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Messages - 123outerme

#16
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!
#17
I already bought 3. Don't make fun of me /s
#18
Looking good! The circular layout looked really interesting and polished, but I'm still interested to see how you make the linear layout work. I like the sprites a lot!
#19
Drawing & Animation / Re: My very own art thread
July 14, 2018, 05:18:57 PM
Quote from: mazhat on July 14, 2018, 03:21:28 AM
It's been a while!
Some quick fanart of Gateway To Legend.
(Perhaps I will finish it?).
I can't wait for the next version of GTL, so excited :)

Looks really good! That's not quite what I was imagining for the stone creature, but honestly that's half the fun, is interpreting lower res graphics. You might want to hold your horses for the crazy detailed fanart until I show off the final boss (which will probably be the full release). I have some very good ideas in store :)
#20
This is awesome! I've been following along loosely on your Github, but I like how you've added Portal mechanics! Very interesting. Will you be using it to make a Portal game for the Nspire?
#21
PC, Mac & Vintage Computers / Re: Gateway to Legend
July 07, 2018, 03:54:03 AM
Version 0.11.0b is now out! Lots of new things have been implemented, buggy or confusing behavior has been fixed, and I finally added enemies the transition screens (Although I may not have shown it off fully)!
Download the new release here: https://github.com/123outerme/Gateway-to-Legend/releases



[spoiler=Patch Notes]
* Added three new abilities: Spin, Illusion, and Laser. One more is planned, but I don't see why I can't add more if I find more than one good ability to add.
* Added enemies' proper positions to transition screens (scrolling, Gateway animation)
* Changed pathfinding of Enemy 2 (ghost enemy) to move in a straight-ish line directly towards the player
* Updated water sprite in default tileset.
* Added mouse support to volume changing and different toolchain menus.
* Menus now show which item you are about to select with your mouse
* Added the Settings menu to the Overworld pause menu.
* Added and fixed more maps.
* Fixed bug: Boss action editing and animation editing would display movement patterns inaccurately mostly
* Fixed Linux bug: After the movement part of an Animation script has completed, the game would crash.
* Tweaked the toolchain a bit.
[/spoiler]
#22
You have to remember, though, that making the game a higher age rating will reduce your playerbase. This means fewer people to watch your ads over and over. If you forbid mature content in your ads, you have less ads to run, but a wider audience to play them to.

Of course, it all depends on your expected playerbase and goals for monetization.
#23
PC, Mac & Vintage Computers / Re: Gateway to Legend
July 04, 2018, 10:52:07 PM
Quote from: mazhat on July 04, 2018, 12:52:30 AM
Looks like a fun Zelda/Robotron-like game.
Will the enemies get more diverse?
I feel very inspired :)

The double tap to dash makes me nervous though,
That single button feature has made me
die ten billion times in Terraria.
There are only 3 types of enemies planned. This is to make things a little more simple to develop and create map-packs for.
However, the challenge in fighting enemies will mostly come from bosses, as those can be defined to move in any way.

The double-tap to dash is fairly responsive, and I've tried to make it so that it's hard to activate unless you mean to.
All the other abilities will be able to be activated by double-tapping the Special key (default Left Shift).

Speaking of other abilities, I've added one more: Laser! Simply enough, you shoot out a damaging laser in a straight line in the direction you were facing when you fired. You don't get to activate your sword until after the laser disappears off the edge of the screen, though.


Gateway to Legend v0.11.0b coming soon! Many new features are in store. As soon as I finish map-packs and fix a few bugs, I think it's just about done! Stay tuned!
#24
PC, Mac & Vintage Computers / Re: Gateway to Legend
July 02, 2018, 02:33:41 AM
Coming soon: Abilites!

The ability I've had implemented for a while and shown off a little bit is the Dash. Double-tap any arrow key to dash in that direction! Perfect for fast movement, dodging, and more!



In the next build, these two will be implemented. First is the Spin. Just like Zelda, it is a 360 degree slashing spin attack! Perfect for when you're surrounded.



