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:iconlordhitman:
LoRDHitMan Featured By Owner Jun 7, 2011
@01:56Too bad((
I did ask, even on youtube(in my videos description), but no one didn't answer yet..(( Everyone are just saying : "Cool! Nice! Good job!"..

I don't know, maybe you could make a video tutorial special for me, plz?;)
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:iconougaming:
ougaming Featured By Owner May 14, 2011
@00:50This came out beautifully.
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:iconsammeryoshi:
Sammeryoshi Featured By Owner Apr 24, 2011  Hobbyist General Artist
@00:32Pretty colors.
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Remember when I said I would return to my codetestlevel again?

I lied :iconteheplz:

Anyways, new footage with the following added features!

-I have added the entire basic moveset
-I have added the entire basic attackset
-Placeholder animations for everything
-Basic savesystem I still need to test
-Fire skill basic implementation
-Ice skill visual implementation
-Depth swapping can now handle more complex transitions
-Camera now smoothly follows player and can also be animated / told to act differently with, for instance, depth changing
-Explosions!
-Damage dealing and receiving (as well as immunities to certain elements, thus giving birth to things like bomb holes)

I will now aim for the following elements;
-Complete implementation of at least the fire weapon
-Position changing (as preperation for level or even room swapping)
-The first "active skills" (more information on that later)
-All basic or at least visual implementations of skills

There are still some bugs regarding movement and the visual implementation of the HUB seems to cause some annoyances (for me anyways; it constantly fills the log with warnings, making logging other elements a pain in the arse). The HUB is something I hope to fix soon. Need to as well, I have damage functionality after all; need to make it show on the HUD as well!

But that aside, it is going fantastic! I am still not ready to start betatesting though, but if I can keep this pace up, that might change very quickly :la:
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:iconlordhitman:
LoRDHitMan Featured By Owner Jun 4, 2011
@01:56Nice work!
I'm working on some platformer too, but I don't know how to block mouse movement. I wanna do something like Shadow Complex, but because of the camera I can't really continue my work((

My project - [link]
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Jun 5, 2011
@01:56Hmm, when you say mouse movement, do you mean the aiming bit? Because that is something you have to override in your playercontroller (I thought it was called UpdateRotation or something); just paste in the code in your controller and make sure to remove anything that would normally handle the rotation.
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:iconlordhitman:
LoRDHitMan Featured By Owner Jun 6, 2011
@01:56Amm.. I'm not so good with all that scripting stuff, so could just give me a link with a tutorial or something like that?
I've tried to do something in that player control, but I had no success((
P.S. Maybe you can just send to me all your controls files?))
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Jun 6, 2011
@01:56Sorry, I cannot send you all my control files, as it feels for me that that would be the same as giving the PSDs to my visual work ;)

Besides, these things are better asked at the UDK forums (the unrealscript section). I know from experience that just copying and pasting stuff will only lead to problems when you need to implement more complex bits of code (as you never get to actually write it yourself). Unrealscript itself is not extremely difficult, but hard to get into, because you have that entire backlog of code to worry about. The forums however do answer a whole lot; there are quite a few knowledgeable people active there. Something else that is helpful is to download the sourcecode of wizzle and dungeon defence from the UDK website (quite informative) and to download the UncodeX program, so that you can easily look up certain functions in the Unreal classes and find out what they do.
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:iconlordhitman:
LoRDHitMan Featured By Owner Jun 7, 2011
@01:56Too bad((
I did ask, even on youtube(in my videos description), but no one didn't answer yet..(( Everyone are just saying : "Cool! Nice! Good job!"..

I don't know, maybe you could make a video tutorial special for me, plz?;)
Reply
:iconairon-t:
Airon-T Featured By Owner Jun 1, 2011  Professional Digital Artist
Looks cool! But you know.. sometime walk and attack animation looks a little slowly, attack especially.
And fire sword, fire effect looks very slight. Try to make particles a little bigger, or increace their density.
Sword trail looks very cool!
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Jun 2, 2011
The animations are all still placeholders ;) The rig of the main character is not exactly exceptional, so I decided to just make sure I had all the necessary animations to work with, rather than make them look good. It will be addressed though, but at that time I might be tempted to hire a more professional animator instead. My animation skills are not that good yet after all :)

The fire on the sword is a good one! I am thinking of animating the entire flame along the blade (using particles as support for the embers) instead of using particles for everything. As you said, the effect isn't anything major which seems like a waste for something like a specific skill and so far the particles weren't giving me the density I wanted. I also remember seeing someone use cloth physics to simulate flames; I am going to look into that one to see whether I can make a visually appealing flame out of it.

