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Socoder -> Concept/Design -> AGameAWeek : 2016 - Part Two

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Mon, 10 Oct 2016, 15:16
steve_ancell
December 17th... That's cool!, I can wait a couple of months.
Tue, 11 Oct 2016, 04:01
Jayenkai

View on YouTube

A nice little video showing off both the AI players and the output of the Track Generator.

Note, although the AI players seem quite capable, they're insanely easy to beat. I've spent about 3 hours, this morning, trying to sort that out, but they're still not quite up to scratch.
More tweaking required!

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Tue, 11 Oct 2016, 07:01
steve_ancell
How would you be doing your collisions?, I had a go at separating axis theorem a while back and got overly fatigued in that attemt; and as for Box2D, well that just takes the piss when it comes to drifting and sliding.
Tue, 11 Oct 2016, 07:49
Jayenkai
No collisions. \o/ Much easier/lazier!
Tue, 11 Oct 2016, 19:48
Stealth
I think you need to make the control tighter. It seems easily to cause a collusion.

I love the concept though.

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Quit posting and try Google.
Wed, 12 Oct 2016, 03:18
Jayenkai
Collision wasn't not-added because it was harder. It was ignored because when I tried adding it, it felt too much like "Gamma B"!
These "mini"games are as varied as I can make them, but even having very subtle similarities makes them all start to feel incredibly similar!

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Thu, 13 Oct 2016, 06:12
Jayenkai
Starting to code "Gamma S", and I swear, I've already written the word Socoder about 5 times, instead of Soccer!!!

*sigh*

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Thu, 13 Oct 2016, 23:29
zzoom
Loving your track generator Jay, I've had an idea for making 3D tracks for a racer using GPS (.tcx) files from peoples walks/runs/bike rides.

The nuances of it elude me at the mo, but you're an inspiration

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Happy coding!
Thu, 20 Oct 2016, 06:51
Jayenkai

View on YouTube
Peow Peow!

Switched this game to Additive Blend, today. Not sure that's a good idea. Will have to test it on the Razer. Android has framerate issues with anything other than Alpha Blend..

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Mon, 07 Nov 2016, 01:42
Jayenkai
Bloody 'ell, this isn't easy!!!
I've now got working playability for about 15 of the games.
7 of the games aren't yet started, or even decided on, and a few others are fairly broken at this point.
But I'm certainly getting closer to the goal.

I now only have about 2 weeks left, though, if I want to be able to submit it for OUYAReview and give them enough time to check it out properly before Dec 1st.
A whole lot of work to do, and not a lot of time left to do it.

Eeek!!

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Sat, 12 Nov 2016, 08:01
Jayenkai
Down to five as-of-yet unstarted games.
Yesterday's game was a miniature "Sheep Goes Right" which turned out quite nicely.

https://vine.co/v/5IbFTLargLu

Today I'm considering making a "catch the presents that Santa drops" game, but am unsure whether I want to add a specifically Xmassy game.

Hmm....

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Mon, 14 Nov 2016, 01:37
Jayenkai


Bet you can't guess what game that's a rip-off of!

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Tue, 15 Nov 2016, 03:37
cyangames
Ocular Octagon?
Tue, 15 Nov 2016, 14:17
Jayenkai
Tried to make a 4 player puzzle game, today.
Didn't work.
At all..

Scrapped it..

I really don't have enough time to be doing that!!!

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Sat, 19 Nov 2016, 17:39
Jayenkai
Aaaarrrghhh!!!!!

Ok, the todo list..
Today I started to code both L and Q, and got them to a "ready to be finished off" status.
Tomorrow I need to finish them off.
I also have C and E which have terribly broken AI players, and bizarre map issues to be fixed up.
N is barely started, as is Z, so both of those need a fuckton of work.

Additionally, it's getting fairly late in the game for this, but I haven't yet actually checked that my multiplayer code even bloody well works properly!!

Fuckity fuck!!

I was hoping to get it sent off for OUYA review on Monday, but I think I may have to change that to Tuesday..
I have a LOT of work to do.
.. fuck!!!

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Sun, 20 Nov 2016, 11:31
Jayenkai
L and Q are done.
Now I need to fix C and E..
I might end up rewriting a lot of the code for those.. in my head it seems easier than trying to bend them into shape!!

