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Blubber Bloat
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The Adventures of Meowskivich and his Random Rambling 
 PostThu Aug 22, 2013 3:31 pm
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Basically, this thread has spawned due to the desire to share game-related things that I don't feel really fit in with any other topic of mine. Things that may spin off into it's own thread at some point, or I'll just keep this as a total game thread log. I dunno.

Today's special:

I am in the process of creating a master pallet. I suppose frequent users do at some point or another. I'm creating because the default MP has a severe lack of orange, and also I want to have a more organized pallet. My thoughts on making it tend to lean toward "pastel" colours, but I really don't know the definition to pastel, so I'ma look it up (soft subdued shades, apparently, seems to fit my idea). I'm trying to find cool and interesting colors to use for it, I'm starting out with a type of basic "red, blue, green, yellow, purple, orange" and then will make magic from after that. I'll share it once I finish it.

Edit:

Here it is:
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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Today's Special: 8-bit contest drop out silliness 
 PostThu Aug 29, 2013 5:49 pm
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Today's Special: 8-bit contest drop out silliness



That is a tileset. It is a tileset that belong in my 8-bit game that I was at one point going to be submitting for an 8-bit contest, but decided that I didn't feel like focusing on with a bunch of other things going on at the same time and all that, plus work on a certain Merciful Mungbeans.
But I got some stuff done. I'll show below.

The previous post shows a new palette of mine that I made for a few reasons, and I decided that I wanted to use it for my 8-bit game because it's pretty ♥
So, I was in the midst of transferring colors around because of the sorta nonsensical way the default palette is, my colour scheme went derangedly almost monochrome. So I went about fixing it. However, I done goofed. I accidentally used more than the palette limit is for tiles. It WAS 8 colors for the entire palette, right? The tile palette?
I dunno.
I'll go look here in a moment, I've gotta look for the old version of some sprites anyway:





So, it was 16 colours, but still. That bottom-right tile is where I keep my pallete save for black. I guess I gotta redo my tiles again, but there you go, that's how it looks when prettier than normal.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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Today's Special: Role Playing Demo: Bellyjish Style 
 PostMon Sep 09, 2013 8:04 pm
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Today's Special: Role Playing Demo: Bellyjish Style

Let me tell you a tale, traveler, about a website called popfly.com

Back in the early days of Microsoft Silverlight, they created site for an online-mash-up creator with a game creator run off of the technology. As soon as it was released publicly, my high school programming teacher let whoever wanted to use it as an alternative to the usual programming homework. I was really the only one who used it.

Funny enough, I quickly became the top user in the world on the site. This was my first real step into video game design, and I was loving it. (I've been doing card/board game design before that, but that's another story for another day)

I explored mostly platformers, and next was space shooters, but I did almost expressly platformers. But, being who I am, I was also investing thought and effort into creating a role playing game off of the popfly game creator's powers.

And after about two years of the thing's life, I finally did it.
And you can play the demo here: http://thecoconutofdoom.webs.com/index/rpd.html

Shortly after having made the game system, I started on a full game based on the engine, and based on one of my two most popular games (out of....three). But irony occurred, as a mere week after getting this started, the site was given a publicly announced death sentence to be executed a month later.

Rather than work on it, I was sent into a dark spiral of depression. This was dying, a couple weeks before that a kid I knew died, and a few weeks before that my left leg died. It was about then that I started hacking games, mostly just Earthbound and Mario World. It was a dark time... Not that things really have improved a ton afterwards, but that's beside the point.

A week before death, one of those beautiful people at microsoft's soon-to-be-dead popfly crew made a program for downloading the games, so instead of them being sent to limbo, they were at least able to be stopped in time.

These games are able to be played on my site, but today is brought to you by the letter http://thecoconutofdoom.webs.com/index/rpd.html

So have fun, and enjoy Meowskivich's first ever rpg. If you have any questions on any my games, feel free to chat here about it.

PS
It's a browser game, no downloads required.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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Today's Special: AR-PUH-GUH! sprites 
 PostWed Sep 18, 2013 2:51 pm
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Today's Special:

Having grown a tad tired of playing OHRRPGCE games for reviews, I'm taking a bit o' time to work on my stuff.
It's been forever, so here it is: new sprites for AR-PUH-GUH! version 1.0gamma.




