Oh it's blown up 2x so you guys can see.
I like it. Especially since you're a box.
It's cool to be square.
It's also cool to have the ability to throw your sword and it picks up any item it touches.
In response to Fugsnarf
Fugsnarf wrote:
I like it. Especially since you're a box.

You already know my stance on boxes.

I am so excited!
I added in magic based attacks. So there will be three starting abilities and each will have their own skill tree. =P
Also, sorry to spam but, quick question. If the game is less than 320 pixels across but is represented as double that size (a world icon size of 32 but a map display of 64) is that still okay?

It's still less than 320, but it's just sized so that people can see without squinting.
In response to Bravo1
Bravo1 wrote:
Also, sorry to spam but, quick question. If the game is less than 320 pixels across but is represented as double that size (a world icon size of 32 but a map display of 64) is that still okay?

It's still less than 320, but it's just sized so that people can see without squinting.

That sounds fine. The small window theme restricts the size of your only interface window to 320x320 or less.
Hang on, is it, window size or pixel size? Because if it's window size then people wont be able to see anything. 320x320 is tiny as hell.

In response to Bravo1
Bravo1 wrote:
Hang on, is it, window size or pixel size? Because if it's window size then people wont be able to see anything. 320x320 is tiny as hell.


He specified earlier it's resolution, not size, so long as you hold that resolution and you include an option to set the window to x1 scale.

I took the rule to be stricter than it is for my own amusement. My entire interface is only one map control sized at 320x240. the control has in-game options to be set to x1 x2 x3 and x4 size, though.

Edit:

Quick update on my project:

Still haven't worked in sound or music... still have to animate and program the first boss battle and add in the first miniboss battle. Stats system is completely undone, and class system isn't going to happen.

I've still got to get a few more animations for the player to finish up, and the gale wand is using the broken pot animation as a placeholder just to give me more time to work.

Enemy ai is good enough right now, just gonna add in a couple more enemies.

As for the dungeons, the gi2w version of the game is only getting one, and saving just isn't gonna happen.

I'm actually going to have to scrap the menu uis at this pace too, and scrap a lot of features just to make the deadline.

I plan on spending Friday morning putting music%2
Okay, I almost had a heart attack there. Thanks for clearing it up. =)
The boxes do indeed look great.

But not as great as Gallivanter's.
Glad that everyone's projects are going great! (:
Anyone planning on a livestream sometime?
In response to EmpirezTeam
EmpirezTeam wrote:
Ok, so my entry is going to be the non-violence theme. In my game, you play as a blind man searching for two eyes to be implanted into him. Because you are blind, this is what your screen looks like at all times:



You are not prepared.


So you are making a Naruto game? Playing as an Uchiha..
In response to Bravo1
Bravo1 wrote:
Anyone planning on a livestream sometime?

I might, starting thursday night and then all-nighter into friday into release.
I was thinking of doing the same for Thursday I just realized I'm gonna lose a day because I'll be out at DnD for most of the day Friday. I'll probably still work on it during the game but, I'm not too worried, in 3 hours of works today I got a lot done. The hud is pretty much complete except for minimap and circumstantial displays, and I got 2 new item drops, a new form of attack and all it's icons, etc.

I don't expect to win this time around, I won't get my hopes up like last time, but from what I have so far, I'm having tons of fun just playing it. That's all I want to do this time around: make something that's genuinely fun to play
I've got to work 5-midnight Friday, so I'm going to have to finish up before I head to work then. I've got a good majority of my game done. I brainstormed while I had nothing to do at work and wrote down some more things I needed. Going to put some of those in before I sleep tonight, then work tomorrow and Thursday after school on finishing them up, adding sounds, and polishing it. Friday will be my touch-up day to make sure I don't send in a buggy version.
Luckily, I can code while at work since my job is more of an "on call" kind of thing. So far I've managed to get the hud fully polished (looks fantastic). As well as changing the way items are dropped and even adding modifiers for it based on the enemy.

Lots of gameplay progress. I'm really happy with how it's coming along, and I'll post a new pic soon!

Edit: Here's the image, I also increased the screen size to add some space for the hud, but it's at the 320pixel limit so all is good!

This is what happens when you kill an enemy, they explode and pickups fly out!
Hmm, I wonder...

Is it all right to give out early demos or do we have to keep things hush hush until it's over??
Page: 1 2 3 ... 9 10 11 12 13 ... 15 16 17