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Messages - 123outerme

#1
PC, Mac & Vintage Computers / Re: Shards of Uvutu
August 16, 2024, 01:56:49 PM
Quote from: Dream of Omnimaga on August 13, 2024, 08:01:37 PMI totally missed that second post. I guess I didn't see the post notification or it simply didn't post. I'll try the current demo when I am not too distracted. I'm glad that it keeps the same style as Sorcery of Uvutu. :)
I would love if you checked it out! I'm not an artist by nature, so my pixel art skills I started learning with Sorcery of Uvutu are really all I can do. So far I'm very happy with my art and results, I'm noticing that every time I make new art it's done faster and cooler!

Edit:
As well, I meant to mention, I have started work on putting the game on Android! Godot allows easy export once all the Android SDK stuff is set up, so all that's left for me is to add mobile controls, like so:

(By the way, this is a screenshot running on real hardware! Super exciting.)
And tweak the existing UI to be easier to tap on with a small screen. The Stats screen, with all the player's battle stats, moves, and minions, will have to be reworked. It is probably the most confusing and dense UI in the game, so I was always one good reason away from reworking it.
#2
PC, Mac & Vintage Computers / Re: Shards of Uvutu
July 26, 2024, 01:59:25 AM
Every time I release and playtest with friends I find more bugs. This time, the logic I created to handle the NPCs' shops went way out of wack.

If I add an item to an NPC's shop list, next time that NPC loads, I want them to take it from their shop "listings" and instantiate that into their inventory that they can then sell it from. This way, I can avoid resetting the NPC's inventory entirely when I add new items to their shop offerings. As well, items the player's items they've sold to that NPC persist in the NPC's inventory, so resetting the inventory means potentially losing the player's items they could go back to buy again.

However, what actually happened with my system, is that no NPC that was last loaded in v0.1.0 had anything in their inventory on a fresh save or a save in v0.1.0 or after. But if the last loaded game version before this was v0.0.9, the NPCs could all get their items properly.

I'm kind of astounded by this one so I'm going to post the relevant code and see what you all think. Written in GDScript:
func add_shop_items_to_inventory():
    # ... process removing inventory slots that don't belong anymore ...
    # for each shop item slot in the NPC shop object:
    for shopItemSlot: ShopInventorySlot in npcShop.shopItemSlots:
        var existingSlot: InventorySlot = inventory.get_slot_for_item(shopItemSlot.item)
        # if there is no slot for this object and it should be updated: add it to the inventory
        # should_add(version) takes in the game version the NPC was last saved in, and returns true if the shop item was created after that version for this NPC:
        if existingSlot == null and shopItemSlot.should_add(data.version):
            inventory.add_slot(shopItemSlot)

The solution I came upon was simply to turn that last if conditional into this:
        if existingSlot == null:
            inventory.add_slot(shopItemSlot)
As I no longer destroy inventory slots for NPCs if there are 0 items in that slot. This way, if the slot exists, it's already been created for the NPC. If it doesn't exist, it's an item I added to the shop listings since the last time the save file was loaded. I don't really like this solution, though, because it requires me to save essentially meaningless data -- potentially a whole bunch of empty item slots. If I simply could track the last saved version of the NPC (which I already do) and use that combined with the version that each shop listing was created in, I could definitely determine which items have been added to the shop listing since the last time this NPC was saved.
#3
PC, Mac & Vintage Computers / Shards of Uvutu
July 07, 2024, 10:15:09 PM
Shards of Uvutu is a FREE and OPEN-SOURCE indie turn-based RPG for PC, developed by me, in the Godot game engine, with plenty of help from some very talented individuals in the music and SFX department.
It's is a creature-collector RPG about a mysterious cave filled with magic crystals, and the ensuing struggle for power. Explore the landscape, fight through turn-based battles, and spend Shards in order to summon minions and gain an upper hand!
* Retro turn-based combat system!
* "Attune" with your minions to befriend them and summon them any time.
* Customize your stats and your minion's stats to your liking, using equipment and Stat Points!
* Fight for the Radiant Cave and take control of the source of Shards!
* 16-bit inspired pixel art graphics.
* Planned for a 20+ hour experience, including story, sidequests, puzzles, and challenges!
Already a year in the making, with 6 more months planned until a full release. Until then, I am now releasing the v0.1.2 demo with the first ~5 hours of content available! The save file you start in the demo SHOULD be compatible with the finished release, barring any stat rebalancing or quest modifications I may have to make. You can find the demo on my Github page, linked here. It will be releasing as a free game once it is complete!
#4
I've been on a very long break. I just kinda forgot that I make games. Part of the reason I didn't work on Warper when I did remember I made games was because the collision detection routine, while detection works, the un-collision vector it spits out is wrong for some rotated shapes. I couldn't figure it out, and kinda gave up. I'm back now (although I still haven't fixed the un-collision, since the cases where it broke won't come up for this game), and I have this progress update:



