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Messages - Silverwind

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1
GameMaker / Re: Luke Nukem 2d
« on: May 28, 2016, 02:30:29 PM »
Looks fantastic! A big congratulations on wrapping it up and releasing it :)

2
HTML5/Javascript / Re: Legendary Sword
« on: April 18, 2016, 06:10:05 PM »
So it's that time of year again when I get bed bound with the flu and dig out this old game engine. This time I'm reconstructing the interface. I wonder if I'll ever actually finish the game? ;D

3
GameMaker / Re: Happy Holidays (and I live)!
« on: April 14, 2016, 05:21:07 AM »
There is always room for improvement, because as people we are always growing and improving our creative abilities, but I think that's one of the things I've always liked most about our small indie games; they leave behind an impression of the creator. Like an interactive photograph. Players get to explore someone else's ideas and even glimpse reality through their eyes. It's kinda like being in someone else's daydream.

It's a strange joy, and I'm not very good at expressing it, but it's a very real and incomparable feeling that I've got from the games of our community over the years. Especially when playing a game for the first time.

4
Trash Talk / Re: How is everyone?
« on: April 13, 2016, 01:16:57 AM »
It's always so cool to find out some Gmers went on to be real programmers.
Yeah, it feels great to inwardly cheer them on :)

anyway you all should check out antharion and help support one of the original GMer's from back in the day.  :D
I've just checked out the video preview; it looks great! I'm particularly impressed by the clever diagonal sprite orientation, which gives the illusion that there's more movement and direction going on then there actually is. Shows what can be accomplished with single frame graphics. Gives one ideas too!

5
GameMaker / Re: Happy Holidays (and I live)!
« on: April 13, 2016, 12:37:57 AM »
Great to hear you've still got a heart for game design TJ! Moved Ruins is a fantastic game. I particularly enjoyed the music :)

6
Trash Talk / Re: Tab For A Cause
« on: June 29, 2015, 02:49:21 AM »
Not sure how much of that is sarcasm, but I'm giving bees to people in Honduras by doing almost literally nothing, so... BEES.
Well won't you feel silly when the bees takeover and enslave the people of Honduras? Won't you?

7
Group Projects / Re: Retro games
« on: May 01, 2015, 12:06:49 AM »
"No spell can reawaken the dead."
—Albus Dumbledore
"Afraid I might have sat on it at some point, but I imagine it'll taste fine just the same."
—Rubeus Hagrid

8
HTML5/Javascript / Re: Legendary Sword
« on: April 28, 2015, 06:40:38 AM »
Nice to hear from you sir!

Yeah, I'm still punching the 0's and 1's by hand ;D I was thinking about Tiled the other night funny enough though, because I haven't looked at it in some years but recall playing with it at one point. Progress is gonna be fairly on hold during May, but I might check it out when I resume in June.

Your website's coolabool :) Big fan of the massive header!

9
C/C++/Objective-C/D/C#/F/R / Re: [D] The Ultra Mesh (Work in Progress)
« on: April 25, 2015, 06:35:41 AM »
Sounds super sweet :D

10
HTML5/Javascript / Re: Legendary Sword
« on: April 25, 2015, 06:02:39 AM »
Ah, that will do it! :D Thanks Gan. I've got the day/night cycle ported now, as well as basic npc existence. I've just gotta port the old NPC AI, write a new spawner, and most of the engine is complete. I've got some fancy ideas for dynamic lighting I'd like to tinker with too, but all in time...

EDIT:

Here's a visual update: https://youtu.be/jKXzcSbECnA

I'm really pleased with how it's shaping up :)

11
HTML5/Javascript / Re: Legendary Sword
« on: April 25, 2015, 03:46:12 AM »
Hey Gan, GM had a command called spritePath which moved a sprite from it's current location to a specified location, drawing the sprite x amount of times along the way. For example:

Code: [Select]
sprite spriteIndex 0 0 "Elf.gif"
spritePath spriteIndex 100 100 4

That would draw a sprite at 0px, then draw it at 25px, 50px, 75px, and finally 100px. But here's the important bit: any code that comes after the spritePath command is only executed after the animation sequence. I can't figure out how to make an equivalent method in in JavaScript. Any ideas?

12
C/C++/Objective-C/D/C#/F/R / Re: [D] The Ultra Mesh (Work in Progress)
« on: April 25, 2015, 03:15:43 AM »
Looks awesome! What's Mesh then?

13
HTML5/Javascript / Re: Legendary Sword
« on: April 23, 2015, 04:32:30 AM »
Sorted out the new room view structure, which can be toggled by pressing z. I updated the file too.

14
HTML5/Javascript / Re: Legendary Sword
« on: April 22, 2015, 03:53:07 PM »
Easter egg: Press Z and X to switch rooms. Press C and V to switch character.

Oh yeah, I probably should have mentioned that the movement controls were WASD ;D

I cleaned up the code a bit this evening and updated the file. The link from my first post will stay valid :)

Room switching now works properly, and I'll have a whack at the view structure next, so that the player will remain in the centre of the screen when he moves and the room will scroll behind him. After that I'll work on npcs, and the Game Maker Roguesoft RPG Engine will be pretty much ported in no time! (assuming I actually keep working on the project, like I usually don't)

If you want me to help out- just tell me very specific things to do. (emphasize the specific) I have plenty of time.

That's coolabool of you :D I'm sure I'll have plenty of troubleshooter questions as JavaScript stumps me along the road of progress.

15
HTML5/Javascript / Legendary Sword
« on: April 20, 2015, 06:01:37 PM »
For the gazillionth time I've got a hankering to make a simple grid based RPG (it happens every time I'm sick for some reason), so I've dug out my old javascript and I'm working on an interface concept.

If anyone's interested, I'll pop up-to-date builds on dropbox:

https://www.dropbox.com/s/b50b0kcqvy5pl6v/build3.zip?dl=0

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