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Messages - 123outerme
1
« on: January 17, 2019, 01:25:53 pm »
I've been on a very long break. I just kinda forgot that I make games. Part of the reason I didn't work on Warper when I did remember I made games was because the collision detection routine, while detection works, the un-collision vector it spits out is wrong for some rotated shapes. I couldn't figure it out, and kinda gave up. I'm back now (although I still haven't fixed the un-collision, since the cases where it broke won't come up for this game), and I have this progress update: I added gravity, wall/ceiling/floor collision, and enhanced the graphics a little bit. Tell me what you think!
2
« on: October 15, 2018, 05:15:07 pm »
I noticed a few flaws in the groundwork I used to make Sorcery of Uvutu PC and Gateway to Legend. I noticed my rendering system was basically me just asking SDL to render an image rotated around its physical center. There's no changing the center, grouping images, applying filters, do real-time or pre-rendered animations, or anything like that. That pushed me to write CoSprite, my SDL2 rendering engine/library, alongside this project. Warper is my application of CoSprite, so lets start talking about it. Warper is a Beat-em-Up game set in the future, where mutations in genetics combined with advanced technology allows people to teleport. Some can only teleport small distances, some can teleport long distances but not small ones, and some have the rarest ability of all, being able to teleport into different dimensions. You are a Short-Range Warper, and your brother is one of the rare Dimension Warpers, barely able to control his powers. What happens when his powers are misused or get out of hand? The planned modes include a story, arena/infinite mode, and a training mode. More information soon. You can see my most recent (documented) progress in this video update: This game is a Work in Progress right now. Warper and CoSprite may and most likely will have several differences between their conception and finalization. Anything can change, so be aware. If you want to look at or use the code in Warper or CoSprite, be my guest! Be sure to abide by the MIT License, but other than that, do anything you want with them!
3
« on: September 30, 2018, 04:26:44 pm »
Everything is fixed.... now! Unfortunately during testing with some friends I found a few more bugs to squash: Gateway to Legend v1.0.3 releases with a few minor but important fixes. Download here: https://github.com/123outerme/Gateway-to-Legend/releases
4
« on: September 06, 2018, 10:23:55 pm »
Here it is. Finally, after a long public beta, Gateway to Legend releases! Version 1.0.0 is now publicly available. The finished version can be downloaded today! Take a look at how far we've come with this video: I want to thank my Discord server (link in the video description), my friends, anyone who contributed ideas, art, music, suggestions, and bug reports. I want to give a special thanks to my best friend Ian, and @_iPhoenix_ , who worked together to create the music for this game. Download here: https://github.com/123outerme/Gateway-to-Legend/releasesAnd share any creations you'll make here: https://gtlmappacks.firebaseapp.com/upload.htmlAnd thanks for playing!
5
« on: September 03, 2018, 12:54:15 am »
Gateway to Legend v0.13.0b finally rolls out! Many new features, improvements, and tons of bug fixes implemented into this (hopefully) final beta version. Download here: https://github.com/123outerme/Gateway-to-Legend/releasesAnd finally, be prepared...
6
« on: August 28, 2018, 05:46:13 pm »
Gateway to Legend v0.13.0b is about to drop! I've been hard at work polishing Main Adventure, and now it's fully completed! I added the final Ability, as well, the Charge! See it in action below: As well, two more map-packs are on the way: Tutorial, an obviously-named map pack. Perfect for learning the ropes, testing, experimenting, and more! The other map-pack will be the Map Design pack! This will teach and show you the basics on how to properly design a map, as well as how users will be interacting with your creations. Finally, when v1.0 does drop, I want to remind everyone to visit the Gateway to Legend Map-Pack website, where you can find user-created map-packs! I hope to see a lot of map-packs on that website! As well, if you want to be on top of the news when it comes to Gateway to Legend, be sure to join our Discord!
7
« on: August 22, 2018, 12:57:41 pm »
After 4 years, I received a message on Reddit from a user who recently downloaded my game, and a glitch on Level 4 prevented them from continuing. Not letting a fan get turned away empty-handed, I rewrote the entire game, consolidating the 13 "mini-engines" to one, fixed all bugs, and slightly tweaked gameplay. Download: http://www.mediafire.com/file/fkz3j8zwhcpzrt0/sourceseekers.zip/file
8
« on: August 16, 2018, 03:45:02 pm »
Version 0.12.0b is hitting metaphorical store shelves! Dropping with new content, fixes, streamlines and more! This update has more changelog entries than any of the past ones so far. Most changes aren't additions to gameplay, but rather changes and minor improvements. These include more SFX, streamlined menus and controls, bug fixes, and more. Download the new release here: https://github.com/123outerme/Gateway-to-Legend/releases
9
« on: July 06, 2018, 11:58:26 pm »
Version 0.11.0b is now out! Lots of new things have been implemented, buggy or confusing behavior has been fixed, and I finally added enemies the transition screens (Although I may not have shown it off fully)! Download the new release here: https://github.com/123outerme/Gateway-to-Legend/releases
10
« on: July 01, 2018, 11:07:56 pm »
Welcome to Omni, TLM! I saw these programs before, but looking at them again, they're really cool! Especially the wait states program, although it sounds like easier ASM than it probably is, is a really cool tool to have to speed up slow games.
