CairoCreativeStudios's Forum Posts

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    glerikud, Thanks!

    newt, As an experienced programmer, I'm fully aware of everything I'd have to do in order to make something like this, and as has been noted already, is just for fun, so if it never amounts to anything, I don't really care.

    saiyadjin, try having a little fun once in a while, mate. I don't think I'd want to develop games if I thought of them as simply a way to make money. Not really interested. Money will come, it's more about enjoying life while it last, in my opinion.

    Ashley, Yeah, it seems like the majority of people would think it's a complete waste of time. I will be rewriting the engine from the bottom up, so it'd probably never be useful enough for someone to actually use it, but I think it'd be cool to have either way. I wanted to program something in C, mostly as a portfolio piece, but also because I'd enjoy it.

    I think a lot of the people reading my words, "Not a lot of work to do", think I meant I don't have to program anything, which is the opposite of what I meant, I'm just not doing it for work. I think, though, this kind of project would work out well for trying to get a programming job in the future, as it'd make a really nice portfolio piece to show my programming experience.

    Anyways, I'll probably upload something about it in a year, Valve time.

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    Ashley, it was either last year, or the year before that that I'd originally posted on here with a severe overconfidence of my abilities as a programmer, stating that I'd make a compiler for Construct 2 that basically translated HTML5 to native code. At the time I clearly knew nothing about what I was talking about.

    Basically, my goal is to make a program that can read the XML files of Construct 2 projects and export C/C++ code in the same way Javascript code is exported. That way users can compile the code to native and other platforms themselves. I was thinking about making the converter in C2 itself, and use Node Webkit to read and write files.

    My concern with pursuing this for fun is that I don't want to infringe any licensing and become a legal issue. So, before I release anything I will need you permission.

    Anyone reading this, keep in mind that this project is as a hobby, not a legitimate project. Assuming C3 will use the same XML based project file structure, I think it'd be worth the time to invest in it, even after the new version comes out. It will be uploaded to Github once support for Platform, Audio, and Keyboard are fully implemented. I'm using a few different open source projects to mash together to construct the converter, so there's not a lot of work on my side aside from reprogramming the base engine functionality. Which, of course, is the main concern of performance.

    All I'm saying is, don't expect this to be a fullproof native compilation method, because I'll likely not have the time to implement everything on my own.

  • , Will do! I'm going to be uploading again soon with functional scoring, dying, etc. There's still quite a few attacks to add in for the first armor, but I'm not really worried about that. I want to incorporate Scirra's highscore board, so that people can compete for the highest score's, K/D's, etc., so adding scoring and "death" is most important.

    I'll guesstimate that it will be within the next two weeks. Possibly only one, but no promises.

  • , Thanks! The character is very much a traceover-better animated version of MegaMan ZX sprites, but I want to make 3D models to pre-render. It's going to take a long time to do that though. I may not end up doing that, because the level of detail I've added to the animations, and the complete change of style covers it under Fair Use.

    I'm going to be making the next one in Unreal Engine 4, to add more artistically. It will still have the same pixel art style though, just with more fluid animations and detailed artwork with more scene depth. The background/detailed to foreground/simplified anime-ish style stays the same, and rendered with a pixel art render.

    nemezes, cool! I'm going to be constantly updating here! I'll make sure to let you know when the gameplay is 100% functional!

  • XpMonster, I am also a programmer, certified in a couple languages. I started developing when no-programming-required didn't exist. Started with the horrendous Blitz3d. http://www.blitzbasic.com/Products/blitz3d.php Which, actually, doesn't seem near as bad as I remember. Especially considering it's free now! I'm gonna have to play with it for old time's sake.

    Anyways, whether you'd want to work with me is obviously a matter of time and money. I personally don't take money from anyone that doesn't offer it. If I were to work with you, it'd be free work, with credit of course.

  • nemezes, The plus signbutton starts a match, and the Join button joins a match. Just keep clicking the button until it works, it takes one or two clicks to register.

  • Also, if things go well in the next couple of months and you need someone to help you with development, I'd be more than happy to help! Right now I'm stuck in a financial rut, but I really want to expand and start developing more. It'd be up to you obviously, but I'd gladly help you out.

  • XpMonster, Don't be so glum, chum! It will take time to learn how to develop efficiently. I've been working at it for about 12 years. (2 years with Construct 2) I'm still not successful. I've taken to spending all my free time to put my skills towards BIG projects, even if they don't pay off in short term.

    You'll be fine. Ambition is good! Just be sure to understand, with great goals, comes great amount of work.

