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Active: 1987 users

Making a game #2

Blogs > ClysmiC
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ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
Last Edited: 2011-12-03 05:49:59
December 03 2011 05:40 GMT
#1
So in the summer, I decided to try and make a game with gamemaker and blog my progress. Well yeah, I wasn't really happy with my art (it was kinda lame, and it was a pain to animate), and my motivation kinda died out.

But, I am at it again. The story-line and game style are still going to be the same as they were planned in my first thread. But this time I have more than just mere ideas, I have actual progress. Over the past week, I've created a movement engine from scratch, redrawn a smaller, easier sprite and animated it to run, jump, fall, and cast spells (while standing, running, jumping, or falling).

Here are my sprites!
+ Show Spoiler +

Main Character running animation. The first frame is alse his sprite when he is standing still.
[image loading]

1st frame- Jumping, 2nd frame - Falling
[image loading]

Casting spell from a standstill (imagine a fireball coming out of his hand after the 4th frame)
[image loading]

Casting spell while running
[image loading]

Casting while jumping
[image loading]

Casting while falling
[image loading]


I don't really pre-plan what I am going to do each day when I sit down to work on my game. I kind of just keep a mental checklist of the next two or three things that I want to do, and by the time I have finished one or two of those, I think of one or two more things to add to the checklist. Maybe that's inefficient, but it's just how I work.


Here is all of the things I've knocked off my checklist:

+ Show Spoiler +
-Draw/animate sprite
-Implement basic right/left movement
-Add screen-scrolling feature that ensures that the character's back is always near the edge of the screen, whether they are facing right or left (thus giving them view of a large area in the direction the sprite is looking).
-Implement jumping and gravity
-Make sure the sprite reverts back to a standing one after landing from a jump
-Add mechanic in which holding down the spacebar results in a higher jump
-Add ability to cast fireball spell while standing still
-Add ability to cast fireball spell while running
-Add ability to cast fireball spell while jumping/falling
-Implement seemless transition of animation if character changes direction, jumps, or falls in the middle of the spell-casting animation (ex: If the player jumps while he is in frame 2 of the cast-while-running animation, the next frame will show him in frame 3 of the cast-while-jumping animation)



Things I'm planning on doing within a few days:

+ Show Spoiler +
-Draw animated fireball for when the fireball spell is cast (I'm currently just using a 5x5 orange block as a placeholder sprite)
-Add collision behavior to the fireball, so it gets destroyed when it hits walls.
-Add ability to cast fireball spell straight up, or straight down (if character is in mid-air).
-Add levitation spell that can be cast while in mid-air, and allows the character to temporarily hover.



Frustrating-as-hell bugs that I overcame:

+ Show Spoiler +
-Often, when I was testing the jump mechanic, the sprite would land 1 pixel above the platform, and appear to be hovering above it. See below for how I solved it.
-Some pixels were being drawn bigger than others... kind of hard to explain. Here are some screenshots to help:

How it's supposed to look
[image loading]

How it looks when I playtest (notice the discrepencies in the orange ball and the characters neck, among others)
[image loading]

I solved both these bugs the same way. I had a feeling that it had to do with the game trying to draw pixels at non-integer coordinates, and thus oddly scaling/stretching individual pixels. Some of my variables (such as gravity) are set to non-integers, so this kind of made sense that this would be the case... I just couldn't think of how to fix it. I asked for help on the Game Maker forums, and received the solution to both problems in one simple line of code!

In the "draw" event:
    draw_sprite_ext(sprite_index, image_index, round(x), round(y), image_xscale, image_yscale, image_angle, image_blend, image_alpha);


Bascially, this code says that every time that a sprite is drawn, redraw it with rounded x and y coordinates.


*****
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
December 03 2011 09:15 GMT
#2
Gamemaker is fun.

Sprites are a pain. :\

glhf to you! I hope to catch any update blogs. ^^
Comprehensive strategic intention: DNE
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
December 03 2011 10:30 GMT
#3
Very cool! Good luck with burnout. I like this character better than the one in the other topic. I hope you finish this because it looks like a fun one! Did you decide to keep both versions of the character? And is there a recolor of this sprite if so? Also I'm wondering how you animate the transition from Jumping to Falling. Do you keep the Jumping animation while falling from a jump or do you transition it into the Falling animation? Nice work.
Please PM me with any songs you like that you think I haven't heard before!
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
December 03 2011 16:33 GMT
#4
On December 03 2011 19:30 hp.Shell wrote:
Very cool! Good luck with burnout. I like this character better than the one in the other topic. I hope you finish this because it looks like a fun one! Did you decide to keep both versions of the character? And is there a recolor of this sprite if so? Also I'm wondering how you animate the transition from Jumping to Falling. Do you keep the Jumping animation while falling from a jump or do you transition it into the Falling animation? Nice work.

I'm still planning on having good/evil versions of the character and the storyline. Although I haven't drawn the evil version yet (but it should only take like 20 minutes to recolor all the sprites).

As for the difference between jumping and falling, yes I do transition it. If the character is in the air and has an upward velocity, it shows the jumping sprite. If he is in the air and has a downward velocity, it shows the falling sprite. So every time the character jumps, the sprite will change to falling right after the peak of his jump.
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
December 04 2011 16:36 GMT
#5
Ok. I just thought it might seem a little weird having his legs switch so fast. Not sure how you would change that though. But if it works, it works. Sometimes stuff like that actually makes the game look better.
Please PM me with any songs you like that you think I haven't heard before!
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