The clue probably isn't in the title.....
So far - created template and am importing imagery - how tuff will AGK Studio Syntax be to wrap my suede around? :o
West is best? What's it a reboot from? More details. This is a very vague post for a work log :-)
was being vague for a reason (and a little tongue in cheek.....)
Really not sure I've the time to commit - changing jobs, doing a Cisco course - huge commute coming up....
Anyways::
Entry trois:
Getting to grips with AGK syntax a little more. Using the gameplay (yes, I know there wasn't much ....) From the wildest west as a template.
However, once I realise the basic mechanics of AGK syntax, I may revisit all the passed titles for something a little more get your teeth into...
Saying that though.... There's a lot on the agenda coming up in the old 'life' thing. It's a juggling act ::)
Jeez, more than 120 days since my last work entry!
Anyhoo, just about got 2 gun tex's reload logic working for pistol1, 2 and his grenade stash - I know, exciting stuff!!!!
[EDIT] Reload logic now... working. Just got a minor bug to squish whereby pistol1's ammobox can 'track' player1 after pistol2 runs out ;)
2nd pistols bullets don't go through the enemy (SLR style) after the first reload. Whoop Whoop!
Slowly slowly catchy monkey. Keep going!
Oh yeah, competitions are like fashion.... The one I was entering might see the light of day again.
Also, I was restricted to just my laptops screen and time pressure.... I didn't bring my charger to my digs.... Nevertheless twoguntex's bullets march ever forwards.... Until after the first reload 😁
lol my last comp game nearly made it, but not quite. But I did learn a lot about AGK and produced some vector routines (which I've never written before). The point is you learn more about coding and more about the language of choice when there's an incentive (a competition). Sometimes it's worth just getting your routines right and developing a framework that you can take to the next project.
Life will get in the way and time flys, but whatever code you do produce for a project can be useful.
Yeah, agreed, I'm still (albeit subconsciously) happy to see the trajectory of my grenades following a nice arc, in AGK, of course. B3D still cuts some mustard, but AGK Studio is a worthy successor. ;D
And........ more progress :o
Two Gun Tex's bullets from BOTH of his gun's and his grenade launcher (that'll be his arm.....) all reliably deplete P2 life force.
yay... when was that deadline?
Deadline? Plenty of time. It's done when it's done, right? :)
Quote from: 3DzForMe on December 05, 2020, 05:53:35
yay... when was that deadline?
For Syntax Bomb competition 24 - when I expect this one to be released - you have until May 24th, 2025. That enough time to get those bullets working, old bean? :)
Happy to report..... Gun No.1 can now release a Volley of 6 bullets in succession. Well Chuffed. And P2's life force goes down when the bullets hit home, oh happy dayz.
Gun No.2 is still a little flaky. Might get some sound FX in next.
2025, Hmmmm, could be a push that! ;D
Time for some alpha channel grenada sorting.....
Quote from: 3DzForMe on December 05, 2020, 18:03:49
Time for some alpha channel grenada sorting.....
Still chipping away at it? come back to the light side oh coded one return to the language of legend .... the blitz. ;D
I've still got a place in my heart for B3D 😁
I reckon if you switched to GMS2 then you could put together West is best in a couple of days. Just saying :-)
Couple of days.... That's not how art evolves, a good game is like a fine wine..... ;D
I confess, ended up just drawing a new grenade with an alpha channel on the background - trying to add a transparent background to my existing greande eluded me.
Now, grenades flying OVER the background seemlessly ;)
Next, second guns bullets not stop Matrix style when a consecutive bullet is fired.
Bazooka button invoked - increasing the chance of killing P2 before the wagon disappears of the bottom of the telly..... I mean monitor.
Its been a while since I coded on a 14" fergusn colour telly ;)
a little vid of guns1, 2 and the grenade launcher (eh, that'll be his arm then - its low-fi remember) working:-
Next, to get some sound invoked, dead mans click, booms for the grenade going off etc....
And the obligatory boot hill music as a player pushes up the daises.
making some progress :)
maybe add some particles of impact ?
Quote. maybe add some particles of impact ?
@Remid, you've read my mind. Over the last few months I've been thinking 'I'm sure I bought a particle editor with AGK......', although it's been taking me forever to get the game mechanics operating properly...... ;D
@RemiD - you're an inspiration - getting my suede around the AGK particle editor - although I suspect its hi-rez explosions will complement my low-rez two gun text:
OK..... Got the particles compiling into a fork of West is best..... Post getting some new sporty gear in the sales.... Can I render some particles along with my sterling 'bang' gif..?
The short answer for rendering particles into a 2D environment is I give up for now - going to try something achievable and invoke some sounds.
Advice on particle physics into 2D environment: https://forum.thegamecreators.com/thread/225812
(https://forum.thegamecreators.com/thread/225812)
[EDIT] Not one to admit defeat, managed to get my head around some particle physics 101 stuff:
Hyperlinkhttps://youtu.be/odzfcM_LGzw (https://youtu.be/odzfcM_LGzw)
So, no work done on sounds - however - got my suede around the synatx for some particle physics ness, sweet.
QuoteThe short answer for rendering particles into a 2D environment is I give up for now
actually it is very easy to render flat particles in a 2d game (in a 3d world)... you just have to position each particle on a different layer (plane) so that they can't intersect.
for a simple game like yours, you don't need to use a single surface system, so if each particle is a separate entity, and if each entity is on a different plane, no manual zordering should be necessary...
the zordering issue appear when the triangles with alpha texels are in the same surface...
if you post a code example of your problem, i can take a look and suggest an improvement...
@RemiD thanks for the offer of help. I didn't opt for trying to code the particles directly as I recalled I'd purchased a particle generator with my AGK Studio purchase a few moons ago.
Happy to report my initial foray into the particle editor has been quite fruitful, although the imagination is doing backflips now - requirements creep, oh yeah!
For now have been toying with P1, P2 size after some suggestions from iWasAdam..... AGK is ace ;)
Think you need those players further away from each other else it's going to be a slaughterfest :)
oh i thought that you were using Blitz3d for this project...
but apparently you use AGK.
(i have downloaded the trial version to experiment a little with it... for android)
Exciting stuff - AGK Studio is detecting my XBoxone controller - twoguntex may be shooting from either:
1. Keyboard
2. Joystick (aka XBoxone controller).
Yeah, doing this in AGK RemiD, cutting my teeth in some new syntax!
got gun1 & gun2 bullets behaving... And (holds breath.... drum roll)
The gun reload magazines get dropped off by the Wagon, if its still onscreen ;) :o
The bang associated with a grenade doing off now has a transparent background..... Instead of a dodgy white square.
The gun firing now has an audio effect associated, progress marches ever forwards :o
The progress you're making on this game makes it sound like it's going to take longer to release than Duke Nuke'Em Forever ;)
Slowly slowly catchy monkey. :D
Yep, cross your bridges one at a time, no point rushing these things 😁
Huge update - player 2 sometimes announces 'Ouch' when he is shot - in glorious Stereo.
Player 1 also gets audibly hurt now, and his life force ebbs away at the same rate as player 2, most of the time.....
And there was me expecting the release announcement :)
Got a few more bugs and bugettes to squish first :D
Started work on blood particle effects to accompany the bullet hitting the opponenet sounf fx, quite pleased with my initial stab at particle effects: