Have new plans for the main menu, and I’m making everything black and white, at least for now. As in, not even grayscale textures, just have everything use a black or a white 32*32 square for a placeholder texture. I can pretend I’m copying that Bad Apple video and I can stop trying when it comes to textures.
The task for now is to deal with the background and how to give an illusion of forward flight. Moving walls and motion lines around the characters are the most obvious things to put in.
I feel like I’m moving way too slow, but there’s so much else to do… have to cook a small feast later for some random company ;_;
A small update…
I really haven’t moved very far from where I was last. I made indicator bars (Health bars, but they don’t show health), and finally added a graze box and hit box, so now I check against those instead of checking against the player model for hits. I’ve had the hit box for a while, but there was some funky problem where I couldn’t check for collisions against it for some reason. I resolved it by just putting all of the geometry objects in the main class instead of having them as instance variables of the player object. I’m sure that’s a bad thing, and the problem is probably a misunderstanding of how the engine I’m using works. Don’t care. Any game I make after this will almost certainly not use this code anyway.
The problem is: it looks like, well, shit. I think there’s a core problem with this game project. I want it to have a 3rd person view with the camera closely following the player, but I also want it to be close to 2d shooters where the bullets that hit you will only be on one plane. Ostensibly, if it’s going to be a ‘bullet hell’ game, there will be a lot of side to side movement with frequent changes in direction. Now, here’s my problem: go fire up a game, any game with a third person view, and either rapidly press one direction, both directions, or if you have a joy stick, rotate the movement stick in a circle. It’ll probably look terrible, with the character repeatedly cycling through transition poses (Not Assassin’s Creed, though. Or at least, I think. I don’t remember. Just to be an asshole this is one of the first things I do when I play a game, to see how the devs handle the player jerking around. I think it was Assassin’s creed that impressed me when I did this, but maybe it was another game. In any case, AC’s animations and the way the player character moved was damn beautiful. Too bad I didn’t really enjoy the game). Usually that doesn’t matter, because you usually don’t need to do that. But in STGs, you might. So what do I do? I don’t know. Maybe I’ll just make the camera reaaally far away.
One solution that involves changing how the game works would be to change everything back to having everything just move vertically (forward in this case), and make it look like Master Afterburner on a flat plane. With the game like this, the left/right direction animations can be more subtle, and all I’d have to do is rotate the character model a bit, with a lot less overall movement. That would mean no more radial nonsense, but I was kind of set on making the game ‘radial.’ Damn it…
Looks like there’s not much else to do.
例大祭８ releases are being put out, what a week.
C-CLAYS:FIORITA:With all of my hearts
The first song I heard from R8. I like 小峠 舞 (usually), and while this one isn’t my favorite, I still think it’s alright. I’m not sure what it is about it, I guess I don’t like how Cosmic Mind sounds when it’s at a slower pace like this.
After that, 3 songs from Syrufit’s R8 album:
Not crazy about these either, but I still liked them.
Tamaonsen:Momoiro Distance:Furerarenai Monogatari (I don’t know if that’s actually what it says…)
Now this song, I really liked. The last time I remember hearing her was from Tamaonsen’s Chill Now. The song’s got a really pleasant feel, and I love Taketori Hishou. It’s kind of hard to even tell that it’s Bamboo Cutter though, at least for me.
流星ドライヴ (Loves ‘BT’ Remix)
From the same album. I enjoyed listening to this one too. Not quite as much as the last one though. I guess the melody didn’t seem to flow as nicely, to me at least.
Last one I care to mention:
Buta Otome:Kansha Kangeki Ame Arare:Yurara Kamishibai
From Buta Otome’s R8 album, there were only 5 tracks, this one being the first and my favorite. I was so close to immediately skipping this track when I heard the beginning, but I was typing something else and I didn’t bother until I heard the rest of the song, at which point I no longer wanted to skip it. Suimusou is great, and having Ranko’s voice on top of it just makes it better.
Slowly draining hours of my time. I’ve been keeping an Evie and going through the content, and with the new areas out I’ve been edging closer and closer to the new level cap. I don’t think I want to bother with Lann (doesn’t seem as fun, but damn do they look cool) and Fiona (I like tanks but it just feels so slooowww). Probably not gonna bother with the next two either unless Kai turns out to be more than just a ranged DPS.
I can’t count how many times I’ve killed this damn spider…
I wanted to try uploading a video because I’ve never done it before. It’s only recently that I have a computer that can actually handle more than word processing (an exaggeration, but still). I went with an ASUS p8p67, i7 2600k, EVGA GTX470, and 12GB ram (BECAUSE I CAN). I think I was seeing it having a tiny bit of trouble during recording, and I didn’t realize how big the video files would be.
It’s sad what happened with the Sendai Earthquake, hopefully they can make a swift recovery. Not too sure what the condition of the nuclear power plants is, but it’d be nice to believe that nothing will happen. The missing/death toll estimations are worryingly high.
As should probably be expected R8 was cancelled, at least in the sense that it wouldn’t be held as it usually would.
What basically amounts to a re-texture, I’m trying to maximize the amount of copy-paste I do when it comes to the models for now.
I have the basic form for all of Reimu’s Stage 4 midboss fight, I’ll work on making it not undodgeable sometime later. I want to work on the rest of the GUI first. It just doesn’t look as good as I plan it will when I make a sketch of a menu and translate it into something digital on Gimp.
Also, just realized you can scroll to change the tile resolution in Dwarf Fortress. Wow, oh wow. Some poor wood burner who JUST migrated in went and locked himself in one of my craft workshops. What does a wood burner even ask for? I know he’s going to ask for some craft items, but I wonder if dwarves can lock themselves in furnaces or stills. I’ve never seen it, but I’m sure someone has. Heard a story about a bunch of dwarves killing each other after a loyalty cascade, and the dwarves left appended the dead dwarves’ last names to theirs. Holy shit.
Progress is kind of pitifully slow…
It doesn’t help that I recently started playing Persona 3 on the PC, hopefully I can keep myself from finishing it. At least for now.
Finally sorted out that massive slowdown issue, and performance is up to a passable state. I was adding things to the scene on every update because I got sloppy and forgot to think about where I was putting things. Made collisions with the bullets go over smoother, I wasn’t removing them correctly. It seems I can comfortably have about 3000 bullets out. I was really frustrated before when things would grind to a halt with 300-400 bullets, but everything seems fine now.
You can see the ‘bullet shadow’ I’m making by just sitting there.
The code to make this happen is still awful. Don’t want to talk about it
Suddenly it became really interesting to think about how the bullet patterns in existing STGs are created, and the exact functions that would create the forms you see. I’m sticking with sine, cosine, and exponential functions for now. I still have bullet tracking to do, but I’ve done that in an Asteroids clone I made, so I’m not too worried about how that will work.
I was reading on the web about how many games never get finished, and I see it myself a lot while browsing through random forums. I have so many ideas that I’ve been thinking up of lately (I really want to make a game about trading and having a world with some economics system), but I’ve doubled my resolve to finish this first.. whenever that will be. Right now it feels like I never will, hah.