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jcsnider

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Everything posted by jcsnider

  1. Long way to go.... 149
  2. With her finger and her thumb...
  3. I ain't the sharpest tool in the shed...
  4. That would be my one love, Unity
  5. That's sweet dude. We are going to have to have a long talk later about how you got it all working
  6. For sure, this site is very depressing: http://wasted-on-lol.com/stats/na/jcsnider/
  7. League of legends... way too much league of legends......
  8. Making Event Commands Work Part 2 Dev Blog 03/02/2016 News/Updates Event Commands are Up and Running The following commands are now working... Restore HP/MP Level Up Give Exp Set Level Change Spells (Give/Take) -- Video Change Items (Give/Take) -- Video Change Sprite -- Video Change Face -- See Video Above Change Gender -- This one works, just trust me XD and Setting Access (no idea why an event should give someone access to modify the game but whatever ) Event labels and gotos are also working: Even if you have something semi complex like seen below you can jump into conditional branches, back to the top, down to the end etc without any sort of problem Move Routes are Started too: Player Tracking: https://ascensiongamedev.com/resources/filehost/yfak9EwyeuvP2AuBjf.mp4 Player Chasing/Fleeing: https://ascensiongamedev.com/resources/filehost/vwTcAGVtYqHbxAtHxt.mp4 As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  9. Making Event Commands Work Dev Blog 03/01/2016 News/Updates First and foremost I finally fixed the fogs, the clouds now move at the same speed and more importantly the same direction in the client as they do in the editor! Event dialog windows have been fixed up: Global events are up and running: Global vs Local Events Conditional Branches are Working: We are beginning with some simple actions. As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  10. Hi all... I am reworking the forum structure a bit, making some new categories and hiding some old or unused ones. I have created a new projects section: This was because Dax asked for a sub board and I had no idea where to grant one, and this should also highlight other projects as they will be easier to find. I tucked away the Game Maker and Construct boards behind Other Single Player Engines just because they have no posts, if and when they pick up speed I may bring them back out. I also made this board allowing site related chit chat, and then made the suggestions board a child of this one. Are there other changes you all would like to see? Let me know!
  11. Map Animations.. Bringing Maps to Life Dev Blog 02/28/2016 News/Updates Map animations are working now and lower level animations are also working too, check out the videos below showing the potential effects and the 'tail' I added to our previous projectiles. Also, another side note, hotbar shortcuts are working too, so there's that. Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  12. Projectiles and Animations Fuse Together Dev Blog 02/27/2016 News/Updates Animations and projectiles working together for the first time! We still have a lot to do, but it is getting there! Feel free to click any of the clips below to see these projectiles in action. Content/Show Off fnOzvu3ex8Y Other Clips Short Blast Up - Short Blast Right As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  13. I love it, it is pretty hard but I find it really fun. This has come very far since I saw it first. I think it is really funny that I will often hit some spikes which will toss me into an abyss or another set of spikes. The game is very smooth though, I love the physics and all the different elements you added, enemies, horizontal and vertical platforms, etc
  14. Animation Editor Brought to Life Dev Blog 02/21/2016 News/Updates Now that we have lighting sorted out, I am finally finalizing my animation editor revisions. Take a quick look below. The new stuff is obviously the lighting, you will be able to go through your animation frame by frame, and add lighting options as you see fit. On dark maps you can make explosions light up an area for a short time, or a lighting/fire projectile can light up a map while hurdling towards an enemy. Below is also an example of one of these animations with lighting being played back in the editor. Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  15. Revamping the Lights Dev Blog 02/20/2016 News/Updates I ripped out our lighting system and started from scratch, suddenly it's starting to look a lot better. Feel free to click the two links below to see how some of our new effects are working out. Content/Show Off 1. Light blending, we have a large blue light, and I expand a yellow.. look at the massive green tint 2. Light blending test, instead of the venn diagram effect seen here, we now have some really nice blending working as expected. As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  16. Bringing Events To Life Dev Blog 02/17/2016 News/Updates I have transitioned my early-on event code to work with the new data from the event editor. Say hello to "Test Dude", the first official working event! Content/Show Off Needless to say, the GitHub commit was massive: As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  17. Event editor is done!!!!!!!!!!!!!!!!! There is still a lot to do to make them work, but the worst part is now behind us
  18. Event Editor Complete and Visual Warping Setup Dev Blog 02/16/2016 Visual Warping Setup Tired of manually entering map coordinates for where you want players to warp? That is a thing of the past! Introducing our new visual warping system! New Event Commands Event commands for spawning npcs and playing animations are done! Both of these commands have options to spawn on a map and tile of your choosing (even if you are no where near that map!) or relative to the player/another event on your current map. This could be used, for example, to play animations and spawn killer ninjas around the player regardless of where he/she is on the map! This will also be really useful for setting up cinematics before a boss fight! With these final commands working in the editor, I am declaring the event editor complete! Now we just have to bring all of these events to live for the players, not just the game designers. As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  19. Event Editor Round 3 (Bringing Commands To Life) Dev Blog 02/15/2016 News/Updates Conditional branches... the worst event commands by far are done and working in the Event Editor. Another feature I haven't mentioned yet (but just got done implementing) is a new way to handle event spawning conditions. Instead of a list of 3-4 predefined options (see below) we now have a dynamic list of as many conditions that you want. Old Event Spawning Conditions: New Event Spawning Conditions: In my past event system you could give/take items and spells but if the players inventory was full and they couldn't take the item there would be to way to know if it was given or not. Or if you tried to take an item that they didn't have, you wouldn't know if you took it or if they just dropped it so they wouldn't lose it to be picked right back up again after the event ended. Now things are changing . The 'Change Items' and 'Change Spells' events are now conditional, where you can define what you want to happen based on if those commands run successfully or not As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  20. Event Editor Round 2 (Starting to Work) Dev Blog 02/14/2016 News/Updates One step at a time, most of the event editor is starting to come together. Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  21. Event Editor Design Updates Dev Blog 02/13/2016 News/Updates I have created one event system in the past for the Eclipse engines, and that was a major success. Not because it was efficient or worked well, but because it displayed how large of an impact such a system has on any game. If you want advanced dialogue, puzzles, special effects etc a system like this is the first stop when you don't know how to code or scripting is unavailable. This time around I am trying to correct the flaws in my previous design and I am starting from the ground-up not using any code from the past. The first step to designing this system is creating the interface you all will use to interact with it. The problem is providing all of the options required without turning this one system into development hell. Everyone should feel uneasy looking at my previous design. This time around we are getting smarter, for example, in the list of possible event commands we stopped using individual buttons and used a list. This looks better, cuts the amount of code we have to write, and makes adding new options easier. Instead of bloating the form with all the configuration windows, we are learning how to isolate them in their own design and code files. When this is done, the system will be easier to debug, easier to improve upon, and cleaner to the user. Now that the design has been planned out a bit, finishing it up and making it work will come quickly... much quicker than the first time around for sure! Tacking on the fact that the move route editor has been designed and is now working. As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  22. Learn C#!!! Then go learn Perl because that is what this is written in. Once you understand it in that language it will be easy to re-create in VB.
  23. I just saw a classmate using this dungeon generator for D&D, I thought it was really cool and it is open-source. http://donjon.bin.sh/d20/dungeon/ If no one tries to port it into one of these engines anytime soon I am going to take a crack at it.
  24. Haha, nah. Gonna be Daxter
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