Gangster Tactics: Pile Them In

Show us your works in progress and request feedback

Post » Sat May 03, 2014 4:01 pm

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Totally forgotten about the part that I need to make enemies and differentiate them from the players. I use uniform colors to do so. Not showing the secret enemy stereotype until the demo is ready though

Also working on the turn and status manager for the battlefield. There's are lot of inter-connected arrays that need to be properly arrange to work at optimal result.

Continuing on with the coding until it works or I make a hole in the wall by head bashing it.
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Post » Sun May 04, 2014 2:59 am

Seth, may I ask how many events you are up to already? Seems like its a MASSIVE game. RPG element with turn based tactics and squad... nightmare thinking of all the coding.
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Post » Sun May 04, 2014 6:23 am

Silverforce wrote:Seth, may I ask how many events you are up to already? Seems like its a MASSIVE game. RPG element with turn based tactics and squad... nightmare thinking of all the coding.


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I use functions a lot whenever possible. So there are no reuse of the same code anywhere hence the current number of events.
The small memory usage is due to simply my small native resolution (320x240) because I am trying to make the game look presentable enough to play without being handicapped too much by my non-existent art skill. ;)
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Post » Mon May 05, 2014 9:54 am

wow. very few events!
at the time I made esfarelante, I used some 3000 lines of events (of course, without plugins like TileMap, etc)
Congratulations for this, looks pretty neat! Your efforts and dedication are paying off :D
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Post » Mon May 05, 2014 5:55 pm

@Sethmaster - as other members have stated, this game looks awesome. The latest tactics game I played was Rainbow Moon on PS3, so I'm definitely looking forward to this one. Best of luck and thanks for all the progress updates. It is amazing what you have accomplished so far.
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Post » Mon May 05, 2014 7:16 pm

Manley23 wrote:<div class="self-ref">@Sethmaster</div> - as other members have stated, this game looks awesome. The latest tactics game I played was Rainbow Moon on PS3, so I'm definitely looking forward to this one. Best of luck and thanks for all the progress updates. It is amazing what you have accomplished so far.


Thanks for your compliment! :D

Yet another progress report
Finish the round and status manager for the battlefield.
Meanwhile, I also re-factor some of the code to figure out what cause the debug mode to make some of my codes go awry. Finally find out that debug mode in construct 2 can cause all events in c2 to require more time to execute, causing some to time-out if given not enough time to finish. Fixed by just giving more time between each events and moving some third party plugins (notably rexrainbow CSV plugin) upward from the deep nested functions I put them in before.
In addition, I have finish the enemy and player battlefield spawning code.
The enemy is the easy one, the player is the hard one which took me quite a while to do because I mispelt a variable, causing me to spend two hours on debugging why it doesn't work :( .

As usual, gif to show progress

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The Death Cross gang once again marvel at their teleportation tech that they possess, yet wonder why they are not equipped with laser guns.
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Post » Wed May 07, 2014 4:03 pm

And again, the usual progress report

Finish attaching the dialog features with no issue while implementing another much wanted features, the skip conversation button.
While it is annoying to me as a writer to allow people to skip over my writing, especially when I am making a RPG :( , there are a lot of people out there who enjoy gameplay over story. Besides, it allow for a quicker run if anyone wanted to replay my game (hopefully so).

Also finished the battle start screen. Will focus now on creating the initiative UI at the bottom of the screen and initialize all the rest of the battle UIs that I have previously finished.

As usual, the gifs

Not using the skip conversations version
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For one single moment, Patryk thought somebody remember that today is his birthday

The skip conversations version
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~Developer-kun~ log 2014 : When I see this feature being used, something inside me die a little
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Post » Thu May 08, 2014 11:43 am

This looks incredible, so ambitious and you've done so much already :D
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Post » Thu May 08, 2014 12:27 pm

Yeahh looks really cool :) Only thing I dislike is the starting screen. Logo is too detailed and nearly unreadable!
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Check out our start-up and configure your own helmet in true 3D.
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Post » Sat May 10, 2014 5:26 pm

lolpaca wrote:This looks incredible, so ambitious and you've done so much already :D


Thanks for your compliment! :D And there is still quite a lot to do ;)

Beaverlicious wrote:Yeahh looks really cool :) Only thing I dislike is the starting screen. Logo is too detailed and nearly unreadable!


Thanks. Well, know that there are many people sharing your opinion regarding the logo ;).
In my defense, that is a sacrifice for an atmospheric and stylish logo which I believe is required for my game.

Time for a serving of your usual progress report!

Finish the initiative bar. Bugger take me quite a while to finish because of both the assets and coding required.
But the good news is that I finished it and as usual, can call it with just a function.
Also finish the battlefield selection and scrolling.
Coding the scrolling is easy like hell while the selection require a bit more work since I never done it before.
In addition, I also tune the battlefield placement/deployment screen with some extras to improve the UI's user friendliness.
(Totally not because I forgotten about it in TO the first time around)

As usual, gifs to show progress:
The improvement to the battlefield placement/deployment screen
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A new and faster way to send your men and women to their doom!

Initiative bar
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Everyone in the battlefield try not to know how ~Developer-kun~ got the heads for the bottom bar

Scrolling and Selection
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Although they are curious about why a hovering golden arrow keep popping up in the battlefield
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