1. Notes: 2 / 9 months ago 

    So I remembered I had this. Found someone hacked into my account and posted from stupid ad to some weight loss thing. Deleted that ASAP.

    Anyways, I figure this is probably a good place to chronicle my game making. I have a ton of old games I want to talk about but first I want to talk about the game I’m working on/off for the last month.

    If you scroll down you’ll see a post about Quest! It’s a bad platformer because it was my first platformer and I was also trying to blundeon people over the head with the whole “I AM AN ORIGINAL GAME BOY AND YOU CAN SEE MY INDIVIDUAL PIXELS AND I AM GREEN” this time around, I’m keeping the green but not the eye-bleeding and performance-killingly bad fake pixels. And so far with people I’ve shown in real life it’s gotten a good response.

    I am really winging it, RPG’s have a lot going on in the background and I decided on just a 4-stat system. Strength, Endurance, Knowledge, and Luck. So far spells are just called “Skills” because even the warrior will have some. And so far there’s no MP, you just need to decide what you want to do with that character’s turn. Ideally the magic-based character will do just as much as the warrior’s normal attack.

    This is all well and good except now that I have the combat screen down and the basic stats in, I’ve sorta hit a brick wall for several reasons. Most of all being that I am primarily a programmer. I can’t draw people, even if it was for charity. I’m just that bad, it’s usually why I stick to space games. But as you can see from above, the game looks pretty good! Well that is because I didn’t make them, and I haven’t received a PM back from him so I’m probably going to have to dig deeper. But here he is: http://forums.tigsource.com/index.php?topic=8962.0

    I actually created the first image (the one with the chest) back when I made Quest!, I quickly put together that mock screenshot and thought to myself “That’ll be a kool game!” then promptly shelved it in one of my various dev folders and went on and made Quest! (In retrospect I should make “Quest 2!” that uses this new, better artstyle, but I digress) For some reason I thought Quest! was far and away the better of the two, I don’t even remember it being a thing I spent much time thinking about.

    But those images are made for Assemblee Part 1, TECHNICALLY they are available free for non-commerical use. And I don’t believe I will be releasing Ninja Quest (the RPG’s working-name) for monies so it shouldn’t be an issue. But I believe Derek Yu asked everyone to clarify in every thread whether they want a different legal stuff or not, but yokomeshi never specified. :\

    Thinking back, several games made in Assemble Part 2 used the sonnenmörder sprites but none of the fantasy combat sprites.. just made me sad.

    These sprites would work pretty well for a tactical combat game, but regardless there are no portraits, and for a normal RPG, there are no boxy over-world walking animations… And did I mention I am currently CRAP at drawing people? Even 12x12 or whatever-size people.

    Even if I DID sell it, I have no good way to monetize this because any sort of DLC or consumables would totally kill the ‘immersion’ of playing a Game Boy game, I’m already worried about how I’m going to add the necessary control editors for android/iOS… So I think it’ll stay as a free game that’ll end up in some dark corner of the android app store.

    But that would be okay to me because I want to make this a memorable and funny game to me. I have a bunch of ideas I don’t want to share that’ll poke fun at rpg/manga tropes and it will just be funny to show friends it.

    Comments
  2. 4 years ago 

    Well so much for that.

    I was really on a roll, and then BAM! School!

    I think I accidentally got myself in a bind, two jobs, plus school work, doesn’t give much flexibility to work on my own projects.

    I’m definetly gonna be taking summer classes so I can’t even look forward to then! I’m about half-way through my associates degree so I have at least 1 more year or so before I have to transfer to a 4-year college and get my Bacholar’s, and if what I’ve heard is any indication, the last 2 years are going to be the most annoying. -.- I just hope I can fill those 2 years with relevant studies.

    Anyways, once again Solarance is on hold for a unknown period of time.

    Comments
  3. 4 years ago 
    Getting somewhere? I got back to the point where people can chat. So far so good. I had some hassle getting version checking in, luckly I can modify the layer of the networking library I’m using that deals with all the to and fro. So it was just a matter of hunting down things.
I added these variables to the console, I donno if I’ll keep them around for the offical release, but you can see the ones that are made on start up. You can use $ and then their name to check what they hold and/or edit them, such as “$port 27056” would set $port to 27056. Just something neat.
I thought I’ll be able to get flying ships in today, but no dice. I need to impliment my own dead reckoning, a system to use the least amount of packets as possible, to deal with each single client and what they should draw/how they draw them. I am going to make a system where the clients can only “see” other ships (aka their raw X and Y’s) when they are within 2000 or 2500 pixels (are there any monitors with more than 2500px resolution?) so I will need to loop through all the clients on the server and send them messages every 100ms/50ms or so to update them. This is the idea so far. Later I’ll be able to flesh it out more with actual coding.

