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Monday, March 31, 2014 - 10:36

Ahh unfortunatly I went the other way around and let the player equip anything and everything! A nightmare when it came down to organising all the sprite sheets!

The engine I am using is game maker, only because the cross platform functionality it proved by default is exactly what I need! However the paper dolling system has the exact same functionality no matter what you are programming in.

The way I work my paperdolling is something like this -

  • Determine the frame that the player (attacking/walking etc) is currently being drawn
  • Find the corresponding frame for the item you want to paperdoll (in a loop of all currently equip items)
  • Depth sort those items, so armor is drawn before a weapon is etc
  • Draw the items over the player sprite
  • win

I dont know if that was what you was asking? Maybe I read the question wrong. If I can be of anymore help please just ask or if you want me to explain better. Thanks!

Monday, March 31, 2014 - 09:38

Unfortunately I am going to be pushing it back a few more weeks William! I have been extremely busy at work lately so regrettably the project time-frame got thrown out the window. However on the bright side the time away from the game really gave me a better perspective on the project as a whole and I feel even more inspired now than ever to get it finished.

Over the weekend I went back and completely re-wrote my paper dolling system so that it works with every LPC asset, meaning I could quickly implement all existing weapons and clothing/armor assets!

I also fixed up allot of the bugs with the tile generation and was able to increase the overall size of the generated worlds by 300%. Skills such as mining and fishing have been fleshed out and implemented as well a lot of essential things added such as a pause menu, anti-aliasing options and v-sync .

Despite my previous estimations with the game I have put a fixed date for the initial public release to be on, or before April 30th!

I will update this post later tonight some new screenshots of content! Thanks for the interest and please let me know if you have any ideas or criticism!

Saturday, March 29, 2014 - 08:58

I like these, good job!

Wednesday, March 5, 2014 - 11:28

When I first checked out this set I had a little trouble figuring out exactly which frame belongs to which animation set. I am sure it is obvious and I was just being a moron but if anyebody gets a chance maybe they could put labels over an example set for future reference.

Wednesday, March 5, 2014 - 05:22

I am pretty sure they are just for demonmstration purposes, which makes perfect sense.

Wednesday, February 26, 2014 - 18:28

Heya, awesome pack! Thanks for sharing. Out of curiosity can you share what the game was that you made them for?

 

Thanks!

Sunday, February 16, 2014 - 12:36

It is a known bug, It will fix itself after a few hours to the actual count.

Friday, February 14, 2014 - 08:26

Thanks for the complements William, I am quite proud of the music we have so far. As far as my plans for release the content once the game is out in some format I am going to pack all the art and music together for everyone to hopefully enjoy!

The past few days have been hectic as I am rushing to finish up the storyline for the game! In the meantime I have managed to finished some of the key features that the game was lacking including a dynamic dialog system, defensive structures and a whole lot more.

Defensive structures -

These are craft able items that can be dynamically placed just about anywhere on the ground. Used correctly they can protect you from many of the dangers at night as-well as guard specific items such as crafting objects and plants. Currently there are two defence-types implemented, wooden fences and stone blocks. Each have their own durability and defence ratings.

Oh and on a side note I have been working on getting my website up! It still needs alot of work but here it is - http://www.dynamiczero.com/

 

 

Sunday, February 9, 2014 - 06:12

Wow thank you William I really appreciate the kind words. I have been working to get some of the music for the game out there, we currently have 6 fully completed songs tracks!

Take a listen -

https://soundcloud.com/all-hands-bury-the-dead/sets/atos

Saturday, February 8, 2014 - 07:06

Cool visualisations, its always interesting to see just how much calculation is going on in the background while you are walking around killing things!

When I first began developing my project I used lines to draw the real-time path finding algorithms, it looked something like this 

 

 

 

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