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.
I think I’d be fine if all the protein in my future meals were replaced by a serving of some kind of salmon. I love its fishy taste and the amount of oil in it. Goddamn delicious
All I did was put some seasoning on it, drizzle teriyaki sauce, olive oil, and lemon juice on it, bake it for 30 minutes, then pour chopped scallions on in indiscriminately. Really though, I would have eaten it plain. I’m pretty sure there’s some guy that would tell me that I don’t need to put more oil on it or something. Don’t care, it tastes so good
The first set of exams are over, and I’ve been able to laze around for a bit..
I’ve been watching Hanzai Shinri Sousa (It’s called Control, too, I guess. I don’t know). I’m enjoying it. I sometimes pause when they reveal the motives and think, “Wow, really?,” but I liked the characters. Matsushita’s face is really expressive, and I was surprised when I found out she was also in Taiyou no Uta. Didn’t notice. I think I’ll look for other stuff she did after watching this. Anyone who can play piano must be cool, right?
Maybe I’m easily amused but I still think Naohito’s character is quirky enough to be funny but not too overplayed. I was also surprised to find out it was him, because I didn’t recognize him either. Then again, I don’t watch much of anything. The only other thing I’ve seen him in was 1 liter of tears.
I tried to get back into Nethack and Dwarf Fortress, but after not playing either for a while I kind of lost interest quickly. I was pretty surprised with how long site searching took in Dwarf Fortress, even after I went through the trouble of getting an i7 2600k. As soon as I started playing Nethack I remembered how it would always mess up and show katakana, and I didn’t want to look at a tileset.
Some friends have recently taken to Dungeons and Dragons.. I’d like to try DMing but I still don’t know enough to play, hah.
Spent some of today playing around with bullet patterns, but it’s pretty difficult to achieve what I see in some STGs with an elegant solution.
I wanted to try to replicate “Duplex Barrier,” and originally I intended to have each bullet change direction and position upon colliding with a barrier, but I ended up having to hard code the “barrier walls” and positions in the bullet controller update code. So what I end up with is a class of bullets with really specific behavior that I’ll probably only ever use for that one card. Retrieving each bullet and changing its direction from a set of collision results was more complicated than I thought, and I’m still not sure how it’s “supposed” to be done. Another problem is the mass slowdown that occurs when I spawn more than ~100 bullets at once. I know how much space bullets tend to take up on the screen during bullet-heavy scenes, but I never really thought about the actual number. Fields of bullets that I thought would be enough turned out to be surprisingly sparse.