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Very cool, I had no idea games could be made with blender.
Now you can be included with the other two game maker's on here, Abcdude Games/DAi-K (Me) and LG productions (SilverStar)...
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Don't forget Nintendo 3DS inc.
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Cool, Exile. I'd like to see what you make.
In other news, I got a game runtime working. ![]() It took only a few minutes. Not bad. There's a console (a black and white application) that goes with the game running, but I think I can remove it. Currently, in order to remove the console or make the textures as sharp as they are, you would have to execute the game with command-line arguments, which would mean a batch script. Since I don't want to distribute and use batch scripts, I made a game script that checks to see if the game was run with correct settings, and if not, it runs the game again with correct settings and stops the current one. When the game starts again, the settings are correct, and the game proceeds. Last edited by SolarLune; 12-10-2011 at 04:56 PM. |
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a 2d game in blender game engine, I use blender but how is the game engine
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This looks like a 3D NES Zelda
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I forgot to put this here - I added another development log video. You can find it in the playlist in the first post, or here.
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Small update.
![]() Yeah, it plays a jingle now, which you have to wait until the end for. ![]() So, I've got a little more of the GUI, as well - there's now a play-time counter that counts how long you've been playing. ![]() Also, I've got a little of the sewers finished. I think the water should be brown or green... We'll see how that goes. I also think that I should add some water dripping down, little platforms and pipes and things - you know, make it interesting. EDIT: Oh, and the sound - I've got a lot more sounds in the game, and some BGM, too! I currently have two songs - one for the sewers, and one for the town. ![]() Last edited by SolarLune; 01-07-2012 at 04:48 PM. |
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Development log update #4. This one deals more-so with sounds and BGM. I know that the audio crackles - the BGE's audio library doesn't like my audio setup. Not a problem, though - other programs don't like it either, so it's cool.
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Created another development log video for Soldier Of.
DEVLOG #5 Also started another game project, Sparky. Info and screens are present in the first post. |
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Water-running-in-the-first-image-and-better-bloom-effect-in-the-second-bump.
![]() ![]() The water-running is currently implemented - run fast enough, and you'll run on the water's surface. Slow down or jump onto the water, and you'll sink right through, which makes it a bit more difficult to traverse water. Hopefully this will open the way for quick 'momentum puzzles' of sorts, where you have to figure out just the right set of actions to get you from point A to point B. Last edited by SolarLune; 02-26-2012 at 06:02 PM. |
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I am now interested in your progress. Nice job.
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Thanks. I updated the IndieDB page with new news.
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Thanks. I added another devlog video.
DEVLOG VIDEO #3 - Dogs Hate Baths EDIT: I also did some work on Soldier Of, particularly with the enemy AI. Now they can fire at you, which is good. They face a cube that follows you around the map, which means that rolling and jumping has an effect on how easily they can hit you. ![]() |
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I'm back to working on Soldier Of, and have done quite a bit of work on it, implementing grenades and an '!' above enemy guards' heads when they detect you.
The 'surpise bubble' adds a surprising amount to the feel of the game. I've also made the ammo counter visible all of the time (though I'll probably make it so that you can hide it if you want). I will probably end up adding an 'HP' display there next to the displays, too. ![]() "He's over there!" Heheh. You can follow me on Twitter now, by the way. Anywho, to read all of the changes, check it out on my IndieDB news page. |
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Posted new news on the IndieDB page (can be found at the link above). The enemies can now alert each other, and I've been working on the maps, too. Grenades have been implemented, and the lighting's been experimented with.
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Not sure how many people actually read this thread anymore, but I made a little GIF animation. I implemented switches into the game in the form of switches. You can check it out here. Kind of a timed thing, I guess.
Added some features - guards can now be alerted by their comrades. So, if you make one aware of you, all guards on the same map will also become aware. I'm also working on maps - improved lighting (in my opinion) and other things. ![]() ![]() |
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Well, I got a new development log video up. Shows off what I've implemented so far - grenades, health GUI, better lighting system, guard awareness, etc.
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Hey, I uploaded a playable demo, if anyone's interested. You can find it here.
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EDIT: But maybe I can make them respawn after less time / more sporadically. And this was a really early demo - the game's kinda far away in terms of completion. A demo that's closer to the end product will be more complete. @Swordmaster229 - Thanks. |
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Thanks a lot for your feedback.
