrote:
SiENcE wrote:
Here you can read our devlog at tigsource
Thank you. Nice to see you have things well organized. I notice missing in the referred games some good things like Mordor series. I think this interesting thread could help you both https://crawl.develz.org/tavern/viewtop ... =17&t=3673
Thanks, i will take a look into it.

Re: What's everyone working on? (tigsource inspired)

Posted: Thu Mar 22, 2012 10:01 pm
by TurtleP
Well, I'm quite new to LOVE, studied it through tutorials for a day now..about 15 hrs (1 hr last night, during classes today in school) and I wanna make an RPG like Pokemon (something like it).. Though before you criticize me, I do have coding experience, mainly in Visual Basic 2010, and some aspects in Java.

Re: What's everyone working on? (tigsource inspired)

Posted: Thu Mar 22, 2012 11:05 pm
by tentus
TurtleP wrote:Well, I'm quite new to LOVE, studied it through tutorials for a day now..about 15 hrs (1 hr last night, during classes today in school) and I wanna make an RPG like Pokemon (something like it).. Though before you criticize me, I do have coding experience, mainly in Visual Basic 2010, and some aspects in Java.
Some general advice: pokemon is a grid-based game, so you'll want to check out Kikito's Tile Tutorial. The Gridlocked Player tutorial on the wiki might also be a good resource for you.

Furthermore, there are basically three game states in Pokemon (I like to think of them as "scenes"). One, your intro cutscene. Two, your game select (which is probably also your options menu). And then three, the gameplay itself. Note that the gameplay has three sub-scenes of its own: One, wandering the overworld, Two, battle, and Three, navigating your pokedex/backpack/menu thing.

Think about these three/six states when you start organizing how you plan to do your code!