Scrolling Game Development Kit Forum
Welcome,
Guest
. Please
login
or
register
.
2010-09-09, 05:27:21 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Search:
Advanced search
8920
Posts in
1007
Topics by
168
Members
Latest Member:
mogzdogz
Scrolling Game Development Kit Forum
SGDK Version 2
Projects
Lok Revival: first alpha version
« previous
next »
Pages:
1
2
[
3
]
4
Author
Topic: Lok Revival: first alpha version (Read 2201 times)
Vincent
Clever
Fanatic
Posts: 343
Working on a Legacy of Kain fangame.
Re: Lok Revival: first alpha version
«
Reply #30 on:
2009-11-15, 10:08:22 PM »
Well, I decided not to take any chances, so since the game is starting at a 320x240 size, I simply multiply by 2, 3 and 4 for bigger sizes. 1280 x 1024 does not seem to be a 4x3 ratio:
1280
/ 4 = 320
320 * 3 =
960
(not 1024)
How would 1280x1024 be an advantage compared to 1280x960? The game does not show more or less map when it is zoomed, it is simply bigger or smaller.
Or maybe I don't get your point? I'm not sure I follow you.
Logged
Jam0864
Contributor
Fanatic
Posts: 742
Re: Lok Revival: first alpha version
«
Reply #31 on:
2009-11-16, 02:23:21 AM »
Mornings are hard on the mind.
My bad.
I was basically saying a more widescreen aspect ratio would allow more horizontal view, meaning you need less time to react to hazards in front or behind you, but the whole point was invalid since 1280x960 is in fact the same ratio as 320x240.
Logged
bluemonkmn
SGDK Author
Administrator
Fanatic
Posts: 2146
Re: Lok Revival: first alpha version
«
Reply #32 on:
2009-11-16, 06:39:18 AM »
Quote from: Vincent on 2009-11-15, 12:59:18 PM
I updated the submission in the repository.
Approved
Quote from: Vincent on 2009-11-15, 12:59:18 PM
1- Do you have a suggestion on how, when and where to display this information?
No specific suggestion. One thought is early during the tutorial. Another thought is at the bottom of the menu screen: "Press Esc to access menu during game".
Quote from: Vincent on 2009-11-15, 12:59:18 PM
3- I thought about displaying a pop-up for the skills... but there is already 8 skills done so it would be a large "pop-up". Since the skill selection by holding down the select button is "real time", showing a pop-up would probably be a problem since it would hide the game... Or should I make it transparent enough to see what's happening behind? What do you think?
I was thinking just 4 directional arrows pointing to the ability that would be selected by pressing that arrow, with the currently selected ability displayed in the center. It would only be 9 tiles in size -- not too big. You could try to show a list of abilities in each direction if you have room, but it would be fine if the ability simply changed as you cycled through the abilities in each direction as you continued to press the keys.
Quote from: Vincent on 2009-11-15, 12:59:18 PM
4- Yeah, that problem happens. I don't really know why since I'm not using a buggy custom function of my own design (
), but the PushTowardCategory function... Anyway, I modified the blood drinking in the version. It might not look as "cool" as it did (maybe I'll tweak this again later), but at least now no blood is lost.
Did you push it once and then let it float, or does it get pushed on every frame? It might be partly due to the fact that the blood sprite is smaller than the player. Isn't there an option to say which part of the target sprite the push should go toward? I'll have to check later. I'm out of time.
Logged
Ben Marty
Scrolling Game Development Kit 2
Vincent
Clever
Fanatic
Posts: 343
Working on a Legacy of Kain fangame.
Re: Lok Revival: first alpha version
«
Reply #33 on:
2009-11-16, 08:03:44 AM »
@bluemonkmn:
Okay, I will add the "esc" message in the menu.
I'll try to work something out for skill selection.
Yeah, the blood sprite is smaller than Kain. I also pushed it only once and let it cruise toward it's target. Now, it is pushed every frame so it gets to destination.
Thanks!
«
Last Edit: 2009-11-17, 06:17:41 AM by Vincent
»
Logged
Vincent
Clever
Fanatic
Posts: 343
Working on a Legacy of Kain fangame.
Re: Lok Revival: first alpha version
«
Reply #34 on:
2009-11-16, 10:02:01 PM »
Hi!
I added a message in the main menu when the game opens. This way, players will know that the escape key gets them back to the main menu.
I also added a popup skill selector. I think it's not too bad. It does take some place, but I made it a little transparent so it makes skill selection easier to do. I'm attaching a screenshot of the skill selector. The skill selector appears when the "Select" button is held down then you see the skill that will be selected when you press an arrow.
What do you think bluemonkmn? Is that what you had in mind?
Logged
bluemonkmn
SGDK Author
Administrator
Fanatic
Posts: 2146
Re: Lok Revival: first alpha version
«
Reply #35 on:
2009-11-17, 06:12:57 AM »
That looks great! Even better than I expected, and that's exactly what I was talking about.
Logged
Ben Marty
Scrolling Game Development Kit 2
Vincent
Clever
Fanatic
Posts: 343
Working on a Legacy of Kain fangame.
Re: Lok Revival: first alpha version
«
Reply #36 on:
2009-11-17, 08:24:30 AM »
Good! I'm glad you like it!
Logged
Vincent
Clever
Fanatic
Posts: 343
Working on a Legacy of Kain fangame.
Re: Lok Revival: first alpha version
«
Reply #37 on:
2009-11-22, 12:35:25 PM »
Hi!
I updated the version of the demo in the repository. I made minor changes, implemented some suggestions and corrected a couple of bugs. I will begin working on the second level shortly, so I won't update this demo until lv 2 is completed... But for now, I'm going back playing Assassin's Creed 2!!! See you later guys!