    Anyways, you can have a look at my Shareware .CAPX to see how I've done a few things. I've tried to comment on things, but I often get lost in my work.

    https://www.scirra.com/arcade/fighting-games/byte-sized-heroes-prealpha-12754

  • https://www.scirra.com/forum/viewtopic.php?f=180&t=184447&p=1081933#p1081933

    There you can find the original blog post for Byte Sized Heroes. I'm looking for more people to work with. I believe I've already got one person on the development team. Basically, what I'm looking to do is build the game alongside other indie developers.

    Thanks to the XML based project structure, this is easily done.

    Let me know if you're interested, I want to build a team, and push this to completion.

    I cannot pay, at least not yet. The game's Kickstarter won't be made until it's big enough to market itself with quality.

  • My only experience in this field would lead to a server that parses PHP that runs C++ code to take control of the game. But, that'd take a LONG time to implement.

  • Byte Sized Heroes

    This is a very early release, as a demonstration of the games current progress, and does not an accurate representation of the final product.

    This version is free to share, and open source. The version here will be the Open Shareware version, which will be smaller than the full game, but open source.

    Byte Sized Heroes ~ Free Shareware Release

    https://www.scirra.com/arcade/fighting-games/byte-sized-heroes-prealpha-12754

    A game that can best be defined as MegaMan ZX and Smash Bros. having a baby that was raised by Super Metroid and modern Sci-fi shooters. Byte Sized Heroes takes you on an action platforming adventure with a young robot trying to find his reason for existing, while fighting for peace in a war fueled by hatred, discrimination, and deceit.

    BSH gets most of it's inspiration from the MegaMan games, with specific design and development choices that reflect those of Nintendo's Shigeru Miyomoto and Yoshio Sakamoto, such as teaching the player through use of the mechanics, by demonstrating their functional weakness through half of a level, giving them the tool to overcome that weakness, and use that tool to complete their objective.

    Byte Sized Heroes takes gameplay mechanics strait from Super Smash Bros. All aspects of the game will be multiplayer, including the ability to cooperatively explore the overworld, Nevia.

    Story

    Our young protagonist, Byte, will be taken along a pretty open journey with slightly branching paths. Although the story will not have a profound impact on the gameplay, and it won't be littered with cutscenes; story will play a big role in the game.

    Taking inspiration from real life events and situations, Byte Sized Heroes acts an a narrative catalyst of your beliefs, allowing you to takes actions for what you deem the greater purpose, with no lasting negative impact, apart from losing a beloved character. The purpose of this: to be truly open. No propaganda, just you, and what you believe is best for Byte.

    The Story is very detailed, spanning (limited to) the length of three whole games. Though, details of the story will be shared later down the development process, so they can be shown with more quality.

    Limitations

    Byte Sized Heroes' pre-alpha has been developed by one man in two months while also working a full time job. It's been a taxing mission, but one I will overcome. Whether a Kickstarter will be made depends greatly on how quickly the game grows. I see no benefit in a Kickstarter if it doesn't allow me the time off of working full time via my other job to develop Byte Sized Heroes. I simply want to get it done. Done well, and make it GOOD. Case and point.

    Another year and a half of development is planned for the game, with a beta tba sometime in March.

    Goals

    My goal with Byte Sized Heroes is to develop a game that can become popular enough to be known well for a variety of reasons. After that, the next titles will be developed in Unreal Engine 4, utilizing my UE4 pixel art shader. It will stylistically look quite similar, but will have much more fluid animation, movement, and cinematics; as well as have much more detailed artwork, with real time lighting, and much more depth to the world of Nevia.

    My Request of You

    If you want to see this game go somewhere, help me out. All I ask of you is to follow me on Twitter and share my game with your friends. I don't need your money, I need your support to make this game happen. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://twitter.com/theChayed

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  • , The minimap inside the globe is just for looks really. Remember that appearances are important too!

    But yes, the same can be achieved easily, but to be able to do it will be quite odd, because you'd have to make a background the size of the viewport, and shrink it to the bottom when the player loses health. It'll look cool, but it has a weird application.

    Basically, everything inside the globe is what is inside the viewport. I might be able to change it, but it wouldn't work for my purposes if I did.

  • https://www.dropbox.com/s/wz0chimwopgwm ... d.zip?dl=0

    The map at the bottom right was created using it. Basically, it takes color and specular lighting out of the Crystal Ball effect, and allows you to set it's U,V positions on the screen. (0 = left, 1 = right, etc.)

    To replicate the minimap effect, you will have to set the actual map size to that of your viewport, then add this to the layer of the map. Then just move and size it to your heart's desire.

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