And sure as sugar, I'm getting better as time goes on. This game is a pure testament to that fact.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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Today's Special: Munch-Meow 
 PostFri Apr 11, 2014 1:49 am
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Today's Special: Munch-Meow

For some reason, today I felt like making a Maze Muncher type of game. So I did. It's rough around the edges, smells like the dairy section in a power outage, but it's theorized that you might get a decent amount of internet-calcium from partaking of it.

Partake of it here: http://www.slimesalad.com/forum/viewtopic.php?p=106210#106210


dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Liquid Metal Slime
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 PostFri Apr 11, 2014 12:58 pm
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I played the game and it's not bad. I wish there was more to play though.

Do you have plans to make those tomato things any more intimidating? You could easily add some flavor to them by occasionally boosting their speed or occasionally causing them to chase you. Both of these could be reverted back to their normal AI to give the player a sense of uncertainty as to when they might go crazy again.

Also, I didn't hear any sound effects or music. Was that intended?
Cornbread Chemist
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 PostFri Apr 11, 2014 4:12 pm
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Sound effects have yet to be made, there will be more foes with different AI later (that first level just has the simple "walk in a circle" AI) that will have different game over screens each. I plan on a minimum of 20 levels that loop so you can play indefinitely, and if I plan on adding more, I can just tweak a tiny piece of the coding.

And last night I somehow broke the game whilst trying to make the game a little more cleaned up and adding a second level. It's weird, because the script WORKS...but only 1 out of 3 times. So I may revert the script to the way it was originally, or I need to figure out the cause of this separately.

But doughnut worry, I'll update the game from time to time. I'll likely get levels all made before I update the next version, or I'll have just an empty screen end it if you want them sooner.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Blubber Bloat
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 PostFri Apr 11, 2014 10:11 pm
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I think I found a bug with the ohrrpgce itself, if you want to call it that. If you clone maps, the use-once NPCs will still operate on the same use-once tag as the other maps. In either case, map 2 is almost finished.
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
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 PostFri Apr 11, 2014 10:35 pm
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Oops! That is definitely a bug! Thank you for finding it. I'll see what I can do to fix it.
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 PostSat Apr 12, 2014 2:15 am
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Quote:
. If you clone maps, the use-once NPCs will still operate on the same use-once tag as the other maps.


I would suggest making this a thing that you can turn on or off on an individual game basis if possible (like some of the other "keep old sorta buggy behavior" bitsets that exist now), rather than removing it altogether.

Having the same "use only once" tags carry over when you copy a map can be useful sometimes (like if you're making two versions of the same map but want treasure chests you picked up in the first version to still be gone in the second, for example.)
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
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 PostSat Apr 12, 2014 2:24 am
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True.
I figure I'm going to add a couple bits o' coding that's going to just have each cheese be on their own tag that switches off when activated and then become reactivated again afterwords. That way looping will work better. I am unsure, though.
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Metal King Slime
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 PostSat Apr 12, 2014 7:01 am
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I've noticed that bug before but forgot about it.

FnrrfYgmSchnish wrote:
(like some of the other "keep old sorta buggy behavior" bitsets that exist now), rather than removing it altogether.


Yes, existing duplicate NPCs won't be affected (besides, it would be way too much work to fix those and not break saves anyway). I agree that it would be rather nice to have a non-buggy way to achieve the same thing.

Quote:
But irony occurred, as a mere week after getting this started, the site was given a publicly announced death sentence to be executed a month later.


A sad (and totally predictable) tale. I would try your game, but don't have Sliverlight. Some other time maybe.
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 PostSat Apr 12, 2014 5:02 pm
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Silverlight is a free program thing plug-in from Microsoft that they were trying hardcore to push as their own "flash" a couple years back.
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 PostSun Apr 13, 2014 2:15 am
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I know, but silverlight is dead, and it's a bad idea to install because browser plugins are major security hazards. Also seems like a pain to install on Slackware.
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Today's Special: More Munch-Meow 
 PostThu May 01, 2014 10:13 pm
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Today's Special:
I'm drawing some new things for Munch-Meow, for anyone interested. I'll be having a few more bonus point items to munch that grow in value as stages progress, and I'll have a few more foes with different AI than the tomatoes which just roam in a circle.
Chickens will make random turns, and I haven't decided on what will be the "pursuing" foe that will be added. There just may be one or two more foes other than that that will make your munching time come to an early end, but we'll see.
Other than that, I'll be making some animated tiles for maze decor that can have animation turned off as one desires. You know, if that's not your thing.

edit:
Also, new Title screen

dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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