Can you approve the new file bluemonkmn?
Thanks!
Logged
bluemonkmn
SGDK Author
Administrator
Fanatic
Posts: 2146
Re: Lok Revival: first alpha version
«
Reply #38 on:
2009-11-22, 05:25:59 PM »
Approved
Logged
Ben Marty
Scrolling Game Development Kit 2
bluemonkmn
SGDK Author
Administrator
Fanatic
Posts: 2146
Re: Lok Revival: first alpha version
«
Reply #39 on:
2010-06-15, 06:04:26 AM »
How's your project going? Still making progress?
Logged
Ben Marty
Scrolling Game Development Kit 2
Vincent
Clever
Fanatic
Posts: 343
Working on a Legacy of Kain fangame.
Re: Lok Revival: first alpha version
«
Reply #40 on:
2010-06-15, 08:45:09 AM »
Hi!
Yup, still working on my game. I finished level 2 and 3. I was sidetracked for a month or so because I started playing Oblivion on my Xbox 360 and boy I got seriously addicted! But, since I finished Oblivion, I'm back on working on my game. I'm currently drawing the 4Th level. It's taking longer than expected. I thought that I would be able to finish the whole game for December this year, but I don't think I'll be able to pull it off, since I plan to do 8 levels. I think I lack some inspiration to design the levels, that's why it's taking so much time.
The new interesting things I added in the 2 new levels are:
music
sound effects
music and sfx volume control
some skill modifications for the main character
2 boss fights
particles generators (for rain, snow, magma bursts, etc)
I think that's about it. Most of the time I invest in the game now is to draw and design levels and into boss fights. I didn't stumble in any major obstacle recently, that's why I didn't post much in the forums, but I still visit every day.
I know I said I would upload a new version after level 2, but since the second level is very small when you first go into it, it seemed a little pointless to upload it. The idea is that a good portion of the second level can be unlocked only after the fourth level is completed. There's a lot of backtracking necessary to open up new paths in the game.
Also, the game is getting huge. About 40 megs I think. So it's a little more complicated to find someplace to host it.
If you're interested to take a look at the game right now, I could upload a version soon with the three first levels.
Thank you for your interest!
Logged
bluemonkmn
SGDK Author
Administrator
Fanatic
Posts: 2146
Re: Lok Revival: first alpha version
«
Reply #41 on:
2010-06-15, 11:02:36 AM »
Well, I hope you are using smart compressions for your sounds and eliminating resources that you don't plan to use to keep your project size down. If you have music, I know you could get much more out of MOD format than MP3 or OGG format within a certain size limit (assuming you take advantage of MODs ability to store instruments and music score rather than just sounds). But one way or another, I will host your game when it's complete.
Logged
Ben Marty
Scrolling Game Development Kit 2
Vincent
Clever
Fanatic
Posts: 343
Working on a Legacy of Kain fangame.
Re: Lok Revival: first alpha version
«
Reply #42 on:
2010-06-15, 11:09:54 AM »
Hum...
I use mp3 format.
I use a program (Audacity) to make sure it is as light as possible: I don't use complete tunes, I make loops with them, I make sure they are mono, I cut the sample rate as much as possible, I compress them in mp3.
Just like the graphics, I rip the music from other games. I don't see how I could transform an mp3 into a MOD, I can't really reverse engineer the music to a set of instruments and a music score, unless you have a special tool for this? I'm not a musician.
For the sound effects, I use wav format.
Thanks a lot for hosting the game when it will be finished! I'll remember that.
Logged
bluemonkmn
SGDK Author
Administrator
Fanatic
Posts: 2146
Re: Lok Revival: first alpha version
«
Reply #43 on:
2010-06-15, 01:15:34 PM »
Converting to MOD isn't really practical. Generally the music would have to be created as MOD to start with. But there are sites where you can find a lot of good MOD files free to use. That's where I got some of the music provided with SGDK2. I don't remember the name of the site off the top of my head, but it might be in the credits of the sample game or other music library templates. If you're ripping music from other sources anyway, might as well rip it from a source that provides nice compact music
... unless it's music specific to LoK.
Logged
Ben Marty
Scrolling Game Development Kit 2
durnurd
Lead Lemming
Expert
Fanatic
Posts: 1155
Games completed so far: 0
Re: Lok Revival: first alpha version
«
Reply #44 on:
2010-06-15, 02:02:54 PM »
Storing music as MP3 is all well and good, but storing as OGG is better for three reasons:
Open Codec:
Not really a big issue here, but in large games, there has to be some notice somewhere that the MP3 Codec was licensed from the company that designed it (which means that they have to actually license it too, which costs money)
Size vs. quality:
While MP3 can get you a good size reduction over wav format, it loses quality for every step you take. The OGG audio format is smarter about what parts of the audio it can compress without a noticeable reduction in audio quality. You can get comparable sizes with much higher quality, or much lower sizes if you're okay with lower quality
Looping:
MP3 files don't loop well. Whenever you create an MP3 file, a short space is inserted at the beginning of the file, which doesn't work with looping very well. OGG files do not have this issue.
«
Last Edit: 2010-06-15, 02:07:29 PM by durnurd
»
Logged
Ed
wa
rd
Da
ss
me
ss
er
Pages:
1
2
[
3
]
4
« previous
next »
Jump to:
Please select a destination:
-----------------------------
SGDK Version 2
-----------------------------
=> News and Announcements
=> Help, Errors, FAQ
=> General Discussion
=> Projects
-----------------------------
SGDK Version 1
-----------------------------
=> News and Announcements
=> Help/FAQ
=> General Discussion
=> Script
=> Projects
-----------------------------
General
-----------------------------
=> Game Development Artistry
=> Off-Topic
Loading...