The last ability I have fully implemented is the Illusion. Leave behind a fake copy of yourself and disappear to enemies, even becoming invulnerable for a short time! Perfect for getaways.
#25
Wow, that looks really good! The grayscale in the screenshot really sells the fire for me, although I'm not sure if it's actual grayscale or just an emulator-only thing. Either way, nice work! I don't really use animations that alter the individual pixels, this has convinced me for magic, fire, etc. animations, that sort of animation would work out really well!
#26
PC, Mac & Vintage Computers / Re: Gateway to Legend
June 25, 2018, 01:07:31 AM
https://github.com/123outerme/Gateway-to-Legend/releases/tag/v0.10.0b

v0.10.0b has been released! The secend public beta release comes with some new stuff. I've added a transition screen between the main menu and playing a map-pack. I've also added proper death handling, including a Game Over menu and relevant options. Menus have received proper click support, so clicking on options will now activate, scroll, etc. as they should. One new event tile has been implemented: the Boss Door! The boss door will open automatically when the boss on that screen is defeated and remain permanently open. As a result, event tile maps have been shifted down by one to add this tile next to the other door tiles. This means maps made before this change will most likely have wrong tiles in place of spikes, gateways, and enemies, as well as a few other tiles.


Video showing off the most recent progress!
#27
Quote from: Juju on June 11, 2018, 09:25:03 PM
Yeah, the big networks such as Google AdSense are easily one of the easiest attack vectors for viruses and such and we would never annoy you with invasive, crappy ads nor ever forcing you to see them. Project Wonderful did a pretty good job at not doing that.

On that, once it disappears, you might be able to give me a good price to put your own ads manually in in its place, that'd be nice.
I actually have a good recommendation. If you really wanted/needed to put up ads, add AdSense ads, (jeez so many "ad"s), but have them disabled by default. Then, the user could opt-in to see them (which I would do, I really don't mind ads of any caliber, as long as they stay in their little box and aren't too NSFW or whatever). Disable them even for guests, if you really felt it was necessary.
#28
PC, Mac & Vintage Computers / Re: Gateway to Legend
June 07, 2018, 02:39:54 AM


I've added all script types! The one showed off most prominently (and probably a little too much for the final version of that map-pack) is the Animation script! Once the user walks into the trigger area, a sprite will move around onscreen in a pre-determined fashion. According to the map-pack creator, the sprite can initiate a text box after it's done moving, stay onscreen until another is activated, and more.

As well, this marks the first public beta release. I have gone ahead and added it to my Github releases here:
https://github.com/123outerme/Gateway-to-Legend/releases/tag/0.9.0b

This script type also has its editor implemented, meaning all map-pack features planned are now implemented! Some other things are not finished yet, though. As to be expected from a beta release. However, I have more done than I actually have realized up until now, so I'm looking forward to releasing, hopefully within the next couple of months. It could be sooner, or possibly later, though.
#29
The one ray of light with the official announcement is if the deal seems sour to the end user (which to me, it does), there's always the fact that Congress has to manually approve big buyouts like this one. So, possibly, this could be denied. Although I can't personally see any big legal reasons or enough small ones to warrant this not going through, if you don't want this to happen, you can always hope for it to be denied.

Edit: Although I don't know much about this sort of thing and what qualifies a buyout to be reviewed.
#30
Gaming / Re: Sega Genesis 16 bit C programming
May 31, 2018, 07:23:43 PM
Quote from: Pieman7373 on May 31, 2018, 06:40:49 AM
Well, I'm pretty much a novice at C, so that might be why it makes barely any sense  ;)
Thank you for the advice though, I will have to look into those things
If you're a novice, I would recommend doing computer projects until you grasp the basics, then jumping into other hardware. Once you understand C and how it works with memory, you can apply that to the memory structure of the Genesis. As well, you can ask anyone on the forum for help, including me. I'd be happy to lend a hand.
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