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Sun, 20 Nov 2016, 13:07
Jayenkai
Figured it's probably a good idea to actually bother to test the multiplayer controls.

Seems fine if I connect my X360 pad to my Archos Gamepad, to allow gamepad as player 1 and X360 pad as player 2.
(and also via the use of menu toggles, Xbox pad as P1 and Internal as P2)

Games seem to work fine, although I did need to change some of the buttons from control(,port) to control(,port-1)
.. Not 100% sure why that was, but .. Hey, it works!!


On the PC, however..
Although the X360 pad works mostly fine, ingame, it's noticable that the dpad isn't working as expected.
Monkey's JoyUp/Down/Left/Right() are kinda working, but only when the dpad is exactly pinpointed to those directions..
eg, it's pretty much 4-directional controls with the DPad, and I've no bloody idea why that is.
The thumbstick works perfectly fine.

*shrugs*
I'll have to add a disclaimer on the thing, suggesting that the collexion is best played (in multiplayer, at least) on a Razer Forge..

Bah, humbug..

Right, back to fixing up the games before my time's up!

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Mon, 21 Nov 2016, 16:17
Jayenkai
Probably should've posted this to OUYAReview, today.

Probably not the best time to be scrapping three of the games.

Shit, shit shit!!!!

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Tue, 22 Nov 2016, 05:46
Jayenkai
Gah!!!
This is hard enough without the bloody laptop resetting every so often.
Fuckity fuck!!!


Ok, completely rewrote C from scratch.
Fixed the slow-driver issue with R.
About to see if I can come up with something for N.
Then I only (!!?) have E and Z to do, along with a couple of other fixups.

*sigh*

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Tue, 22 Nov 2016, 08:26
Jayenkai
N done.
Bit of a shit game, but at this point I don't give a rats arse!!
Todo list now contains just 4 items.

E and Z need more or less completely redone.
S and T need fixes, not much, just fixes.

*cries*
So much to do!!

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Tue, 22 Nov 2016, 12:20
Jayenkai
Meanwhile...

The "Memories Of.." VGRemix album has taken a bit of a backseat in the past few weeks, and the "Fanatically ..." album got insanely behind.

Over the past few days, I've (somehow!) found time to bulk Fanatically back up.

Memories Of is now up to track U, whereas Fanatically's leapt ahead to V.
9 more tracks, and both albums will be complete..
But I really need to finish off the Collexion before I worry about that.

The most recent tracks can be found on AL's Soundcloud page, whilst the complete albums are over on my Music archive.

... Now, back to coding the games!

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Tue, 22 Nov 2016, 13:01
rockford
How dare you take a rest from your latest Collexion, Jay! Those OUYA users (all 2 of them) will not be happy


You really need to take some time off Jay; you're putting everyne else to shame!

Good work BTW
Tue, 22 Nov 2016, 14:48
Jayenkai
Gamma Z done.
Now, E.. I can either try to fix it, or attempt something else.
*shrugs*

I'll deal with that tomorrow, though.
Coding 3 games in a day is more than enough!

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Tue, 22 Nov 2016, 22:18
Jayenkai
Today's todo list.

E. Sort something out.
The AI doesn't work, at all.. I'll probably give myself about an hour to see if I can fix it, but if I can't, I'll scrap it and write a completely different game!

Finishing touches
Z needs a few tweaks, including giving the thing a name!
I need to give the games icons on the menu, since their icons are currently just letters!
I also need to test it on the Razer! I still haven't done that yet.

After that it's the usual AGameAWeek chores.. Screenshots, the main app icon, write the description-gubbins, things like that.

Another busy day..
.. Probably shouldn't have woken up at 3:30 in the morning..

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Wed, 23 Nov 2016, 02:19
Jayenkai
Battling through with the laptop getting worse by the hour!!



Menu complete!
E complete!
S fixed up!
Z still needs tweaking.

But.. Definitely getting close to the end of this massive task!

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Wed, 23 Nov 2016, 06:32
Jayenkai
Gawd, if it isn't your laptop fucking up, then it's your Razer Forge forcefully rebooting, to install a system update, right when you're in the middle of testing the bloody game..

Gah!!!

Jotted down a couple of small "forgot to do them" fixes to be done, but .. at least it isn't broken!!

.. so far..

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