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11
[unnamed stargame] / Re: Screenshot of the Day
« Last post by NMcCoy on February 05, 2014, 10:05:52 PM »

Pink is a fine color for a powerup meter.
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[unnamed stargame] / Re: Moderately Cryptic Daily Devlog
« Last post by NMcCoy on February 03, 2014, 11:14:55 PM »
2/3/2014: Polished up special effects considerably, did some sound work as the existing sounds really weren't sufficient to keep up with the intensity of the visuals.

2/4/2014: Sleep cycle terrible. Didn't get to bed until 11am, slept all day. Accomplished nothing notable.

2/5/2014: Sleep cycle still disrupted (anti-shoutouts to 5am fire alarms). Factored out my healthbar-drawing code into a static function for reuse. Made a super attack meter, tied it to score gain for now.

2/6/2014: Made an AI setup for fleeing from the player, for boss-fight-ish testing. (Not currently calibrated for railmode, though that would probably be even simpler to make.)  Made a minimap arrow thingy for important points of interest that are outside of the minimap's field of view.

2/7/2014: Drew and coded a hud target callout, for showing mission objectives, boss/ally lifebar, etc. Figured out how to sort HUD layering properly.
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[unnamed stargame] / Re: Screenshot of the Day
« Last post by NMcCoy on February 03, 2014, 11:11:30 PM »

Even in a static screenshot, this super attack chargeup looks pretty sweet.
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[unnamed stargame] / Re: Screenshot of the Day
« Last post by NMcCoy on February 01, 2014, 07:06:20 AM »

Working on [super attacks]. Nice, but could be even better.
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[unnamed stargame] / Re: Screenshot of the Day
« Last post by NMcCoy on January 30, 2014, 04:01:22 PM »

Such explosions.
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[unnamed stargame] / Re: Screenshot of the Day
« Last post by NMcCoy on January 29, 2014, 11:10:18 PM »

Colorful ribbons of obstacle-avoidance demonstration. Maybe I should make this a thing.
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[unnamed stargame] / Re: Moderately Cryptic Daily Devlog
« Last post by NMcCoy on January 28, 2014, 11:44:12 AM »
1/27/2014: Considered more story structure and character plans. Implemented a basic "keep the player in bounds" setup for free-roam mode. (Actually realized I could get it basically for free with my existing waypoint system plus an exit trigger; it works surprisingly well.) Attempted to fix sleep cycle.

1/29/2014: Did lots of work on obstacle-avoidance AI. Still not quite where I want it, but it's decent enough so far. My naive algorithm seems to work better than the fancy alternative I have. Coding, testing, debugging.

1/30/2014: Started laying the groundwork for 'bombs'. Set up an audio deduplication trick, so everything blowing up at once doesn't hurt your ears.

2/1/2014: Implemented time-stop and some basic special effects for the aforementioned 'bombs'.
18
[unnamed stargame] / Re: Screenshot of the Day
« Last post by NMcCoy on January 25, 2014, 12:17:29 AM »

Adding visual interest. Shouldn't overdo the light sources, though.
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[unnamed stargame] / Re: Screenshot of the Day
« Last post by NMcCoy on January 23, 2014, 02:42:36 PM »

Gotta have archways with stubborn doors that take a lot of firepower to open, right? Who builds those things, anyway?
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[unnamed stargame] / Re: Screenshot of the Day
« Last post by NMcCoy on January 21, 2014, 11:30:04 PM »

Random forest of concrete spikebuildings.
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