Tailsz Posted August 14, 2011 Author Share Posted August 14, 2011 Downgraded the version to "[Ver. 0.0.2]" to be more "consistent" and to prevent confusion with "So he has goals for 0.0.3... Yet we're already ON 0.0.3. Shouldn't it be 0.0.4 then?" (Also to cover up a mistake) Updated the blog name. Thankful I was able to squeeze the [Ver. x.x.x] in! Title screen had a small update New HuD handling system is finished. As well as the Health and Energy bars. Also added these to the goals on the front page. Final steps to do before [Ver. 0.0.3] is released:Finish Bolse and Area 6Add collision detection to the Arwing so health can be "lost"Add invulnerability system where the Arwing is invulnerable for a second The remaining priorities* will be moved over to [0.0.4] as they are very small and easy to add things in comparison with the HuD and map system combined. * Exception of Real-time dialogue. That'll be pushed back for a later time. (Currently under going experiments with this) Oh come on, I try to bring the lawls! I was laughing at it cause it was sooo ironic. So you didn't fail there. XD Also, you have the best signature EVER. That was a good time to be on the Commlink. XD Edit: Added multiple new goals to version [0.0.3] as well as removed some/moved them to [0.0.4]. Shrunk big goals into smaller individual pieces to show more progress. High-five for making this post at 1am on the dot! Link to comment Share on other sites More sharing options...
FoxMcCloud Posted August 14, 2011 Share Posted August 14, 2011 Very nice I look forward to the updates Link to comment Share on other sites More sharing options...
Tailsz Posted August 14, 2011 Author Share Posted August 14, 2011 I've finished Area 6 and Bolse! Although I'll probably have to fix up Bolse later since I think it's too fat and bland in comparison with the other obviously bland planets and sectors that are just borderline to being good rather than bland. Jeez that's a lot of bland! Added Bolse and Area 6 beside Venom as they should be. I've switched a couple planets around. For now I don't ever have to touch the map sprites ever again! HUZZAH! PRAISE! YES! WOOHOO! Very nice I look forward to the updates Thanks! I look forward to shoveling it out soon. Just two things left now and I'll be able to release it. Link to comment Share on other sites More sharing options...
Tailsz Posted August 15, 2011 Author Share Posted August 15, 2011 The absence of my usual flood of non-sense jibber-jabber has been reduced since he left for 2 weeks has left me talking to myself... I think I'm going insane. xD I'm debating on using precise collision detection or just a bounding box for certain sections of the Arwing. Pros to precise: 1. Easy to use 2. It's precise 3. Good for testing purposes Pros to collision box: 1. Multiple areas 2. I can give the wings health. 3. Grants a small amount of "grace" to the player 4. "Flexible" 5. Don't have to use multiple "collides with..." events in the object window Just putting this down really makes me lean towards the precise area. As I don't want to go into the huge complication of multiple pieces of the Arwing being destroyed and affecting how it turns right at this instance. I can add it to the back burner where Real-Time Dialogue (RTD as it shall now be abbreviated. Soon I shall add a "List of Abbreviations" on the first page) Oh and in the words of Johnny 5, "INPUT, NEED MORE INPUT!" Link to comment Share on other sites More sharing options...
Tailsz Posted August 15, 2011 Author Share Posted August 15, 2011 Ladies and Gentlemen! We now have the ability to lose health in-game! While standing inside a meteor, you take 5 ticks of damage for every other second you sit on top of the meteor. (May be adjusted later) Once hitting 0 health the game will reset the stage score, health and the Arwing to it's initial spots (until I add a check point marker, but that's for ver. 0.0.4) and if you hit 0 lives, well, it's Game Over... At least that's what the message box says until it brings you back to the title sequence. Oh and this extends to the small meteorites that fly around after you destroy a big meteor. Instead when the meteorite collides with you it does 3 damage instead of 5 while also destroying itself. General Updates:Official Smart Bomb limit: 9In the distant future, starting bombs will be 0.Official starting lives is the usual 3. Currently, the system does not give grace. (Meaning the game will go to the Game Over screen as soon as you hit 0 lives)Reduced the Smart Bomb explosion radius from 130 to 100.Reduced the time the Smart Bomb is exploding by 0.3 secondsReduced the collision radius on the Smart Bomb when coliding with enemy objects. (To be more precise) Link to comment Share on other sites More sharing options...
Tailsz Posted August 15, 2011 Author Share Posted August 15, 2011 Small update I added a fade in effect to the title animation. Made it so the game pauses when alt-tabbing or selecting a different window. (Just in case common annoyances like a Skype call being dropped or random pop-up messages from MSN get in the way) The caption bar (Beside the mini-Arwing icon on the top left corner of the window) now shows a message for all rooms. Removed all beta options on the main menu because there is no need for them. HOWEVER, I may add All-Range mode back in as an option since there is no other way to access it. Link to comment Share on other sites More sharing options...
