Saturday, June 15, 2019

Collisions, tiles



The work on the onoing game was mostly tile and collision work.
You may have noticed that in the pose mockups, the ground was stretched. This is because larger enemies may need more space in order to position all entities involved. It also adds a few more options for small enemies as well, with the addition of depth


This also meant that I had to add a drop shadow, since otherwise platforming can look very "detached". Ended up being a little complicated since the collisons are tile based, and I had to make sure something so simple wasn't going to have a huge performence hit.

However the question now is how wide should the ground be, exactly. For now I'm sticking with the width in the top image, however I may change it later. The problem is that it can look a little weird once you get into floating platforms and such, and then you have to worry about the visual depth of tiles being above you.




I also spent a lot of time overhauling collisions in general. It will now be possible to have slopes of different sizes and shapes, which was not possible before. (It's also like 3X as fast, which is also good.)

Because I spent a lot of time working on the collisions (which is the same code used in all my current games), I may spend a couple extra days this week to get out the first  real version. Will more or less just be enemies spawning infinitely until you're defeated, since there aren't any other mechanics yet.

Once that version is done, that will mark the first real update, and then from that point they will follow the 1-2 week update schedule (where every update must be playable and contain H.)

Anyhow, that's all for now.

29 comments:

  1. Nice, all your games were good to super good, but this one will become the best, good luck in ur work ������

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  2. Replies
    1. Hey Kyrieru,

      Just wanted to ask since I've forgotten is what your working on at the moment a side project until you find some inspiration for noika?

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    2. Began working on a different, smaller game for various reasons. (Though some of them are less relevent at this point, and it's more a matter of one of the side games just being closer to completion than Noaika.)

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  3. By no means want you to overwork yourself, but are you still going to work on that gamemaker template you posted some time back?

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    1. I'm not sure. On one hand, I'm still continuing to use it and update it for myself, however I'm not sure if I'll go back to trying to making a template meant for beginners. I think for it to be at all useful, I'd have to focus on making it accessible to the point of spending a lot of time.

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  4. hey kyriery,Have you ever thought of doing a dlc of some of your complete games. and if possible could put a search bar or a page to see the development of each game of yours (complete or still in production), just to stay tidy

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    1. I'll probably do some site stuff once the ongoing game gets it's fist version.

      As for DLC, I'm not much of a DLC guy. I tend to prefer very traditional formats for games.

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    4. I understand, since you like traditional games, why not create another version? type an eroico with female protagonist or eroico ero deluxes with the enemies with an extra animation, type the vampira of the last phase(google tradudor is a shit, I wrote this comment about three times, I am from Brazil)

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    5. I mean, it's not impossible that I'd do traditional expansions. However usually when I finish a game I'm pretty eager to move on to the next game, so it's unlikely that I'd want to return to old projects after they've been completed. I'd be more likely to use the same engine to make a sequel, the same way something like Megaman X uses the same engine but is all new content.

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  5. Hi Kyky! Imona be a worrywart, as per usual, and ask-

    Are y'sure a weekly/biweekly update schedule will be 'nuff time for you to work on the ongoing game as well as your other projects? As much as we love your work, none'a your fans want you to overwork yourself.

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    1. The ongoing game will only be 2 days per week at max, so it won't really suck up too much of my time. At most I will only ever being working on the ongoing game + whatever normal game I'm working on. Ideally it will stop me from starting random side projects to always have the ongoing game to add random shit to.

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  6. "Random shite" referring t'cool mechanics that pop'nto your brain and monster/H ideas that wouldn't really fit into other games, I assume. Good on you!

    Be sure to be flexible with your schedule though. Y'never know what could happen, after all.

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  7. How taxing is object based collision really? I'm currently working on a rpg in gamemaker and I'm not quite sure I'm up to making the switch just yet unless it's going to be a real issue

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    1. Tile based collisions have way better performance. Depends on the situation but you can have 100 things onscreen where before you might only have 10.

      In something like a mario style game or games where you have a lot of tiles with functions, it's pretty essential to use tiles.

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  8. Paths as large as needed for the larger entity of the zone, floating non-main platforms of half the depth if there's no risk of the big eneity to start a scene on them. That may be enough to cut the "weirdness" of "way too large" platforms.

    Also, a 2-week schedule (or even montly) would ensure there's enough content and extra time for debug and breaks if a code or health problem arise. Good luck with all that, and the other projects

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  9. Hey. This might be unrelated to the post at hand, but i can't really reply on Twitter for some reason.
    Isn't that new Reverence song you made sound really similar to Wetrix 64's Practice Mode? https://invidio.us/watch?v=CbexFso6SzE
    Eitherway, keep up the good work.

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    1. I..really don't see any similarity at all lol. What about it reminds you of that song?

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    2. It's the starting melody, it sounds close but not quite and with a faster tempo, to the melody progression you hear start at second 23 in Practice Mode.
      Of course, the rest of your song just builds into something entirely different halfway through, sounds like something of a "main theme" for a protagonist or the "first stage" of a fast-paced action game. Very dramatic but also really energizing, it's a good song.

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  10. How much time do you normally get to work on your projects per day?

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    1. Depends whats going on at the time. If nothing is, I have all day/full time.
      The biggest obstacle used to be health problems, but those are less of an issue for now. Only thing that interferes now is random life things. (moving, people being in the hospital, etc)

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    2. Luxurious @_@

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  11. How's progress on the BunFuFoo project?

    Looked really tidy. Any H planned?

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