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PointStar (namechange:The gravity of a situation)

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Post by masterchief Mon Nov 19, 2012 4:19 am



Making a platformer game atm :p Already got allot of the core game mechanics, like collision detection, powerups, physics, dynamic sprite Movement.
Here is the game in action of how the build currently is.

The healthbar doesn't work in the video, although I fixed that yesterday. And yes, the sprite doesn't has arms when he is running atm.


Last edited by masterchief on Wed Aug 21, 2013 5:33 pm; edited 1 time in total
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Post by blivvy Mon Nov 19, 2012 7:57 am

Good work dude, the game is looking good so far.
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Post by Theicecreaman Mon Nov 19, 2012 10:55 am

blivvy wrote:Good work dude, the game is looking good so far.
I Agree

Looks badass, man! Good work!
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Post by Wonko the Sane Mon Nov 19, 2012 7:39 pm

I see a metroid style door on the right there! Thought you could sneak that one by me did you? Razz

Seriously though, that's pretty sweet. Are you doing this for class or for fun?
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Post by masterchief Thu Nov 22, 2012 4:25 pm

Wonko the Sane wrote:I see a metroid style door on the right there! Thought you could sneak that one by me did you? Razz

Seriously though, that's pretty sweet. Are you doing this for class or for fun?

Just for fun. Although the codes I use, I can reuse for school some assignments.
Like for instance how I made the collission, the physics,...

And i've never really played metroid >.< I was more thinking about commander Keen then something else when developing the core.


And Booya! got a new class within the game. Bullets are working!!
They don't want to be deleted though. Stubborn motherF#ckers don't seem to hit anything.
Something new to fix!
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Post by Wonko the Sane Thu Nov 22, 2012 5:38 pm

They're Mario bullets I guess, huh. What's it being written in?
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Post by masterchief Sat Nov 24, 2012 6:19 pm

Wonko the Sane wrote:They're Mario bullets I guess, huh. What's it being written in?

If I were to keep adding classes that calculate something per each frame and not delete them. You will get a stack overflow.
To many items for your ram to calculate. If it's empty, every program will freeze.

And we don't wan' the game to freeze computers do we? Smile
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Post by Wonko the Sane Sat Nov 24, 2012 11:44 pm

Well, maybe that could be the point Razz How far can you get before your computer freezes? Very Happy


So C doesn't have classes, and OpenGL uses code very closely related to C. That means you're probably either using C++/# or maybe Java even?
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Post by masterchief Wed Nov 28, 2012 8:51 am

Wonko the Sane wrote:Well, maybe that could be the point Razz How far can you get before your computer freezes? Very Happy


So C doesn't have classes, and OpenGL uses code very closely related to C. That means you're probably either using C++/# or maybe Java even?

I'm making it cross compactible. I'm writing it so it can be made in Xna (c++/csharp) or actionscript.

After it's all done it's just a matter of copy pasting the codes.
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Post by masterchief Tue Dec 18, 2012 6:28 pm

Got some new things added to my game =D



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Post by Wonko the Sane Tue Dec 18, 2012 8:14 pm

Blinking red things are checkpoints? I saw a couple times when you went back an old checkpoint turned on, wouldn't you want it to ignore that checkpoint if there was a newer one?

Should be simple enough in code if you give checkpoints integer values to see if the currently saved checkpoint is greater than the one you're running through.
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Post by masterchief Wed Dec 19, 2012 5:57 am

Wonko the Sane wrote:Blinking red things are checkpoints? I saw a couple times when you went back an old checkpoint turned on, wouldn't you want it to ignore that checkpoint if there was a newer one?

Should be simple enough in code if you give checkpoints integer values to see if the currently saved checkpoint is greater than the one you're running through.

I'm gonna use an old gaming trick, the reusing of game levels Wink
But then with some things changed. So you will probably have to save at a certain point at the same checkpoint again.
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Post by masterchief Thu Aug 01, 2013 2:48 pm

yes yes, the game is almost finnished, just need to do some artwork. It looks completely diffrent now. Not gonna spoil everything but here is a picture.