Tailsz Posted August 15, 2011 Author Share Posted August 15, 2011 Health system and collision detection tests came in and I fixed the following bugs as well as updated a few things:Fixed a bug where the collision detection on the meteorite wasn't workingFixed a bug where the meteorite would award points upon destruction when colliding with the ArwingFixed a bug where it wouldn't show the cloud particle on deactivationUpdated the intro script upon pressing enter, the fade automatically finishes it's animation and the background scrolls to the point you would usually see it when the animation finishesMade it so the game actually did say GAME OVER in a message box and bring you back to the title screenAdded All-Range mode back to the options so you can access it still (We all know it's the best part. ;D)Updated the option selecting arrows path so it's more centered to the option while selectingUpdated pressing backspace so while your in All-Range mode it will teleport you back to the menu instead of the mapUpdated the message on the bottom of the screen to be more accurate when pressing backspace depending on which area you are in.Fixed a bug where the game would shut down after returning to the main menu via All-Range mode So in celebration of these achievements, I present to you the most anticipated (Well, just my excitement really) Star Fox: 2D demo! [Ver. 0.0.3]! Main download link (ifile.it): here (2.42MB) Alternate link: Mirror 1 (Zipped 1.44MB) First page is being updated right now, you will know when it has changed. It has been changed! YAY! Get the download while it's still fresh from the office! Please report any bugs and errors that have been found during gameplay so I may improve the gameplay expierence for everyone! Thank you everyone who has supported this project with me! Link to comment Share on other sites More sharing options...
kkstarfox Posted August 16, 2011 Share Posted August 16, 2011 YARRR! It needs catchy theme music and "pew pew" lazer sounds :P 1 Link to comment Share on other sites More sharing options...
Tailsz Posted August 16, 2011 Author Share Posted August 16, 2011 It needs catchy theme music and "pew pew" lazer sounds ALAS! FEEDBACK! YESSSSSSSSSSSSS[continue the S for a couple lines] I can easily grab a good laser sound clip but I am still against putting music into the game since it's still majorly under construction. HOWEVER. Since I -have- finalized the design of the titlescreen I can add the usual Star Fox theme song since it's basically the most finish (95% done, just have to add "Created by, Team StarGazer" with the logo then have it fade to the opening sequence. Not priority though since I want to add this near the finalized version of the game) Link to comment Share on other sites More sharing options...
FoxMcCloud Posted August 16, 2011 Share Posted August 16, 2011 So far the map menu looks awesome and the gameplay is good. I am not sure if you are going to be adding a level complete thing yet, but things are looking very well so far. The sound and music would be a nice touch, but you don't have to add it until you feel ready. As far as bugs though I have not found anything that is noticeable yet, but I will give it a tougher play though later tonight 1 Link to comment Share on other sites More sharing options...
Tailsz Posted August 16, 2011 Author Share Posted August 16, 2011 I have a basic laser 'Pew pew' sound effect file and I have the Star Fox main theme music file. Lasers now go "pew pew" (All ranks til I find better sound files) Star Fox theme starts when game completely fades in. (Or when you press Enter) (Does not loop, and doesn't continue playing when you go into the next screen) Currently I have no plans to add music to the other areas of the game. Thanks for the feedback, Fox! I'll look forward to any bugs you submit. :D Link to comment Share on other sites More sharing options...
Tailsz Posted August 16, 2011 Author Share Posted August 16, 2011 I added a new goal to the front page. One that might cause the next demo to take a little while longer. Breaking down "Remappable Controls" this is what I need to do: Create (Or convert) a global object that saves upon changing the keys, loads upon the game starting up, and can change the controls from the Options menu. Create an Options option on the main menu Layout the options menu with: "Style:" "Shoot:" "Bomb:" "Boost:" "Brake:" "Move Left:" "Move Right:" "Default" and "Back" - The "Style:" option is a set of pre-set keys. Default style is the "Classic" button layout. The user can switch to *"WASD" or "Custom". Changing any of the controls will automatically set the Style option to custom. Create a script that checks if that key isn't in use to avoid breaking the game. * I am currently at a lost when it comes to setting keys to the WASD formation. Where should the Shoot function be? Bomb? Boost? Brake? If anyone has any ideas please leave a suggestion! You can also suggest more options to add to the Style function like "Competitive" or "Casual" key placements. Link to comment Share on other sites More sharing options...
