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Slime Knight
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Modern Magic Progress Thread 
 PostThu Jul 23, 2009 7:53 am
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Okay, here's my idea on how to motivate me to work on this game. I'm gonna try to post here everyday saying what I got done. I need people to harp on me to get crap done, so this will allow me to embarrass myself by publicly announcing how much work doesn't get done when it doesn't get done. So I have to post every day, even if it's to say "I played World of Warcraft with my little brother's guild". Freakin' month.

THINGS TO DO LIST AS OF NOW:
finish popups for bonuses
threat up and down, winning streak bonus, spell score
threat up and down sound
music
more options: Volume control
save options
more enemy types
more bullet types
more impact particles
more player shot types
unique power bombs
plan characters, story
MAKE DANMAKU!!
Last Word style finishers (*spoiler*)
spell practice mode
better HUD graphics
death and gameover

Bugs:
garbled textures in add_colors blend script
weird frame skip event once per session (computer problem)
particles move/disappear during pause (cosmetic)


Stuff got done today:
Began popup system for bonuses.
Fixed math error in threat loss system
Threat Level cannot change during a boss's attack
Slime Knight
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 PostFri Jul 24, 2009 6:18 am
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Today:
Finished popup system and sounds for them
But mostly I read TVTropes Mad

Next on the list: music and more options. So I'll probably be messing around with DLLs and possibly MOD music for awhile.
Slime Knight
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 PostSat Jul 25, 2009 6:20 am
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Today:
Nothing tangible. I did research into music programs and stuff, but all of the stuff I used to have is on my older computer.

Though I want to make my own music for this game someday, I think I'll just put placeholder songs in, and later compose if there's time, which I doubt. I hope using other peoples' OGGs won't hurt my "completeness" rating.
Red Slime
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 PostSat Jul 25, 2009 8:23 am
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You talking about making better graphics for your hud.

How do you make a hud? Is it made using Slices?
Super Slime
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 PostSat Jul 25, 2009 5:18 pm
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He's not using OHR.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Slime Knight
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 PostSat Jul 25, 2009 9:02 pm
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Well, my HUD method in Game Maker 7 is unorthodox, too. The room size is equal to the playing field, not the screen. I draw everything on a surface, then during HUD's drawing, I change back to normal drawing, make the HUD, then put the playing field on top. I don't remember how I made the screen size bigger than the room off the top of my head, though.
Not that you might know what those are.

But yeah, it's mostly text in one font and mono-colored rectangular gauges now. On a gray gradient.

(slightly dated)

EDIT: I just realized something terrible. The WIP that I posted says to push F1 for instructions, but I forgot to make that key actually work! oops...
Slime Knight
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 PostSun Jul 26, 2009 6:50 am
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Today:
Added volume control to options menu
Options are now saved automatically
Minor sprite touchups on the enemies

I'd say the "engine" is pretty much done, so everything else is content. Graphics, sounds, levels and boss patterns.
Slime Knight
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 PostMon Jul 27, 2009 7:41 pm
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Sunday, I did lots of stuff with my family, so I considered it a day off.
Slime Knight
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 PostTue Jul 28, 2009 5:53 am
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Today:
Not much. An enemy sprite and a new enemy bullet. I think I should program the other hero shot types next, even if I haven't made graphics for them yet.
Slime Knight
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 PostWed Jul 29, 2009 7:08 am
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Today:
Created the Wide shot type, and spent almost all night tweaking it. Busiest day on this thread.
Slime Knight
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 PostThu Jul 30, 2009 6:47 am
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Today was pretty frustrating. Quite a few computer and internet problems, such as my mouse dying out, and I had somewhat of a block planning the next shot type. It's gonna involve lots of trig functions, let me tell ya.
Slime Knight
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 PostFri Jul 31, 2009 5:55 am
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Today:
Created the Strafe shot type. It turned out a bit easier than I thought, because I didn't need trig, Game Maker has lengthdir_x(distance, angle) and lengthdir_y(), which did what I wanted. Sometime, I got to balance the 6 shot types. Speaking of which, one left.

Man, I love giving the player new attacks in games. It was equally fun adding guns and bombs in Blow Stuff Up!
Slime Knight
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 PostSat Aug 01, 2009 8:15 am
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Today:
Created the Sentry shot type. It's quite pretty. Next step should be either adding graphics, balancing, or making new Power Bomb attacks. Right now, every shot type uses Color Wheel and Royal Rainbow as placeholders.
Slime Knight
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 PostSun Aug 02, 2009 6:39 am
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Today:
Added unique particles for each shot type's impact. It's a subtle touch, but the old "rainbow confetti" effect wasn't exactly subtle. Of course, they might get changed again when I decide to finalize the graphics style for each character.
Slime Knight
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 PostMon Aug 03, 2009 6:45 am
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Today:
Began writing down a storyline. Up until now, I only had character names and their abilities planed. I still have a ways to go, and I hope it's not too contrived.

The next week, I think my family is planning some more events, so there might be a missed day or two, but I sure hope not. At this rate, I'll only have a demo by September.
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