PointStar (namechange:The gravity of a situation) Game_zpsa6826470

I also figured out how to do 3d games in actionscript whoop!!
PointStar (namechange:The gravity of a situation) Game3d3_zps8d9619c0
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Post by blivvy Fri Aug 02, 2013 5:21 pm

Awesome sauce! When can we get our hands on the finished game?
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Post by masterchief Sat Aug 03, 2013 9:23 am

blivvy wrote:Awesome sauce! When can we get our hands on the finished game?

 Within the next months possibly. For PC/MAC/iOS!
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Post by Wonko the Sane Tue Aug 06, 2013 8:18 pm

Wow, that's certainly come a long way Surprised 

I keep seeing gravity type games in the iOS app store and every time I see a new one come out, since you started this thread I think to myself "THEY STOLE CHIEF'S IDEA!!!"

With graphics that fancy I bet you'll make a killing on the app store.  Cool
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Post by masterchief Wed Aug 07, 2013 7:18 pm

Wonko the Sane wrote:Wow, that's certainly come a long way Surprised 

I keep seeing gravity type games in the iOS app store and every time I see a new one come out, since you started this thread I think to myself "THEY STOLE CHIEF'S IDEA!!!"

With graphics that fancy I bet you'll make a killing on the app store.  Cool

 I hope so =p really doing my best! But my game will be a more oldschool dosLike game.
The gravitationchanger is mere a tip of the iceberg of things you will encounter. Most game developer nowadays tend to make 1 specific gameconcept.
Wich they create their full game around it.

And for the hell of it I added another visual aspect.
background paralax!

PointStar (namechange:The gravity of a situation) Paralax_zps55be44e2
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Post by Wonko the Sane Wed Aug 07, 2013 9:21 pm

Oh yeah, those are the little things that will make it a great game! Thumbs Up
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Post by blivvy Thu Aug 08, 2013 3:06 am

This is gonna be a classic, me thinks.
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Post by masterchief Fri Aug 09, 2013 4:17 pm

blivvy wrote:This is gonna be a classic, me thinks.
thx guys =D

wow I had an indieDB account for a while now. I just uploaded some pictures and look what happened! o.O

PointStar (namechange:The gravity of a situation) 19794
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Post by Wonko the Sane Fri Aug 09, 2013 6:00 pm

Nice! Put some videos up there, make an epic trailer, and get some fans drooling over it. Build up the hype!

When you get close to an iOS release you should send the trailer and a review copy out to the toucharcade.com forums so maybe they will pick up on it and give you a review. You should be able to send them pre-release copies for review also.

People in the iOS scene will really get behind a good indie game.
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Post by masterchief Wed Aug 21, 2013 5:32 pm

The game now is called PointStar

PointStar (namechange:The gravity of a situation) Grav

also doors!
PointStar (namechange:The gravity of a situation) Doors

and death
PointStar (namechange:The gravity of a situation) DEAD

Wonko the Sane wrote:Nice!  Put some videos up there, make an epic trailer, and get some fans drooling over it.  Build up the hype!

When you get close to an iOS release you should send the trailer and a review copy out to the toucharcade.com forums so maybe they will pick up on it and give you a review.  You should be able to send them pre-release copies for review also.  

People in the iOS scene will really get behind a good indie game.
Defenitly. I'm still looking for people to send review copies to. I'm probably going to ask someone I know to write about it in a famous local game magazine :3
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Post by blivvy Wed Aug 21, 2013 6:31 pm

This is looking better all the time. I like the new name too. Shorter names are usually more memorable anyway.

That little flying droid, that's the Star Wars influence right? Very Happy
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Post by Wonko the Sane Wed Aug 21, 2013 7:11 pm

Yeah, love the new name. Can't wait to see how it all works. If you get it written up someplace big (or even someplace small) post some links so we can all drool over your newfound fame and fortune!
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Post by masterchief Wed Aug 21, 2013 8:53 pm

blivvy wrote:This is looking better all the time. I like the new name too. Shorter names are usually more memorable anyway.

That little flying droid, that's the Star Wars influence right? Very Happy
and jazz jackrabbit. Remember that flying parrot besides him?

Wonko wrote:
Wonko the Sane wrote:Yeah, love the new name.  Can't wait to see how it all works.  If you get it written up someplace big (or even someplace small) post some links so we can all drool over your newfound fame and fortune!
Still gotta start up a fanbase :p I started a fanpage on facebook and will post on reddit to!
I hopy my number will decrease on indieDB anyday!
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