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Socoder -> Off Topic -> NeonPlat meets Idigidragon

Sun, 09 Oct 2011, 17:07
Jayenkai
RAWR!!!! YouTube

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Sun, 09 Oct 2011, 17:07
Hotshot
That is cool Looking game and I guess it is writting in Blitz Max isnt it?
Sun, 09 Oct 2011, 17:12
Jayenkai
Indeed it is.
Sun, 09 Oct 2011, 17:41
Hotshot
I love the graphics as it so cool!
Wed, 12 Oct 2011, 09:16
MetalMan
Wow.. the graphics rocks!
Wed, 12 Oct 2011, 11:28
rockford
That's pretty cool. Surprisingly different to what I was expecting when the video first started.
Thu, 27 Oct 2011, 09:41
Jayenkai


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Thu, 27 Oct 2011, 12:23
Hotshot
So cool looking Characters
Thu, 27 Oct 2011, 15:22
Afr0
I definately love the graphics. I'm a little disappointed by the lack of music though, I suppose it'll come later on.

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Afr0 Games

Project Dollhouse on Github - Please fork!
Thu, 27 Oct 2011, 15:33
Jayenkai
No music!?!?

The game uses my pseudo random music melody player generator doohickey (see JNKPlat 2010 or NeonPlat 2 for half decent examples)
It's still quirky, but.. it tries!

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Thu, 27 Oct 2011, 16:16
Afr0
lol, yes it does have music. I noticed now.
Too bad it isn't as great as your Fruityloops-songs.
Reason I didn't notice is because for most of this video it seems to settle upon some kind of deep bass-grind that isn't easy to pick up.


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Afr0 Games

Project Dollhouse on Github - Please fork!
Fri, 28 Oct 2011, 07:01
Jayenkai
Youtube!

2 weeks left to fix all the bugs, sort out difficulty levels, and try to make things a little more random for the boss placements..

Nearly there..

(and you have no idea how long it took to get the video in sync, for the "Level Up" sound effect to line up just right!)

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Fri, 28 Oct 2011, 11:05
9572AD
NyanPlat? lol
Fri, 28 Oct 2011, 23:27
JL235
How big is the NeonPlat code base? How many lines, files, etc? I'd be interested in that.

But the game looks like one of your best made yet.
Sat, 29 Oct 2011, 02:42
Jayenkai
In total?
Um..
eeek!

The Game - 6069 lines - 164998 chrs
Jay's Framework - 3400 lines - 88774 chrs
Music Engine - 547 lines - 15754 chrs

But those last two files have been slowly* building over the past couple of years, so they don't really count.

As for flicking through it, take another look at my PMC games, then extrapolate how bad it is for this!!
TIMES TWENTY!!

Redundant code EVERYWHERE.
Thousands of bits of copy+pasted goodness.
Rem'd out Debuglog snippets all over the place.
Select/Case chunks listing enemy names and details that should probably be inside a text file instead!

and honest to goodness, proper old fashioned, the way your mum used to make 'em..
Arrays!!!
\o/yeay\o/

(and =0's... LOADS of =0's!! MUA-HA-HAAAA!)


To be honest, though, the biggest challenges have been the level builder (700+ lines!), and actually making/drawing/brainstorming all the characters.
Then going "Hey, why don't I make it like Kirby, and have each one be a different powerup!!"
.. then going "Oh, that's why there's not many skills in Kirby.."
.. then adding the last one, and going "God damn, I did all that myself.. Lazy Nintendo fuckers... Why aren't there 100,000 enemies in Kirby games!?"
Actually coding all the little guys has mostly been a case of copy+paste AI bit, tweak a few numbers, job done.

I'll post some nice-stuffs later.
Still not done yet!

(* I say slowly, but if you look at Box's Adventure (Feb 2010), it's damn near the same framework, with the same calendar, and NeonPlat 2's (Jun 2010) got the same music engine!)



A snippet

Mmmmm.... Copy+Paste!!!

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Sat, 29 Oct 2011, 07:07
Afr0
Damnit Jay, you need to learn how to do proper OOP!
Either that, or use a scripting-language. If you like copypasta, then something like Lua is great for copypasta.

In TSO-R, I've outsourced the creation of the GUI to Lua. Saves me hundreds of lines of C# code. All the functionality is done by C#, but the layout is done by Lua. As well as handling interactions (buttonhandlers etc.)

A snippet


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Afr0 Games

Project Dollhouse on Github - Please fork!