I added gravity, wall/ceiling/floor collision, and enhanced the graphics a little bit. Tell me what you think!
#5
I noticed a few flaws in the groundwork I used to make Sorcery of Uvutu PC and Gateway to Legend. I noticed my rendering system was basically me just asking SDL to render an image rotated around its physical center. There's no changing the center, grouping images, applying filters, do real-time or pre-rendered animations, or anything like that.

That pushed me to write CoSprite, my SDL2 rendering engine/library, alongside this project. Warper is my application of CoSprite, so lets start talking about it.

Warper is a Beat-em-Up game set in the future, where mutations in genetics combined with advanced technology allows people to teleport. Some can only teleport small distances, some can teleport long distances but not small ones, and some have the rarest ability of all, being able to teleport into different dimensions.
You are a Short-Range Warper, and your brother is one of the rare Dimension Warpers, barely able to control his powers. What happens when his powers are misused or get out of hand?
The planned modes include a story, arena/infinite mode, and a training mode. More information soon.

You can see my most recent (documented) progress in this video update:


This game is a Work in Progress right now. Warper and CoSprite may and most likely will have several differences between their conception and finalization. Anything can change, so be aware. If you want to look at or use the code in Warper or CoSprite, be my guest! Be sure to abide by the MIT License, but other than that, do anything you want with them!
#6
PC, Mac & Vintage Computers / Re: Gateway to Legend
September 30, 2018, 06:58:03 PM
Quote from: mazhat on September 18, 2018, 02:54:51 AM
Ah, I was on an older version of GtL. Everything is fixed now!
I also forgot that this is a zelda-like game. So I should embrace the openness, ha ha.
Yep! Everything is fixed.... now! Unfortunately during testing with some friends I found a few more bugs to squash:

Gateway to Legend v1.0.3 releases with a few minor but important fixes.

[spoiler=Changelog]
Changes from v1.0.2: 
* Fixed an issue with scripts on top of each other not triggering properly
* Fixed an issue in Main Adventure where the second-to-last Gateway wouldn't take the player to the right location
* Fixed an issue where the health upgrade menu text would be cut off before it's supposed to end
* (Not confirmed) Fixed an issue in Linux builds where the edges of the screen would flash during screen scrolling transitions if the window was larger than the map

There are two known bugs: 
* Some Linux distros: White bars appear at random, usually when the screen or enemies (?) are moving. This seems to be a SDL bug, and something I don't believe I can work around.
* Some Linux distros: During screen scrolling transitions, keypresses are stored and the players moves according to those presses in the next map. This also appears to be an SDL bug, and not one that I could figure out how to easily work around.
[/spoiler]

Download here: https://github.com/123outerme/Gateway-to-Legend/releases
#7
PC, Mac & Vintage Computers / Re: Gateway to Legend
September 17, 2018, 07:30:43 PM
Quote from: mazhat on September 17, 2018, 01:19:53 PM
I think it's really good, but sometimes I don't know where to go.
Sometimes I get warped to the unpartitioned memory zone.
Thanks! As for when you don't know where to go, the flow of Main Adventure is a little more open-world. You can even skip to the final boss, if you want!

When you get warped to the unpartitioned memory zone, is this before or after my fix? I uploaded a new version (but annoyingly enough I forgot to change the version number), where I fixed just this. The final boss warp now works fine. Can you tell me where you get warped?
#8
PC, Mac & Vintage Computers / Re: Gateway to Legend
September 14, 2018, 12:26:11 AM
Quote from: gameblabla on September 09, 2018, 01:54:12 AM
So far i think it's nothing exceptional as a game itself... though i haven't tried it much i admit.
I think it lacks some oompf ! Attacking enemies is just not satisfying.

