#basedcode
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gitgudgames · 11 years ago
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I have been pretty busy with a few small clients during these last few weeks but I had a little bit of time to work on my game and I added moving platforms. The code to have moveable objects was already in the game (Some of you might remember a crate that was eventually moveable at some point) but it was quite old and didnt have some of the new core features that I have added to the engine (like sub pixel movement or the new rendering code). I have also been sharpening my UE4 skills, I currently have a rts (kind of) and a fps but I only use those projects to test things in UE4 so I might release their source code once im done with these.
Ps: Thanks Michael for the xhair texture. (and whoever actually made the xhair)
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gitgudgames · 11 years ago
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Progress will be a bit slow for some time as I started to do some programming work for clients to finance this game (life aint cheap ;~;). Not dead tho, Ill still work on Tengu Tensei (aka GGP1) when I have time and I'll go full time once I have enough monies (rinse and repeat).
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gitgudgames · 11 years ago
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I am putting code related work on hold to work on my pixel art skills because my art guy left the project. So my days currently consist of trying things, find how ugly my things are and read about pixel art. Im still in good terms with ashot so I can still use his work but I cant really expand on it until I actually understand pixel art so I am trying things vaguely based on the original art style. Ill balance between art and code once ill feel like I actually have an idea of what im doing (at least enough to make things that make sense). I might also look for another art guy at a later date, but I want to get better at pixel art myself before that. I'll link below some of my past tries because why not.
http://puu.sh/8Mogq/1864cfd54f.png
http://puu.sh/8MQI3/19807a4a56.png
http://puu.sh/8MRpm/c8615eb507.png
http://puu.sh/8NqCo/e5bc80f406.png
On an other note, earlier this week I started to implement a dodge prototype, and the ugliest jump animation you can imagine.
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gitgudgames · 11 years ago
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Been pretty busy this week so I didnt time to get much done (I was sick and also had to take care of some irl stuff), I have mostly been tweaking player physics (and still am) and ashot is trying a new art style for the game (I built a quick test level for it with a random purple background to use as sky placeholder).
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gitgudgames · 11 years ago
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I started coding a spawn system that makes enemies spawn around the player, I kinda want to experiment with the game never leaving you a time to breath and constantly harassing the player (like the fucking medusa coming at you while you platform in castlevania or anything in contra), dont know if ill keep this system in the final game tho.
Also I started to post less, but im still working on the game.Ymir made the cool clouds you can see in the background.
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gitgudgames · 11 years ago
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I just realised that its been a while since I posted something on my tumblr and the reason for is that im tuning a few things that I feel arent worth posting, but we are still working hard on this, for example the last few days I have been working on camera systems to see what feels best at the resolution im using. Im still working on cameras as I speak because im not 100% satisfied.
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gitgudgames · 11 years ago
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I have started to build a stage out of the tiles ymir gave me, its still not done but this where the player has to go to finish the stage. The player (that blue rectangle) is rendered using a test shader I made yesterday, and I am currently learning about those.
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gitgudgames · 11 years ago
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Ill make a public demo once Im done doing all this. (I think)
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gitgudgames · 11 years ago
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Having to make maps by by writing coordinates in a .txt file is now a thing of the past.
Thanks smtfandev for telling me about Tiled.
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gitgudgames · 11 years ago
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For those who didnt check my twitter, the reason why I didnt post progress these last few days is that I was working on getting more knowledge on c++ and math to be able to work on a few things im not satisfied with (for example enemy comportment). Im not quite done with all this but I decided to take a break and work on something else, so ramps are now a thing.
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gitgudgames · 11 years ago
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Today I modified the code to have stages, introduced parallax scrolling (shown in gif) and as usual a ton of optimisation.
I decided to use some tiles from opengameart because with parallax scrolling my tiles were seriously hurting my eyes...Ill start working on art, to replace those tiles.
Edit: Thanks tumblr for displaying 1 frame of my gif...Heres the real gif:
bit.ly/1e1cz8v
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gitgudgames · 11 years ago
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Enemies can now receive damage and die, I also made a simple enemy that I will use as place holder from now on. On an other note, my fps counter is a bit derpy, I should fix it.
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gitgudgames · 11 years ago
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I have been working on enemy collision all day...Once again collision gave me a hard times. Its buggy as fuck for now, but im starting to see the light. Hopefully I'll be done™ with it tomorrow.
Edit: I just realised that I disabled the running and shooting animation some time during the day, but they are still there.
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gitgudgames · 11 years ago
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A small animation to show to the player that he received damage by flashing and some knock back followed by a semi functional way to deal damage (enemies cant receive damage yet).
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gitgudgames · 11 years ago
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I have added a way to receive damage, hopefully I will enable spikes tomorrow and give a real AI to enemies. Also the text is much more clear now.
Edit: I dont think tumblr likes my purple background...
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gitgudgames · 11 years ago
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I kinda fixed the text but I am still not sure of the real issue, I have just changed its size. I have also added a fps counter, so my days of using fraps as a fps counter are over :)
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