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Active: 10623 users

Game making progress, almost done

Blogs > shannn
Post a Reply
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
February 06 2012 14:14 GMT
#1
Hello everyone! A new update on my game making progress (damn I'm making so many blogs about my game making xD)

I feel so thrilled :D I finally managed to implement one of the major features I mentioned in my last blog (link). It took me a couple of days to program this (spent like 30 hours past 3 days).

I've managed to implement a menu where you could select a spell from a character and either attack or heal with it.

As a test I used images from another site's blog (got it bookmarked somewhere if you want to know) to test out and I saw an animation and healing although the code for restoring hp / removing hp has bugged somehow which I'll have to look into it today.
Using items will be the same so I can probably copy the whole code for the menu for spells.

I can't believe I'm actually almost done with the entire battle system.
The major things I have to implement are enemy AI and a database connection.
Things like multiple healing / damaging spells is not a must have function in the first version.

One of the things I didn't notice right away is that for a 2D game like this you'll need so many images for monsters/levels/items/spell animations that I really appreciate an artist's work in other games.
It really is imo an underrated task or I just never really payed attention to them before.

Like last time images of my new implementations:

(Note: the images in this game are just placeholders so that an artist can work with the measurements of the images and the positioning of these components)

This image is when you press the magic button (in the menu bottom left) to show the menu.
[image loading]

You can also remove the menu by pressing the same magic button in the menu.
[image loading]

This is the animation when you press cancel in the menu.
[image loading]

*
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
Bigpet
Profile Joined July 2010
Germany533 Posts
Last Edited: 2012-02-06 15:12:44
February 06 2012 15:11 GMT
#2
Well everybody knows "graphics" are an important part of a game. Some people just forget that the style and art assets are a huge part of what "graphics" are and the technical limitations are the other.

Anyways in this day and age "I can't draw" isn't a vaild excuse (for a bad looking game, you can still easily end up with an incoherent looking one but w/e), lookie here:

http://www.lostgarden.com/search/label/free game graphics

and here

http://search.creativecommons.org/

For places to get your art assets. Always look at the license and be sure to give credit for the ones with the attribution licenses.
I'm NOT the caster with a similar nick
shannn
Profile Blog Joined May 2010
Netherlands2891 Posts
February 06 2012 16:19 GMT
#3
On February 07 2012 00:11 Bigpet wrote:
Well everybody knows "graphics" are an important part of a game. Some people just forget that the style and art assets are a huge part of what "graphics" are and the technical limitations are the other.

Anyways in this day and age "I can't draw" isn't a vaild excuse (for a bad looking game, you can still easily end up with an incoherent looking one but w/e), lookie here:

http://www.lostgarden.com/search/label/free game graphics

and here

http://search.creativecommons.org/

For places to get your art assets. Always look at the license and be sure to give credit for the ones with the attribution licenses.

Hey man I think I somehow misled you

I'll actually be paying an artist after I'm done with most programming stuff I documented. Right now I don't have any looks because I wanted to first test out what the limitations of the engine/my own skills are. I didn't want to pay an artist yet until I got the things I wanted programmed and visualized.

The placeholders are mainly there to show the artist how I want the game to look like and for myself to visualize. After I'm done I can talk to the artist (I know 2 people RL through web development work) in person telling them exactly where and what I want in my game. They'll be able to produce the design exactly the way I want it to be instead of just leaving everything to the artist's imagination/decision making and then adapting to the design.

Hope it clarified a bit :D
http://www.teamliquid.net/forum/viewpost.php?post_id=6321864 Epic post.
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