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Showing posts with the label GDevelop

Actual Driving: Development 1

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The most realistic graphics of 1993 I decided that the first thing to do to improve Actual Driving would be to give it a graphics overhaul.  I started with a sky box which was simple enough, one of the actions that comes with the With3JS Extensions is "Create 3D scene" I was already using it to make the 3D effect work but had neglected its skybox feature. When setting up the Create 3D scene action I just had to include a background image with an image ratio of 2:1 (1024:512 for example). The important part here is the background image section, "NewSprite4" Despite how simple that is this took me way longer than expected because I just could not get it to recognise my image, I added it to the scene and named it HCLDSKY2 ( I don't remember why to be honest), you may notice that in the above image I'm using "NewSprite4" though. That's because the name of the image in this case doesn't come from the name you gave the thing yourself but from wha...

Merciful Space: Development 2

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  Looks at that exciting gameplay As you can see from the screen shot this is a playable game, a lot faster than the first dev cycle. In fact I'm not sure I could say the last game I was working on ever got to this point.  Some simple code got a score counter in the top right and I just set the bugs to move down the screen and get a little faster as they go so there is some ramping difficulty.  bit of a bodge job This is how iv set the bugs to spawn, I just have about 200 (couldn't get them all in a screenshot) of them go set up and spawned in at the start of the game. Very lazy but it works. Also all those lines and fields at the bottom are limiters for player movement and bullets. I think the game could be really improved from here by a way of spawning in enemy's procedurally or something, so lets have a go at that.  Very important red box Using the same tech for respawning I figured out in my last game I now have a red box that can spawn bugs, I also used the code...

Merciful Space: Development 1

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  Behold 10,000 hours in msPaint A new game begins, I spoke about it in the post mortem for my last game and I am happy to say that the first step of this game was to create my own assets. Pictured above are the two enemy bugs I designed, I think their kinda cute, and I already have ideas on how they might act differently and challenge the player. But before we can get to that lets sort out the most fundamental parts of our development.  First thing first, movement. This isn't our first rodeo so...  WASD, the best controls Now we can move and that screen limiter stops us from flying off screen and getting lost. So lets spice things up with a little bit of shooting. B E A UTIFL And I am on fire, this feels good. Kicking goals. We can fly about the screen and shoot, Iv even gone the extra step of shooting actually doing something by deleting the bugs my bullets hit and adding to a score variable. Next post, lets start looking at gameplay.   

Sir Dagonet: Development 2

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  Now I'm afraid Not afraid of the pink blob, I'm afraid of object-oriented code inside of Gdevelop. Turns out Gdevelop doesn't like it. That made implementing a kill function a bit difficult, but I got there in the end. Let's have a look at how it works now that it does work. Its working! This little chunk of code lets me use a Boolean like a function, if its ever set to true we run our code. Its a pretty simple thing, if I want the player character to be killed by something I set the value of kill to true.  like this You might notice that in the first code block I don't just delete the player I also create a new player object at "SpawnSprite". Well as part of this kill code I have also implemented respawning. The little guy is the spawn sprite When the player touches a flag the spawn sprite moves to sit above the active flag. When the player dies he respawns wherever the sprite is.  Now that a player can die and respawn I actually make a game

Sir Dagonet: Development 1

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  Simple Beginnings  So we begin with real development. I attended a workshop where we were given assets and walked through creating a basic platformer. The little alien guy will be a stand in for Dagonet and lets call that little pink dude a terrible warrior in the employ of the wicked Mordred. Following along with the workshop I have basic movement all sorted using built in behaviours from Gdevelop. Platformer Object, Advanced Jump, Wall Jump, and Remap For Platformer all come together like Voltron to create premade platformer controls that work and feel exactly how you would expect. It does feel a bit like cheating, and I wish I was really learning to do this myself but hey I have something playable in about 5 minutes which is pretty cool.  The little pink blob is a stand in for an enemy and he actually took some real work, not just plug in behaviours.  Strikes fear into your heart, doesn't he? First thing was getting him to move, See those blue orbs with arrows i...

Exploring Gdevelop: Part 3, Shifting Gears

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  Ok, so E1M1, that was fun. DOOM is very cool and i'm very proud of what I managed to accomplish with my first game. However the gun doesn't work the way I want it to work which is a problem I have already spent way to long trying to figure out. And my efforts to implement jumping caused me to fall through the floor forever which seems like its a bit over my head to bug fix while I am still learning how to use the software. So this is where I decide to pivot, lets take everything that works and everything I have learnt so far and lets see if we can do something with that, something that isn't riddled with bugs and something that plays as expected.  So what do I have? Well I have my 3D environment, that works, and collision is implemented so the walls are real walls. The movement and mouse look work great despite the fact that I cant jump and while I can look up I can only interact with a flat horizontal plane.  So why not replace the gun in the middle of the screen with ...

Exploring Gdevelop: Part2, E1M1

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After setting myself the task of recreating E1M1 from DOOM. I went about finding guides for making an FPS in Gdevelop, I found a few games people had made and Gdevelop had recently had a game jam with the theme, 3D games. The most significant find in this search was this Itch.io page. https://pandako.itch.io/with-threejs-extension-for-gdevelop Pandako's WithThreeJs extension for Gdevelop, now this isn't the official 3D for Gdev but I don't care when my dreams of DOOM are so close. After sometime and messing about with the extension I am so proud to show the first ever fruit of game dev labour. Let me welcome you to, working mouse look!  That might be not be so impressive but damn am I happy about it, this took the better part of a day and a lot of learning how to use Gdevelop. Next I quickly got my gun firing, another major milestone. Despite the fact that the bullets aren't coming from the gun and for some reason I cant shoot up or down, all bullets are stuck on a flat...

Exploring Gdevelop: Part 1, Inspiration

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As part of my Game Design unit at QUT I will be using Gdevelop, as such I've decided to dive in and try my hand at building something before I start with assessment and class work. So my first move was to look up tutorials and guides, see if I cant find something simple to follow along with. I found that Gdevelop has their own YouTube channel and so I stumbled onto this video. 3D No-Code Game - A GDevelop Community Extension - YouTube How could I not be tempted be this? I know I'm supposed to be starting small, but the idea of recreating DOOM is just too hard to resist. and so I boot up Gdevelop, make an account and start a new project titled: E1M1