In response to FKI
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Thanks man ! Good luck with your project !
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Created this last night, Bandock working on his language thingy helped with motivation xD
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I've been working on this Ninja game since like, 20 days ago. There isn't much to show yet, and as the game stands it will probably not make it to the BYOND published games in the near future, so I'll be making changes on the game's idea, and also the art, which is not *actually* original.
I really needed an artist but I guess I've got no money to spend at the moment, haha. The game idea is actually mainly inspired by Naruto and the Japanese culture. Although it's not going to be a fangame :D Here's a gif to show a bit of the game. |
Here is the moment y'all been waiting for, a nice working repository of SPanimScript!
There is no license yet though as I have just recently created it along with the fact I was testing things out. I'll provide a master build on BYOND's hub as well (though with some cleverness, you can actually do it yourself). Link: https://github.com/Bandock/SPanimScript It is an incomplete project, but I figured it's at a point where it can be made available. |
In response to Kozuma3
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Kozuma3 wrote:
Created this last night, Bandock working on his language thingy helped with motivation xD Really like the looks of this. |
In response to Kozuma3
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Kozuma3 wrote:
Created this last night, Bandock working on his language thingy helped with motivation xD What is this? The 15th language based thing you've done in BYOND? Please finish this one :( |
In response to WorldWideDuelist
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WorldWideDuelist wrote:
Kozuma3 wrote: He can make 15 languages if he wants to. |
Spent a couple of days puzzling out Dijkstra's algorithm since I couldn't get Theodis' to work right. The highlighted hexes are the ones the piece can move to based on it's movement speed, terrain costs, and height differences.
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In response to Flick
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Flick wrote:
Spent a couple of days puzzling out Dijkstra's algorithm since I couldn't get Theodis' to work right. The highlighted hexes are the ones the piece can move to based on it's movement speed, terrain costs, and height differences. |
SPanimScript hub is now publicly available for the time being. While there is no official download on the hub; you can definitely acquire the library through the same link I provided earlier in the topic. I thought I would open it up to the public regardless of no download on the hub itself due to the open source nature of it. While libraries on BYOND are already open source; the library itself will be updated through GitHub.
Link: http://www.byond.com/developer/Bandock/SPanimScript |
In response to Tacurumin
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That is a sexy interface. I like that you went beyond solid buttons and simple left/right icons to something that had character and a consistent theme.
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In response to Lummox JR
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Thanks man, i'm glad you liked it !
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Movement is being a pain in the ass. Layering in iso mode is weird, especially with pixel shifted hex turfs. At the moment, I'm putting pieces on a higher plane while they move and dumping them back down when they're done since I get a bunch of clipping otherwise. I'll need to work out something else.
I'm also working on a method for finding hidden objects. Temporarily flattening the terrain and putting little height markers on each hex. Not bad I guess, and hex rotation is a bitch... |
For finding hidden stuff, what you could do is add an overlay to each piece that can move. Make the overlay look exactly the same as the object, 50% transparent and have a high layer so it will always appear over everything and always be visible even if the object it's self isn't.
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Back to working on this guy's frontend after a short break to refine some more of the backend systems.
Implementing the fighter skills bit by bit. Bash was pretty easy to get going, but Charge proved to be a difficult skill to work in. The way it works had to be refined a good number of times, but I'm pretty happy with how it turned out so far. Luckily, Charge's implementation gave me some ideas for Shock's implementation that will make that skill much easier to approach. 5 of the remaining 6 skills are simple AOEs, so the logic for those skills will be very easy to add. One of them is almost identical to charge plus an ending AOE, so while more complex I've already managed to get most of the groundwork done on it just by virtue of having the other approach handy. |
Implemented the way that the charge attack interacts with blockages. Added the bounce-up status effect, which bounces you up into the air for a short time. While bounced in the air, you are immune to (most) further incoming damage, but unable to do anything. Projectile backend needs a minor tweak to move around some logic that wound up in the wrong place. One interesting thing about the charge and bounce-up's code: The player doesn't move themselves. The charge ability creates a projectile that handles all the charge logic and forcibly moves the player on top of the projectile as long as they are still using the ability (Read: Not interrupted.) The bounce-up status effect also creates a projectile that moves a shadow particle under the player and attempts to move the player until it encounters an obstacle. The height of the bounce is a property of the distance of bounce. Also added some fun little particles when you smash into something. |
Factors taken into account are elevation, temperature and humidity.
Each in-game chunk/map is 24x24 tiles, you continue to the adjecent maps by walking out of the current map.