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Socoder -> Art and Sound -> Sprite animation.

Wed, 19 Apr 2023, 08:45
Pakz

Sprite animation.




Jay mentioned I could use my recent pixeleling for a older game that I posted a video of yesterday. I have been looking around today for tools to draw animation cells in.

I decided to use Pixel Studio on the iPad. It seems to be able to handle frame time and multiple animations per file best.

The first sprite for the mining game is a dog. It is currently sketched. I need to tweak and look which animations should be added. When it looks good I can color it.

I might need to add 'evil' things like spikes and teeth. As it is a egg laying, and egg spawning pest. It jumps at the player and is deadly.

More animated sprites are needed. Player and flying egg monster are next.
Sat, 22 Apr 2023, 07:25
Pakz


My hands got numb while spending 2 days of typing trying to convert a Monkey2 game project to Javascript. I was around 3000 of 5000 lines in. I so took a break to draw some more pixel art for the game.

I need a above ground setting too. As this is the mine part below ground.

Quite a bit of work..
Sat, 22 Apr 2023, 13:24
Pakz
I was able to add Controller support. This went easier than I had thought. It just reads the (xbox)controller if present and I can control the player and weapons and minimap. Touch screen controls need to be added too.

Javascript is so well documented that a lot of information and examples can be found.

I think I need to do another 3000 lines tops with the new tile map included. In the meanwhile I need to continue drawing player and enemy animations. I have no idea how the player wil look. A game I collected a lot of screenshots of called 'Huntdown' seems like it might serve as a example for the player and villagers.

The code and playable versions are here. (html file)
https://github.com/Pakz001/html5examples/tree/master/Games/MineSlimeMonsters
Sat, 22 Apr 2023, 13:48
Jayenkai
Yeah, working well enough. Great work!

For inspiration, maybe throw "Retro videogame miner" or adventurer, or something, into DallE/etc and see what pops up.

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Sun, 23 Apr 2023, 13:45
Pakz
cromdesi.home.xs4all.nl/html5/MineSlimeMonsters/


I spent almost the entire day working on the game. All the new tile gfx are in. The joypad got a bit buggy when I started swapping between using it on the laptop and the iPad. Need to turn off joypad and back on for there is troubles in the browser.

I have the current version on my website. It might be a bit buggy with ai going into tiles and getting stuck.

The growing slime monster was last in. Just fixed grenades getting stuck to him.

Next is character gfx and bug fixing...
Sun, 23 Apr 2023, 14:38
Jayenkai
Cool.. Could maybe do with the controls being minimised a bit.
In No Man's Sky, (just been playing that for the past hour or so!!) you have different tools, a mining laser, a regular gun, etc, all via the single shooty button, but a second button to toggle which you're using.

> Reveal 🔎

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Sun, 23 Apr 2023, 14:46
Pakz
Ok, got the link working!
Tue, 25 Apr 2023, 06:38
Pakz
The game is getting a overhaul now. I made a 10 minute video of me playing it with the controller.


View on YouTube
Tue, 25 Apr 2023, 08:57
Jayenkai
That's nice!
.. give that box some eyes, and be done with it

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Tue, 25 Apr 2023, 09:04
Pakz
I'm going to draw some characters in a bit. Hoping to keep the momentum for a while.

Maybe if the youtube video gets views (daily) over time as some of my other game project videos .That wil set it as a signal it might be worth continiuing.

My dungeon with dangerous spiders and raylib platformer example have had almost daily views for a long time now.
Wed, 26 Apr 2023, 16:38
Pakz


I have no idea how many hours I spent making these. I used Pixel studio on the iPad and Aseprite to put them in a sprite atlas here.

I would need to clean up and attempt at color and shading later on, The egg, dog and bat are in the game already. The player wil be done tomorrow.
Wed, 26 Apr 2023, 16:52
Jayenkai
Cool. Can't wait to see it come together.
\o/yeay\o/

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Thu, 27 Apr 2023, 21:43
Pakz
Danger.

Yesterday I came into realization that I have no idea where to take it. I keep looking for reference games to copy from. But I can find barely anything. Looking at 'Chasm' for guidance right now. The jumping from ladders is something I need to discover doing. Jumping 'up' a ladder seems strange and I have been there.

Gamasutra has a article on 'every' type of enemy in a platform game. Maybe I wil do a static object today which spawns slow floaters(jelly fish like)


My stats the last 10 days or so on Github show a 1000+ 'Clones' of the repo with this project. Only by 23 people btw.

Closing in to 6000 lines of code and up to 250 kb of code in a single file.
Fri, 28 Apr 2023, 05:00
Pakz
So I added touch screen controls. I woke up early. Now it is 1 PM and I think only now the worst problems have been solved. That until I maybe discover new ones when testing.

Layout on various devices may cause suprises.

If you have a touch device with browser of random screen specs than I would love to hear if the buttons are on the screen.

cromdesi.home.xs4all.nl/html5/MineSlimeMonsters/

I tested a iPhone 13 and touch laptop.
Fri, 28 Apr 2023, 05:33
Jayenkai
(General grump rather than specific to your game.)
Ugh.. I hate touch controls. One of the biggest flaws with both GotoJSE and Browsercade is the absolute bag-o-shite that the touch controls are!
But it's good that you're looking into ways to make them work. Keep at it and you should have a decent set of buttons.

Your buttons seem to "work" on most devices. If I switch from Landscape to Portrait, the game engine doesn't rescale to fit the new resolution, so the onscreen buttons won't either. (I can imagine phone players seeing onscreen buttons and instinctively switching to landscape to make them more comfortable)


^ This goes inside your initialisation code, not the main loop!

Once you've done that, I think the touchscreen controls should work just fine. Nothing I've tried it on has misplaced the buttons after a refresh, though they are a little cramped on mobile-portrait mode.
Handy hint.. Just resize your browser's window, and refresh the page to try it at different sizes/ratios.

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Fri, 28 Apr 2023, 06:18
Pakz
Ah, resize to specific browsers and devices, good call ..

The resize event is something I need to do. I just reload as I am stil into early development.

I just had to rewire a lot of the Controller code as sprites and facing were off. The shooting is problematic too.

I think this whole day wil be lost on fixing up touch controls.
Fri, 28 Apr 2023, 06:25
Jayenkai
Yep, it can do that. I was, in fact, doing the very same thing just the other day to Browsercade, before inevitably holding Ctrl-Z for a lengthy amount of time..
There are related JSE tweaks to be uploaded, too, but I haven't bothered since they're fairly minor in that.

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Tue, 02 May 2023, 06:28
Pakz
I ran into a invisible wall. I have no idea where to take the project.

The last idea was to add a resque mission. Find and escort a lost villager to the surface. But I really see no finished game in my mind to work towards.
Tue, 02 May 2023, 08:22
Jayenkai
Is that not enough game? Find little Timmy, trapped down the mineshaft, and bring him home? That sounds very game-like.

Having to keep the evil dangers away from poor Timmy as you traverse in reverse, to find your way back to the town.
Sounds more than enough to me.

Or perhaps the villagers might send you into the shafts for different quests.
Maybe Villager A wants to propose, and wants you to go and dig up the biggest gem you can find to put on the ring?
Perhaps Villager B needs some coal for the fire because the their Gas and Electric prices went up so bloody much.
Maybe Villager C is the mayor of the town and needs some samples of impressive rocks to bring tourism/miners to the village?

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