Monday, June 3, 2013

Square one, we meet again.

Well then, finally got a hold of GM Studio, aaand..

Nothing in my template works. Or at least, a lot of it doesn't. So I'm basically starting from scratch again.

Which is fine, really. The important thing isn't carrying over the code, but the ideas behind it all. How I'll handle collisions, how top handle the player's actions, etc. Important stuff like gamepad compatibility, saving/loading, and a couple other things will be carried over, but for everything else, I'm probably better off starting from scratch with what I know from Eroico.

Time to get back to it.

Edit: Actually, it turns out they removed a lot of stuff I sort of relied on. Looks like I've got a bit of figuring stuff out to do -___-


21 comments:

  1. Well, that really sucks. Can you still use your other program for this game since you kinda planned to already? Perhaps you can make to use the new program when your better accustomed to it.

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  2. Why not just go over to Unity? Its a lot more flexible and you have the option of going 3d.

    That being said I understand the difference in learning gaps lol

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    1. I think Ky has the good sense to realize going 3D is the worst possible idea. o.O

      Amazing 2d\Sprite Art is a MILLION TIMES better than shitty 3D. And one person alone cannot make passable 3D in any realistic timeframe. (Or ever.) Why would going 3D ever be a good thing?

      Sorry, just hate seeing so many developers (Small and large) think '3D is just how it's supposed to be.', making the jump and the entire development process takes a dive as well as quality.

      Good 2D > Bad 3D, just look at Castlevania. Or those godawful Megaman X 7~8 games. Heck, even Great 2D > Good 3D, look at Super Metroid vs Metroid Prime. Both look fine, but there is more atmosphere in Super Metroid. More detail. Anyway, I'm done~

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    2. lol I get your point and I totally agree. What I meant was he would have that option, not necessarily use it.

      Unity can be used to make 2D games even if its a 3D engine.

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    3. If I ever make a 3d game, it will basically look like megaman legends. I have no desire to make some crazy AAA 3d game, and I much prefer the hand-drawn cartoony look when it comes to 3d anyway.

      That being said, Unity is not something I can just jump over to. It's something that will probably take years to fully grasp to be usable. That's something I will have to do in my free time, when I'm not working on 2d games.

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    4. I have to agree with 2D games. I'm actually rather sick of everything being 3D nowadays. Remember when RPGs used to be simple? Remember when platformer games also used to be simple? When you did not have to dick around with irritating as hell camera angles just to proceed in the game?

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  3. I have been wondering, how did you handle the goddamn collisions in Gamemaker? I have tried it once or twice and whether i use drag and drop or GML the objects keep getting stuck in corners. I've seen a lot of GameMaker games that fixed that bug (including yours, there is also blank blood, unholy sanctuary, etc), is there any easy way to fix something like that? Or is it so complex that it is the reason why you couldn't carry it over?

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    1. To put it simply,

      repeat (12) if! place_free(x,y)
      {
      y = y -1
      };

      The object doesn't actually land on anything. It just falls into it, and then goes up by 1 until it's on the surface (none of which you see).

      Using this concept, you check in different directions, and make the object "displace" based on if it's in a solid object, and where around it is free.

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    2. I feel so dumb for never thinking in resurfacing back -_-
      I always simply tried to land the object correctly. Now my objects get flung like catapults when hitting something diagonally up, but I'll fix it. Thanks for the help

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  4. You can always try to do some sort of tech demo/quick game to shape the engine. Just grab a couple platforms, basic IA and use the sprites of the other games to try a couple things

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  5. As a customer and a fan, I'm sure you'll piece things together perfectly. And make another amazing, yet frustratingly difficult (for me) entry into your gaming library.

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  6. I'm looking forward to your next game as well. However, I would like to request that you make it less 'you need to be a platformer god to actually finish it' type game. In eroco especially, there were some parts that made me want to just quit playing and delete everything.

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  7. In the interest of keeping you hooked to the concept, would it be possible to just use your old engine and old program?

    Or is it not capable of what you're aiming for? It sounded a lot like making new engines really bores and puts you off. I wouldn't want to see this project be abandoned. :O

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  8. If you are having problems with your shit, just hire freelancer programming and sustain them with examples. Going through periods of negative stress won't benefit you as a person or the products you make.

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  9. I wonder, can't you just use the old thing you worked with for the game? Why to force yourself to reinvent a wheel if the earlier thing worked fine? Aside from the sprite gallery, that could really use some work to be more streamlined and not just a level of the game in itself

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  10. and also remember that if you hit snags like that you can be helped by people in much the same way you just helped thundragon. don't be afraid to ask for help from people who have been working with the new program on fourms.

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    1. I ask for help on the Game Maker forums all the time, actually. I've probably asked at least 20 questions in the last 3 years.

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    2. im also using game maker tho i won't buy GM studio (due to them being bad at programming it)

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  11. I just finished Eroico and love it. I'd previous finished Kurovadis as well.

    My thoughts...

    I'm good with either male or female main characters. Both hentai styles were enjoyable (aliens taking advantage of the female character, and sexy creatures ravaging my male character).

    I enjoyed both the metroid-ish style of one, and the zelda-ish of the other.

    Eroico level design was good. There were some pretty rough ones and give the short nature of that game - you had to get good quickly. But it wasn't too much. I think people complaining it was too hard at plaforming were to eager to get to the next new monster and CG.

    Speaking of CG, I like the way you handle the galleries. I didn't have to force kill my character at even new enemy to collect CGs...cause I could go back and get them in the mini-levels you had. Excellent design.

    I liked that Eroico had more pixels to the game area and ESPECIALLY the characters. I know it gets harder to animate as you add pixels (resolution) but a tiny bit more would be almost the perfect balance. Just enough to have a pixel nipple or something.

    How hard would it be to have threesomes?...like if a second enemy can get in on the action after one has already started. Just an idea.
    oh, and a second idea, getting a animation person for the CG, there's lots out there who are good with After Effects...

    Nothing I'm sure you haven't heard, but throwing it out there.

    Great work...Keep this level of fun and hentai and I will keep buying. I think alot of people feel the same way.

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  12. Sorry to hear about GM trouble - stuff like that is why I always dread upgrading from something I already know (even if it's inferior).

    My two cents - while for most games I prefer female characters, I definitely enjoyed Eroico over Kurovadis, as I'd definitely rather see more girls than dudes/phallis monsters.

    Either way, your pixelling is excellent! Keep up the good work!

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    1. Following anonymous' comment, I think you can consider adding multiple characters in future games as people enjoy having more than just one female MC. I know it would literally mean making a lot more sprites, but you should consider it as an idea when you get a sprite artist to help you

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