Hopefully you work more on it. (or on more games)
I've been mainly fixing bugs so far, but I will see if there's any energy left to add anything else into the game. I may not even make other map-packs, given how busy I will be this year and how I have another secret project in the works. And by secret, I mean a project with no good graphics for it yet.
#9
PC, Mac & Vintage Computers / Re: Gateway to Legend
September 07, 2018, 02:16:29 AM
Here it is. Finally, after a long public beta, Gateway to Legend releases! Version 1.0.0 is now publicly available. The finished version can be downloaded today! Take a look at how far we've come with this video:



I want to thank my Discord server (link in the video description), my friends, anyone who contributed ideas, art, music, suggestions, and bug reports. I want to give a special thanks to my best friend Ian, and @_iPhoenix_ , who worked together to create the music for this game.

Download here: https://github.com/123outerme/Gateway-to-Legend/releases
And share any creations you'll make here: https://gtlmappacks.firebaseapp.com/upload.html

And thanks for playing!
#10
PC, Mac & Vintage Computers / Re: Gateway to Legend
September 03, 2018, 05:06:17 PM
Quote from: gameblabla on September 03, 2018, 08:09:49 AM
Hello 123outerme !Your game does not create the "saves" folder, so it will attempt to write to a directory that does not exist, leading to a crash when starting the game.A fix for that is simply to make sure to create it with mkdir
#ifdef MINGWmkdir("saves/");#elsemkdir("./saves", 0755);#endifThe game works fine after that...

There's also a minor graphical issue with graphics when scrolling between maps...


I had this issue occur for Massage simulator too when using SDL2.Note that it would disappear when running it over Wine if compiled with Mingw, even if only the OpenGL backend is enabled...I haven't found a fix for that issue for my games even.I think the only proper fix for this is to bypass SDL2's own scaler and use your own. welp

Hey gameblablabla, thanks for testing! My original workaround for this was to add in an empty saves directory in the zip file, and it worked in my testing on my Ubuntu VM (take a shot every time I say that, am I right?). I guess not all systems preserve empty directories when compressing/uncompressing archives, so I've implemented your fix.

I did see those graphical glitches a bit on my Linux VM, but it wasn't from the screen scrolling. Every so often when enemies are moving, there would be a white bar underneath the enemy. I figured this was the lack of video memory allocated to my VM. Unfortunately, this looks like an issue I won't be able to fix, especially since you don't seem to have a fix for it either.

I've uploaded the saves fix to the v0.13.1b release, found here: https://github.com/123outerme/Gateway-to-Legend/releases/tag/v0.13.1b
#11
PC, Mac & Vintage Computers / Re: Gateway to Legend
September 03, 2018, 04:43:39 AM
Gateway to Legend v0.13.0b finally rolls out! Many new features, improvements, and tons of bug fixes implemented into this (hopefully) final beta version.
Download here: https://github.com/123outerme/Gateway-to-Legend/releases

[spoiler=Changelog]* Added all intended maps for the Main Adventure and Tutorial map-packs
* Added last music track
* Added final Ability: Charge, a headlong invincible sprint, sticking your sword out
* You can no longer switch Abilities from the Pause menu. This is to streamline gameplay and discourage frequent pausing.
* Fixed Continue option on Game Over screen throwing player into a random area
* Fixed glitchy sword hit graphics/particle graphics
* Fixed problems with toolchain
* Fixed lots of crashes on Linux machines (usually involving mismanaged memory)
* Fixed various other small things
* Reworked trigger_dialogue_once script (aka TriggerDiagOnce) into force_dialogue_once (aka ForceDiagOnce)
* Downloads: Added Makefile to GatewayToLegendbin.zip

No known bugs remain.
[/spoiler]

And finally, be prepared...
#12
PC, Mac & Vintage Computers / Re: Gateway to Legend
August 28, 2018, 09:40:15 PM
Gateway to Legend v0.13.0b is about to drop! I've been hard at work polishing Main Adventure, and now it's fully completed! I added the final Ability, as well, the Charge! See it in action below:



As well, two more map-packs are on the way: Tutorial, an obviously-named map pack. Perfect for learning the ropes, testing, experimenting, and more! The other map-pack will be the Map Design pack! This will teach and show you the basics on how to properly design a map, as well as how users will be interacting with your creations.

