Gangster Tactics: Pile Them In

Show us your works in progress and request feedback

Post » Tue Mar 25, 2014 3:52 pm

Alright! Another day gone and another day full of progress.

The setting UI is done.
Admittedly I went in doing it thinking it would be easy but that is so wrong on so many level.
Finally finish it though and implemented all the settings features that is on the first post of this thread, including in-game screen resolution changes and a better(I think :D ) scan lines shaders effect than the default one.
I also changed the quick button to cancel out of menu from gamepad's Y to the default B as indicated by my control schematics.


To show progress here are some gifs:

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While the gifs may only show the web deployment, node webkit deployment also worked just as well, especially on screen resolution changes.
I actually feel pretty great about the last sentence. :D
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Post » Wed Mar 26, 2014 2:45 pm

Today progress:
I just finish my Quit UI which is easy to do.
Actually, I also planned to finish my Save/Load UI today.
Only, half way through that, I realize I need to extract strings from the stat system to put in the save slots so the player can identify each slot easily. :?
So, the Save/Load UI workload is put after I finish the combat system.

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With all the current UIs workload finish, I will concentrating on character creation.
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Post » Thu Mar 27, 2014 12:43 am

Do you also find UI is the most annoying to do?

I'm procrastinating in my own UI..
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Post » Thu Mar 27, 2014 2:14 am

Nice Grraphics! Sorry to ask, but did you just made the exit UI or you also programm it? I was asking because i dont know how to program the android buttons...I mean, if player is on first layout and touches the back button (from his smartphone) the exit UI should display, but how do i manage that action on construct2 (the action of touching smartphone back button)?
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Post » Thu Mar 27, 2014 4:57 am

federicoklein wrote:Nice Grraphics! Sorry to ask, but did you just made the exit UI or you also programm it?


I made it myself. Thanks for your compliment!

federicoklein wrote: I was asking because i dont know how to program the android buttons...I mean, if player is on first layout and touches the back button (from his smartphone) the exit UI should display, but how do i manage that action on construct2 (the action of touching smartphone back button)?


No idea on that. Try asking in the "how do I" section of the forum. I am sure others who are more capable and experienced can help you with it.

Silverforce wrote:Do you also find UI is the most annoying to do?

I'm procrastinating in my own UI..


Yes, so I am trying to get it out of the way first. Which is partially successful, with only the save/load UI left undone ;) . I find that if you left UI to be the last 1 %, you usually just do something fast just to get it done with and that shows a lot since UI is a part of your game that the players see.
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Post » Thu Mar 27, 2014 5:58 pm

Doing dialog box mock up today
Finish coding some of the dialog functions but still halfway there.

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Not much progress today due to transferring all my sfx to a newly brought external drive and discussing about character creation methodology with other indie game devs and some other people.
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Post » Fri Mar 28, 2014 4:36 pm

Cool!, good job.
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Post » Sat Mar 29, 2014 3:19 pm

Just finish the dialog features for my game.
With this done, I can fully concentrate on my Character Creation using a variant of this feature.
Also here's a gif to show progress.


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Trigger Warning: Contain Rape.




Ignore the slight jam after the choices. I already fixed those and are just too lazy to make another gif. I also have finish inputting all the required sprite fonts for my game.
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Post » Mon Mar 31, 2014 1:55 pm

Finish Character Creation.
While I still unsure how the stats bonus going to affect difficulty (i want to give the pc a boost, not turn him/her/it into a demigod of rage.) , I can adjust it later if the values are too much.

A bit tamer than my last game character creation.
No gif this time though, because I like to keep most of questions hidden as a pleasant surprise.

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Now, focusing on porting over my stats engine to this game and configuring it to fit.
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Post » Mon Mar 31, 2014 3:36 pm

Aesthetically and technically It looks great, but a game depicting rape probably isn't appropriate for the forums.
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