Tailsz Posted August 17, 2011 Author Share Posted August 17, 2011 I have mapped out what the options menu will look and how the remapping keys will work out. However, I'm going to store these plans away in favor of some basic enemy AI. AKA: I get to develop enemy fighters and code in squadrons of enemies. Breaking it down:Develop a basic enemy fighter ship spriteMake sure it stands out on a black and bright canvasCreate basic intellegencePlace them on the map and see how it rollsIf no bugs are found, proceed to next goal In other news, my PSP that I got for 40$ + 4 Final Fantasy games now has Terra as it's wallpaper. I cropped it specifically to 480x272 so it fits perfectly on the PSP. Original art piece can be found here: http://www.deviantart.com/#/d2fdtp5 (I thought it was pretty. ) Link to comment Share on other sites More sharing options...
kkstarfox Posted August 17, 2011 Share Posted August 17, 2011 Are we able to go from planet to planet yet? Cuz there is the lylat system map but i can only select the first planet. And once i beat the level, that is it! Link to comment Share on other sites More sharing options...
Tailsz Posted August 17, 2011 Author Share Posted August 17, 2011 Are we able to go from planet to planet yet? Cuz there is the lylat system map but i can only select the first planet. And once i beat the level, that is it! Nope, no planet hopping for right now. Meteo is the only level under construction because it's the simplest to do. Sorry to disappoint that all of it is just for show but level design for all the planets is going to be a very long task to do. I personally like Solar... xD Current I've mapped out the most basic enemies. - 1st is the head flag ship of a little "squadron" (Bonus points!) it moves towards the Arwing and every few seconds fires a shot. - 2nd are the dead brain allies of the flag ship purely there for racking up chains like in Star Fox They're also the most artistic and original sprites known to man, a black 16x16 square that shoots small 8x8 red squares. IT'S GENIUS I TELL YOU, GENIUS! IT IS TRULY A WORK OF ORIGINALITY! Link to comment Share on other sites More sharing options...
Tailsz Posted August 20, 2011 Author Share Posted August 20, 2011 Currently reworking how the laser is fired from the enemy ship. Currently it's created it move towards the Arwing and is locked onto it. I'm still deciding on a basic enemy ship for the little lackeys that don't really shoot. Of course, while I'm typing this post out, I get what to do with how the ship and laser works. 1. On creation of the enemy squad leader ship, it's X and Y move-to coordinates are equal to the Arwings. 2. Every few seconds a laser will fire in the direction of the squad ship 3. If not destroyed, the ship will tail behind you (Slightly slower) til it's shaked off off-screen (Via boosting) or is destroyed by the homing laser. (Or manages to crash into you) I also got an idea for the little lackeys that follow the squad leader 1.On creation, within the radius of 45, sets its direction to the nearest Squad Leader (remaining constant) until their y value is less than the Arwing's y value. At which point they just fly off and get deactivated off-screen. 2. (Until the barrel roll gets implemented, this is scratched out) (Twas originally going to be posted at 8:56PM on Friday, but I forgot about when I was implementing the above) Link to comment Share on other sites More sharing options...
Tailsz Posted August 21, 2011 Author Share Posted August 21, 2011 Bugs: -Fixed a glitch where pressing enter in rapid succession would cause the titlescreen music to inherit to the next screen Objects: Enemy Laser: -Renamed the obj_laserEnemySqdLeader to obj_laserEnemy. -Re-write obj_laserEnemy script to be more efficient and light. -Still rewriting how the way laser works so it's more accurate if you stand still but you can dodge it easily by moving Squad Leader: -Reduced the original movement of the enemy ship so it doesn't fly by -Now deactivates upon leaving the screen -Shoots less frequently than before Link to comment Share on other sites More sharing options...
Tailsz Posted August 21, 2011 Author Share Posted August 21, 2011 Squad Leader object: 1. Restored original movement speed (5 instead of 1) 2. Does not chase after coming within a certain distance of the Arwing if(y < obj_Arwing.y-175){direction = point_direction(x,y,obj_Arwing.x,obj_Arwing.y)} if(y >view_yview[0]+0) { speed=5.4 } if(y >view_yview[0]+500) { instance_deactivate_object(self) } 3. Shoots once or twice instead of 4 4. Lasers are faster, but miss a lot more 5. Improved collision detection if(collision_rectangle(x-8,y-8,x+8,y+8,obj_Laser,false,true)){ with(instance_nearest(x,y,obj_Laser)) { instance_destroy() } } 6. Can be destroyed by homing laser 7. Is highest priority in the homing lasers list 8. Slimmed the script a little (It's 6 lines long minus spaces) 9. No longer fires after a distance if(y > view_yview[0]+0 && y < obj_Arwing.y-175) { instance_create(x,y,obj_enLaser) } alarm[0]=35 Enemy Laser: 1. Now has official design: Red with a glow so you can see it. 2. No longer fires if the Squad Leader object isn't facing towards the Arwing 3. Now does a constant 4 damage per hit global.m_health-=4 instance_destroy() I also plan to have some enemies use a 3 shot burst of the laser. Some good foreshadowing right here. Current checklist: (Highest to Lowest priority) 1. Create a enemy squad leader ship sprite 2. Create a squad ship sprite 3. Create a squad ship object Other: 1. Rewrite the laser code Edit: Intergrated a few code snippets beneath it's text counter part Also made it so there isn't a big gap beneath the code tags Link to comment Share on other sites More sharing options...
