Apr 27 2016, 4:51 pm
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For Pokemon specifically? I wasn't the lead on the project until now, I guess I could sum it up as; partnerships crumbling, disagreements on game design aspects, that kind of stuff.
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Got CSS thoughtbubbles and chat bubbles.... now the insanely hard part will be to somehow get the pixel distance between you and another talking player on the screen and make the bubbles appear around the correct mobs and not just the speaker... *cry* |
Congratulations on successfully getting Epoch greenlit for Steam, Yut Put!
BYOND games are starting to get a tiny presence in the indie market and it's neat. (: |
In response to Kumorii
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Kumorii wrote:
Congratulations on successfully getting Epoch greenlit for Steam, Yut Put! I was going to go follow, like, and up vote whatever but there are actually a number of games with EPOCH in the title and a search for "EPOCH" (in steam client) doesn't bring up the game. Congrats and well done Yut Put!. The video looked very appealing. |
Yut Put wrote:
The tile is actually EPÎËœCH(theta O) Θ → Θ Also, making your game's title extremely difficult to search for is a bad marketing move. |
In response to PopLava
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PopLava wrote:
Kumorii wrote: Searching Steam Greenlight for Epoch works fine. Must not show up in Steam proper yet. |
In response to Akto
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Akto wrote:
Congrats Yut!! |
Well, I'm being less lazy and working on pif_LongInt again (I spent a few days just kind of not doing anything because of various reasons). Thankfully, I only really have to mess around with the methods involving division (Quotient(), Remainder(), and Divide()) because Knuth's Algorithm D requires unsigned integers to work correctly. The addition, subtraction, and multiplication methods I have all play nice naturally with unsigned and two's complement integers, so I could leave them well-enough alone.
I got the Quotient() method working with a little work. The modulus method should not be too difficult to work with, and after that it's basically doing some minor bug testing before getting a release out. In other words, signed doubles should be available relatively soon! |
Getting the finishings done on the BYOND-only version of the game done. Realized I didn't have a title screen or anything like that. I'm most likely going to use a different font, it's just difficult to find one that fits the theme of the game. |
In response to Bravo1
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Yut Put wrote:
@bravo you could probably make those planets rotate. animated title screens are da bomb It wud be awesome if he has a shooting star pass by. :D. And if you look hard enough while thinking the planet is rotating your eyes will play tricks on you and it will seem like the planet is rotating very slowly. Lets not forget the clouds that should be in the planet's atmosphere U.U. That moon next to the sun imagery you have there is pretty badass @ brav01. |
We've been pretty quiet, but work on SW continues steadily. We're still expecting to have beta-testing servers up around next month (for those of you that have applied / will apply!)
Random screenshot: |
In response to Doohl
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You "don't know" how!? I'm going to take an educated guess and say it was because of all that lava..
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In response to GreatPirateEra
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GreatPirateEra wrote:
You "don't know" how!? I'm going to take an educated guess and say it was because of all that lava.. Naaa m8. It was probably from those swirling flames of death... probably. |
And now quotients and remainders of signed doubles are working.
(-8 * -31040) + 1 == 248321 I have to do some work to make comparisons (equalities and inequalities) work correctly for signed doubles, as well as adjusting argument processing so things like, new /pif_LongInt/SignedDouble(-10) will all work as expected, but those should hopefully be fairly brief. |