11
« on: July 01, 2018, 10:37:51 pm »
Coming soon: Abilites! The ability I've had implemented for a while and shown off a little bit is the Dash. Double-tap any arrow key to dash in that direction! Perfect for fast movement, dodging, and more! In the next build, these two will be implemented. First is the Spin. Just like Zelda, it is a 360 degree slashing spin attack! Perfect for when you're surrounded. The last ability I have fully implemented is the Illusion. Leave behind a fake copy of yourself and disappear to enemies, even becoming invulnerable for a short time! Perfect for getaways.
12
« on: June 24, 2018, 09:11:40 pm »
https://github.com/123outerme/Gateway-to-Legend/releases/tag/v0.10.0bv0.10.0b has been released! The secend public beta release comes with some new stuff. I've added a transition screen between the main menu and playing a map-pack. I've also added proper death handling, including a Game Over menu and relevant options. Menus have received proper click support, so clicking on options will now activate, scroll, etc. as they should. One new event tile has been implemented: the Boss Door! The boss door will open automatically when the boss on that screen is defeated and remain permanently open. As a result, event tile maps have been shifted down by one to add this tile next to the other door tiles. This means maps made before this change will most likely have wrong tiles in place of spikes, gateways, and enemies, as well as a few other tiles. Video showing off the most recent progress!
13
« on: June 06, 2018, 10:50:36 pm »
I've added all script types! The one showed off most prominently (and probably a little too much for the final version of that map-pack) is the Animation script! Once the user walks into the trigger area, a sprite will move around onscreen in a pre-determined fashion. According to the map-pack creator, the sprite can initiate a text box after it's done moving, stay onscreen until another is activated, and more. As well, this marks the first public beta release. I have gone ahead and added it to my Github releases here: https://github.com/123outerme/Gateway-to-Legend/releases/tag/0.9.0bThis script type also has its editor implemented, meaning all map-pack features planned are now implemented! Some other things are not finished yet, though. As to be expected from a beta release. However, I have more done than I actually have realized up until now, so I'm looking forward to releasing, hopefully within the next couple of months. It could be sooner, or possibly later, though.
14
« on: May 26, 2018, 12:57:06 am »
While I'm doing background work on the engine (mainly adding features to the Toolchain and adding the last script into the game), I have been working on my related side-project, the GtL webpage. Meant to be a source of information, documentation, and a collection of links, I had a bright idea: why not host map-packs online? So, I set out to working with Firebase to implement this. As I didn't post anything about this along the way, I'll instead recap and explain some Discord announcements and posts I sent to my GtL Discord. Click the link to join if you're interested! So my project has started to take shape, and I've made this website: https://gtlmappacks.firebaseapp.com/index.html It adds rudimentary map-pack upload and download support. It will support a download counter as well as a like button. Once I actually release Gateway, I imagine this will be used a lot more, but for now we have this
My first announcement of the site. It had just launched with bare-bones upload/download support. It had a dummy download and like counter. No way to post map-packs with a certain type, description, or even see the profile picture of the person who uploaded it. I've added the second-to-last script type editor, the one for the BossActions script! Now you can fully script bosses. Related to that, I changed the format of the BossActions script so now, it uses coordinates instead of X/Y velocities. I also revamped text input (and more noticeably, the Change FPS setting) to add just numerical input!
Today, I got back to working on the actual game and added editing to BossActions. BossActions has been functional for months, but I've been putting off creating the editor, since there were so many parts to it. I had to have the player choose what tiles the boss is, how much HP, and then figure out a way to have them define a variable amount of points for the boss to move to. However, I finally put that task to bed. Just one more script to create, and then that should be totally done! Also, I added an input method just for numbers, so you can't try to break the system by inputting text in a number-only input. Since I'm feeling productive today, I also updated the map-pack webpage. Now, the Download (now View) button for each listing on the Download Map-Packs page redirects to the View page for each map-pack, where you can read about it, vote on it, and download it. I think I will add more such as an actual forum, as well =============================================================================== Ok last update (hopefully not for a while like it seems to be). I finally added the ability to like map-packs! The server keeps track of if you have liked or not, and will add or subtract a like depending on which you have done, when you press like. I'm gonna go ahead and style buttons tomorrow, as well as adding more information on the View page, such as likes and downloads. Perhaps I'll make a Comments field as well
I just updated the map-pack webpage to add a lot more to the Download and View pages, as well as making some things auto-load. I still haven't decided what I want on the Index of the page. Most likely a search function and featured map-packs. As you see, I am also debating adding a comments field to map-pack uploads, and adding a full forum! I think it's within my scope, although hopefully it won't become super popular, or my Firebase plan won't be able to handle the traffic!
15
« on: April 28, 2018, 11:51:10 am »
Not a bad transition. It seems kinda slow though. I would speed it up by a factor of 2. It might get pretty annoying if there is a lot of walking involved. Of course having the screen center on the character would be best but if your engine isn't set up to handle that it then it could be really hard to implement.
Music is really good!
Thanks! Right after you posted, I took a second look at faster scroll speeds, and agree that x2 was way better, while still getting the effect of moving screens. I suppose I could have no scrolling and just automatically load all nearby maps, but I'm not sure how long that would take to set up. I'll definitely toy around with it, though. Thanks for the feedback! I also really like the music
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