    Getting somewhere? I got back to the point where people can chat. So far so good. I had some hassle getting version checking in, luckly I can modify the layer of the networking library I’m using that deals with all the to and fro. So it was just a matter of hunting down things.

    I added these variables to the console, I donno if I’ll keep them around for the offical release, but you can see the ones that are made on start up. You can use $ and then their name to check what they hold and/or edit them, such as “$port 27056” would set $port to 27056. Just something neat.

    I thought I’ll be able to get flying ships in today, but no dice. I need to impliment my own dead reckoning, a system to use the least amount of packets as possible, to deal with each single client and what they should draw/how they draw them. I am going to make a system where the clients can only “see” other ships (aka their raw X and Y’s) when they are within 2000 or 2500 pixels (are there any monitors with more than 2500px resolution?) so I will need to loop through all the clients on the server and send them messages every 100ms/50ms or so to update them. This is the idea so far. Later I’ll be able to flesh it out more with actual coding.

     
    Comments
  4. Notes: 1 / 4 years ago 

    Netwerks - An ENet-based library

    I may have found a new library. It’s based off of ENet, the same library GNet was based off of, but ENet is much much more sensible with custom packet/messages instead of syncing objects all the time. Next time I stress test I want to have more people than just me and Shogoll hitting the server. There is a little imp in the back of my head that screaming that one of the problems with the GNet test is because both Shogoll and I had 10 cilents running each and it was because of THEIR taxing of OUR connections that we started to time out. It’s just a theory…

    Anyways, this library is called Netwerks, it’s made by this guy(s?) who made a awesome 3D engine library for BlitzMax amongst other languages called Leadwerks. This guy played around and made a simple library called Netwerks which uses ENet as it’s basis, the same Library that GNet uses as it’s basis. The major difference? Netwerks isn’t abstracted to oblivion. Netwerks deals with normal packets, GNet deals with “GNetObjects” that have upto 16 “Slots” per “Object”. These “Slots” get synced all the time. This makes it really easy to get a game up and running… but in some ways it’s quite backwards of what I want to do because in GNet, anyone can create an object and it’ll be acceptable. From what I know this isn’t part of the standard server/cilent model where the cilent isn’t trusted with much.


    So why Netwerks and not RakNet? I have nothing aganist RakNet, but the BlitzMax wrapper for it is still very undocumented and rough, sending simple streams is a hassel and it generally just feels like it’s more then I need for right now. If I really wanted to get into some serious networking, I’ll know where to look.

    It’s just been an hour but I already feel ready to start working a server and cilent with Netwerks, so I may have something to test within two weeks, probably sooner if I can keep working on it. When I do get it ready… who wants to test it?

    Comments
  5. 4 years ago 
    My new workstation. I JUST added the 1600x900 monitor. :D That’s my Triple-Booting netbook on the far left currently booted into OSX 10.5.7

    My new workstation. I JUST added the 1600x900 monitor. :D That’s my Triple-Booting netbook on the far left currently booted into OSX 10.5.7

     
    Comments
  6. 4 years ago 

    Quest! Released & Update On Me

    Quest!

    It’s been an interesting month or so, but I am happy to say I have something to present for the TIGSource Assemblee Part 2 compo! Please check out this TIGSource Thread for the latest download links.

    I must say, I would have NEVER made a game like this if Oryx didn’t make his awesome sprites, somehow looking at his 1bit sprites got me thinking of making a puesdo-original-Gameboy game. A game with exaggerated pixels and a control scheme that mimics what emulators usually use. This was my first platformer also. I think this was very worth-while to do. I think it taught me a thing or two about short projects like this, who reach goals and organize better. At the beginning I started a small text file with ideas, and when a new idea would come up, I would add it to the file and thought about it. There’s several ideas in that text file even now that I had to nix in the name of time or just decided to not do, but I still have them there as a record.

    As for now my hobby project is to work on Solarance: Online… this is going to be very hard to get progress going because of everything on my plate. I do not have the luxury of time, which is also a double-edged sword. With extra time you have more time to put things off. Well, I definetly still have some free time, at least until my classes really start to rev up and my work intensifies.

    I should have time on Saturday to play around with Solarance, I’ll make another post on that day about my status.

    Comments
  7. 4 years ago 

    Devblog from Shogoll

    Posted on the Ion Trail Productions forums.

    "I figured that one of the reason the forums died is because we rarely make updates anymore, so I’m gonna try posting more often here to keep you guys informed as to just what is going on.

    Anyways, after an absolute crapton of testing, we found quite a few problems with the currently implemented GNet library we were using for networking, as you start approaching somewhere around 10 players everything hits the fan and the server crashes. Yay. So we’re switching networking libraries, I probably shouldn’t say anything since I’m not coding anything and nothing is really decided as of yet, but right now it’s looking like it’s going to be RakNet, which seems to have quite a good track record. Hopefully this’ll let us aim more towards our goal of a Freelancer style multiplayer game. This more or less means that Galaxy is going to have to recode all the multiplayer progress he’s made up until now, but it’s good that we tested and caught this quickly, or Galaxy would have tons of code to redo, ontop of what he already has to redo now.

    I know most devs generally don’t announce things until they’ve been somewhat finalized so as to not let down fans or what ever, but considering activity around here is practically none-existent, I guess I’ll just talk about what we’re currently aiming for now; if anything to at least give you guys something to talk about/generate some interest. Again I’m not the main person here and Galaxy is the one coding everything anyways, so any of this is subject to change, but right now we’re looking towards a mini-MMO/Freelancer style game. We’re temporarily dropping singleplayer to focus on a multiplayer experience, we’re kind of busy, and I’m always lazy, so updates aren’t necessarily going to be common, so at least we’re aiming for something that’s going to have more replayability. We’re hoping this’ll have the side effect of also sparking something to center the community around, so that instead of it being dead all the time, we can get some discussion and such going on around here. We also want to focus on modding, but this is going to be kind of harder. This mini-MMO multiplayer centered design means that modding is all going to be server side, and I understand that unfortunately everyone can’t host servers all day long for people to log in and out of. We’re still thinking about solutions to this, I was thinking of perhaps hosting a few “official” servers which will pick up good community mods, details and how it’s all going to work out will have to come later.

    Anyways, again, things may change, but I figured that if I try and involve you guys into this whole planning process, maybe we’ll get more activity/interest here. I sporadically work on sprites so when ever I finish some I’ll post them here so you guys have something to look at, but nothing today.”

    Comments
  8. 4 years ago 
    The New Year brings so much, so many new things to explore, so further to go. And unexpected developments…

    The New Year brings so much, so many new things to explore, so further to go. And unexpected developments…

     
    Comments
  9. 4 years ago 
    Mechwarrior Living Legends came out. It completely destroyed my hopes of being productive. ;-;

    Mechwarrior Living Legends came out. It completely destroyed my hopes of being productive. ;-;

     
    Comments
  10. 4 years ago 
    Finals are here. So I’ve put Solarance on the shelf for a bit again and wouldn’t you know TIG Source started another compo. You can see a screenshot above, and you can visit my thread here. It’s a lo-fi platformer utilizing 104x70 pixels. You can play as 1 of 3 classes and your goal is to reach all the way into a mountain and defeat a dragon. Groundbreaking, I know, but I am going to try to keep it short, simple, and sweet.
Obviously it’s not there yet, this is only Alpha 2 of probably 8, so right now you can kill things and die. But I plan to expand it alot…

    Finals are here. So I’ve put Solarance on the shelf for a bit again and wouldn’t you know TIG Source started another compo. You can see a screenshot above, and you can visit my thread here. It’s a lo-fi platformer utilizing 104x70 pixels. You can play as 1 of 3 classes and your goal is to reach all the way into a mountain and defeat a dragon. Groundbreaking, I know, but I am going to try to keep it short, simple, and sweet.

    Obviously it’s not there yet, this is only Alpha 2 of probably 8, so right now you can kill things and die. But I plan to expand it alot…

     
    Comments
avatar_128
 
 
Karl "Galaxy613" Nyborg's Dev Blog. This is home to my indie game development endeavors.
 
 

Following

porticogamex-rebirthnotchsimplesyrup
 

Tumblr