Finally, when v1.0 does drop, I want to remind everyone to visit the Gateway to Legend Map-Pack website, where you can find user-created map-packs! I hope to see a lot of map-packs on that website!

As well, if you want to be on top of the news when it comes to Gateway to Legend, be sure to join our Discord!
#13
PC, Mac & Vintage Computers / Re: Gateway to Legend
August 16, 2018, 07:39:26 PM
Version 0.12.0b is hitting digital and metaphorical store shelves! Dropping with new content, fixes, streamlines and more! This update has more changelog entries than any of the past ones so far. Most changes aren't additions to gameplay, but rather changes and minor improvements. These include more SFX, streamlined menus and controls, bug fixes, and more.



Download the new release here: https://github.com/123outerme/Gateway-to-Legend/releases

[spoiler=Changelog]
* Added lots more maps & content
* Added 3 new SFX: One for dash, one for pausing, and one for being healed by a HurtPlayer script
* Added Back button to Map Creator's Save/Discard menu
* Added backup keymap to Map Creator's tile switcher ([Q] becomes [-], [E] becomes [=])
*Generated scripts will now include comments to describe roughly what the script does
* Removed some options for keymaps ([LCtrl], [RCtrl], [-], and [=])
* Revamped help menus and added informative screenshots to some Help menus
* Reduced menuing to get to popular options
* Fixed the first boss' fighting pattern to prevent standing in one spot and attacking
* Fixed minor issues with toolchain
* Fixed issue that sometimes prevented user from quitting out immediately when trying to close the window
* Fixed issue where using the sword then shooting a laser while sword's on cooldown removes the laser's hitbox
* Fixed quite a few crashes/accidental immediate quits (where the program would accidentally think you want to close the window)
__________________________________

One bug remains:
* All: After quitting the game, cleanup will sometimes crash (essentially unnoticeable, but I'm still fixing it)
[/spoiler]
#14
PC, Mac & Vintage Computers / Re: Gateway to Legend
August 16, 2018, 05:25:10 AM
Quote from: xlibman on July 07, 2018, 04:39:11 AM
I haven't played it for very long but I'll retry for longer later. I'M glad this came along this nicely and that it continues on with the cool custom maps feature.
Awesome, thanks! Yeah, the custom maps feature both hold it back as far as how pretty I can make it (can't really do fluid animations all that well with the sprite system), and push it forward into something novel.

Quote from: _iPhoenix_ on July 08, 2018, 03:29:07 PM
I really like how you implemented fighting. It looks awesome.

I do think that the boss you showed should have more health, because you defeated it in like five hits :P

On bosses, maybe you could show a boss bar or something that shows a visual indicator of the health of the boss.
Also, the fanfare after the boss fight works amazingly.

(Sorry for such a choppy post, I'm in a bit of a rush right now)
Thanks! I'm really proud of the combat, although it's very simple. From both a map-maker's and player's perspective, the simple 3-enemy system and Zelda-like combat give it a comfortable feel: nothing is too surprising until the boss, yet through the placement and types of enemies used, a map-maker can make a room as hard or easy for a player as they like. They can also give it certain atmospheres. For example, 6 ghost enemies following the player no matter where on the map they go can be eerie. Or, 6 stone giants can feel like you've hit a brick wall. Mixing the two almost always feels like fighting an army. The birds can just be annoying distractions until a boss, due to their 1-hit nature, and the fact that you can out-maneuver them.

Actually, you guessed right on the nose, that boss took 5 hits to kill. However, I've upped the number for the next release.
Taking that suggestion, I have added a floating health bar to the bosses.

And finally, thank you for the fanfare! I'm glad it turned out well.



And why, you ask, am I posting now? Other than because it would be rude to ignore these posts, I've gotten back to work on GtL, and have a new build almost ready to go! New maps, features, etc. coming up!
#15
PC, Mac & Vintage Computers / Re: SnailFont
August 11, 2018, 03:56:24 PM
I like the look! It reminds me a little bit of the font they used in EarthBound for the Mr. Saturns. Definitely gonna see if I can find a use for it!
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