Tailsz Posted August 22, 2011 Author Share Posted August 22, 2011 Enemy Squad Leader Ship basic sprite. If I come up with a more finalized edition of the sprite I'll post it here. The enemy laser is now more visible. I made it thicker and more "glow" That's really all I did today. Wanted to do more, but got caught up playing TF2 today. It was amazing. Oh and I added my HLstats to my signature. :D Link to comment Share on other sites More sharing options...
Tailsz Posted August 23, 2011 Author Share Posted August 23, 2011 Been constantly reworking and reworking the sprite. None of the models I've made convince me that it should be the official version. It makes me RAAAAAAAAAGEEEEEEEEEEE just like the Corneria sprite. Link to comment Share on other sites More sharing options...
kkstarfox Posted August 23, 2011 Share Posted August 23, 2011 lol just pick one and use it! It can't be that bad! Link to comment Share on other sites More sharing options...
Tailsz Posted August 23, 2011 Author Share Posted August 23, 2011 It can't be that bad! THE COLOUR SCHEME IS MAKING ME *Inhales* RAAAAAAAAAAAAAAAGEEEEEEEEEEEEEEEEEESSSSSSSSSAAAAAAAAURRRRRRRRRRRRRRUSSSSSSSSSSSSSSSS! IT JUST SO BAD! AAAAAAAAAAAAAAAAHHHHHHH- [Continues on for a good while] *takes a deep breath* OHKAY. The design is actually finished now. I'm just having severe... "Colour" issues with the enemies. I don't wanna make them too dark so you can't see them in the space levels but I also don't want to make them too bright. I also trying to not make them "Bland Enemy Pilot Ship 101" where they're two shades of a dark red. I'll take another bite before I call it stupid and go work on another part of the game. On another note. I deleted it so I can start fresh... It was kinda small. xD Link to comment Share on other sites More sharing options...
Tailsz Posted August 23, 2011 Author Share Posted August 23, 2011 Quite literally 50 minutes later, I took the base of the original Arwing concept, expanded it a little and added a weird pattern on the airship to give it some for of complexity. Don't expect OH-MY-GOD-AWESOME I'm not very good at it but it's fun when you get the flow of it. is how it came out. As much as I didn't want to use the stereotypical red colour for enemy ships, but hey red makes everything seem evil. I'm going to change the tail to something more (blue(baby blue(white)baby blue)blue) as the tail fire scheme. Actually I'll make that edit. Oh and if you turn it 90 degrees clock-wise you'll find that it's very similar to a certain tribal symbol in the Legend of Zelda series. It was done completely by accident. And since I have a huge attention deficit disorder when it comes to "OHMYGOD GOTTA DO THAT!" ideas, I just added the new tail fire. It looks awesome tbh... Tweaked the enemy AI when shooting at the player so it always hits when not moving unless the user is very far away from the enemy. Link to comment Share on other sites More sharing options...
Tailsz Posted August 24, 2011 Author Share Posted August 24, 2011 Ladies and Gentlemen! Here at StarGazer headquarters, we (Well, just me at them moment... ^^ try to ensure maximum quality and easy on the eye visuals all produced by scratch. We would like to inform the public about the newest version of our most treasured canon fodder enemy: The Squad Leader: We proudly present our most fascinating creation! Red trims and beak to give it the sense of "enemy pilot" while also sporting a light grey colour scheme. It also comes with a very stylish flame that will be soon reappearing on one of our most treasured achievements in spriting. We also removed the awfully placed trims and made the hood of the ship red to compensate for the lost. This also marks our first steps into basic animation of sprites. We will soon be adding animations to our beloved Arwing to keep it up to date with the newest models so it doesn't feel left out. Thank you for taking your time to read this, sincerely, StarGazer Development Team (SDT) Link to comment Share on other sites More sharing options...
kkstarfox Posted August 24, 2011 Share Posted August 24, 2011 WHy so super serious? Link to comment Share on other sites More sharing options...
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