Thanks, your advice is much appreciated!
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:iconougaming:
ougaming Featured By Owner May 14, 2011
@00:50This came out beautifully.
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:icondementorrain:
dementorrain Featured By Owner May 14, 2011
wow! Looks great!
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:iconhyakkidour4n:
HyaKkiDouR4n Featured By Owner Apr 24, 2011  Hobbyist Digital Artist
You now officially are one of my gods. Amazing stuff. And this comes from someone who actually knows how hard video games are to actually do.
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Apr 27, 2011
I am not there yet though ;)

I cannot really call it a game unless the gameplay has been completely implemented and I can actually get started on more indepth level design =P
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:iconhyakkidour4n:
HyaKkiDouR4n Featured By Owner Apr 30, 2011  Hobbyist Digital Artist
I guess, but you still built the spine of the thing from scratch. Things should get easier ans easier (at least from a technical standpoint) from there, in theory.
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Apr 30, 2011
I can't disagree with that :)

The code is starting to look much more familiar now too. At first I was simply copying and pasting a whole lot. The complete camera functionality for instance; didn't understand one word of it. Right now I understand everything of it.

But the code still has ways to pull fast ones on me. Just today I was implementing one particular skill, when the plan I had for implementation backfired bigtime. At first a performance drop and then a marvelous endless loop; lost half a day on something I was supposed to have finished in no-time. Well, at the very least I know now what those endless loops look and feel like :la:
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:iconhyakkidour4n:
HyaKkiDouR4n Featured By Owner Apr 24, 2011  Hobbyist Digital Artist
@01:56You are my god.
It's pretty much official at this point.
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:iconsammeryoshi:
Sammeryoshi Featured By Owner Apr 24, 2011  Hobbyist General Artist
@00:32Pretty colors.
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:iconthevoices297:
TheVoices297 Featured By Owner Apr 23, 2011  Student Digital Artist
@01:56Looks like it is coming out really well.

Also pro-tip make sure and i didn't see it per say but as a heads up the the foreground either lowers in opacity or isn't ever in front of the player and that enemies can not hide behind it. Again not saying i saw it i this but it seems like it may happen and not one game that had that in it got away with it being a good thing. Again just saying this cause this looks like it may have that issue that it does have it now. Not trying to be rude or anything either.
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Apr 24, 2011
@01:56I am working to get a sobel edge detection shader working (which I want to use to draw an (subtle) outline around parts of characters that are obscured by objects). So far I haven't been successful to get it to work, but it will definitely get done (as I need the effect for other things as well). I know that it is extremely annoying if you cannot see your enemies (or yourself for that matter) and to receive damage because of that. As for objects obscuring things like pits or stuff, I am going to prevent that from happening through the level design so that things like that do not happen in the first place.

Thanks for the input :la:
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:iconmcunha98:
mcunha98 Featured By Owner Apr 23, 2011
@01:56good enviroment and good ligths, in the next demo show more actions and another corners of the level please
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Apr 24, 2011
@01:56I am afraid that bit has to wait until I have the core gameplay working in its entirety ;)

It will come eventually though, you don't need to worry about that :la:
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:iconharley-owen:
Harley-Owen Featured By Owner Apr 23, 2011  Student General Artist
@01:56Very nice!

It looks like the weapon passes through the legs on the up/down walking sequence, though.
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Apr 23, 2011
@01:56I know, but the current animations are just placeholders ;) (it actually passes through the legs all the time during walking; especially visible with the flame coated sword)

The rig of the main character is off on so many areas that animating it properly is extremely difficult. So before I can redo all the animations, the rig needs to be redone first. Since at the moment the core gameplay is more important, I decided to wait with that until I have actually got something playable :la:
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:iconharley-owen:
Harley-Owen Featured By Owner Apr 23, 2011  Student General Artist
looking forward to it then.
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:iconmidnitez-remix:
Midnitez-REMIX Featured By Owner Apr 23, 2011  Student Digital Artist
@01:56The area looks really beautiful and well done!
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Apr 23, 2011
@01:56Just you wait until I finally get to add in the actual level bits :D

This is just the main HUB. The goal in the (demo)level is to open the "great gate" locked with four locks, using switches in 4 seperate areas. This bit I am currently using to test the game will eventually give access to those 4 bits; hence it is nothing but the HUB.

I also made an error while saving the movie it seems. The footage was recorded at 1280x720, so it got all squashed...
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:iconmidnitez-remix:
Midnitez-REMIX Featured By Owner Apr 23, 2011  Student Digital Artist
@01:56Well it all seems quite interesting.
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:iconilovefio:
ilovefio Featured By Owner Apr 12, 2011
I thought this was Fable at first! Well done!
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Apr 23, 2011
Thanks! That certainly is a compliment :D
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:icon4g0ny:
4G0NY Featured By Owner Apr 7, 2011  Hobbyist Digital Artist
Awesome effects! looking forward to the next test, very good quality in the lighting and animations.
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:iconpiratesadventure:
PiratesAdventure Featured By Owner Apr 7, 2011
Me too =P.

I am going to do some 2D things very soon as well. With these new tests out, I think it is okay to start "spoiling" some of the more specific gameplay mechanics so that people will get a better picture of what the game will be. That, and I should start working visualizing more of my design (such as enemies); right now it is nothing but a mine over and over again.

First things first though! First the things mentioned in the description :D
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:icon4g0ny:
4G0NY Featured By Owner Apr 7, 2011  Hobbyist Digital Artist
:boogie:
I will be following this with hawk eyes!
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