@Link - That sounds like a good idea - I might implement that as opposed to the current, "Always Respawn" option that I have going now. @AppleNitrox - Thanks a lot. ![]() So I implemented water splashes when you move about in the water. I also implemented an automatic aspect-ratio adjustment ability. If you resize the window, it will resize to display all of the game screen at exactly the correct width and height. |
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Back to say that I made a somewhat extensive news post about the progress with this game over the past couple of weeks or so. Check it out here. For those who don't feel like it, the most significant improvement's probably water dripping in the sewers.
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Haven't posted here in awhile, but progress is fairly steadily being made. I don't work on this nearly as much as I could / should, but it's progressing at a nice clip.
![]() So, I implemented saves into the game surprisingly quickly and easily. That console shows all of the individual variables that are saved through Python's super-duper-helpful pickle module. It compiles the variables, even objects, into a text file (that you can't really edit since it's pretty scrambled), and can read them back into a single dictionary. I can access variables from the dictionary easily, like: player['health'] = loaddict['health'] It even recompiles Python objects (like my weapon objects), so I can just reassign them, too. In the picture, Simon is standing at a terminal, which will serve for saving progress. The screen of the terminal will probably animate a bit just to give it a bit more pop. I guess I'm okay with it so far, but I had a bit of a tough time deciding between a pixelly 3D model or a simple sprite for the terminal. Square, 3D objects feel like they should be represented with a 3D model, but I guess I should represent everything with a sprite (at least so far) unless absolutely necessary. I also added screen shaking for blocks that drop - I still need to implement that for grenades. Also added lighting to the terminals. ![]() Last edited by SolarLune; 05-23-2012 at 04:01 AM. |
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I keep throwing money at the screen... WHY ISN'T ANYTHING HAPPENING.
How many FPS will the full game run at? The demo seems 50FPS-55FPS when I play it, will the full run at the same?
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A bit more progress on the sewers - added light shafts.
![]() It could probably use some tweaking (particularly the back-face culling), but looks alright so far. Still hacking away at the to-do list. I think I'm going to work harder to make more progress - I can't afford to laze about. ![]() |
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Well, I've done some more work recently. Particularly, falling blocks can now kill you, as well as enemies, so be alert and careful around them. There's always enough time to escape... Usually.
![]() I also finally got a real death screen implemented. Check it out in the animated GIF below. ![]() I also worked a bit more on the light shining through the grates of the sewers. ![]() That backface bug is still there, and I'm not sure quite how I can fix it, but it's no biggy. EDIT: Ha ha, the Player's health drops to -900. I'll have to make the GUI disappear before that shows. :P Last edited by SolarLune; 07-22-2012 at 01:28 AM. |
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Just took a look at Sparky, and I downright love it already.
If you need anything, I would be honored to make a trailer for Soilder Of, and maybe even boxart ![]()
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This game really inspired me in a new game that....well...you'll see next 3F.
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Thanks, guys!
Well, I haven't been working that much on Soldier Of outside of thinking about multiplayer. It's not really going anywhere right now because I've never implemented online functionality into a game before, but it's something that I wanted to consider. In the meantime, I've made two new tracks for Soldier Of. Both are WIPs, but I'm pretty happy with how they're turning out. Aqueduct - 2 Furnace Listen to Aqueduct - 2 first, and then Furnace. If you want to be surprised by the music, wait until you play the game. ![]() EDIT: Also just updated my blog with a new post. It's the same post at IndieDB, but IndieDB takes a bit of time to authenticate. Last edited by SolarLune; 06-08-2012 at 02:55 PM. |
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Hey. So, I've been participating in a 7-day challenge called 7DFPS, where you have 7 days to make a FPS. This is what I've got so far. It's not outstanding, but I'm liking where it's going.
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Made a video of my latest progress on Soldier Of. This makes Devlog video #7. It's still coming along.
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Thanks. I'm still working on it, and I'm considering doing something about the speed of the bullets. Maybe I'll slow them down. Anyway, I've begun working on a dark area of the park. I was thinking that the alien soldiers are corrupting part of the park, causing it to because dark and poisonous.
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I thought I posted this here, but I've uploaded another development log video showing the progress on the game so far. You can see it here.
Also, a screenshot and a possible logo for my games. ![]() ![]() Last edited by SolarLune; 08-17-2012 at 01:20 AM. |