Showing posts with label platforming. Show all posts
Showing posts with label platforming. Show all posts

Monday

Another update on osc.

Well, I've been working hard(er than usual) on a level linking system for osc. Levels now have an x and y value, which show where they are on a grid. When osc moves off the side of a level, he either goes to the level which is adjacent in that direction on the grid or, if there isn't an adjacent level there, falls to his doom. At the moment, it works pretty well, except that:
a) Instead of appearing at the right side of the level if he came from the left of the next level along (and vice versa), he appears in the spawn point of that level (whereever I've put an 'x' in the level.txt),
b) when I fix that, osc will respawn where the x was in the first level, which could be in a really weird place), and
d) ...I forgot c.

So, with all of these problems in mind, I'm going to set off on Fishy's Epic Quest of Fixing-ness. Tomorrow. Because it's late. grraaaawaiwfojdsifnxnfioewhf.

See you tomorrow! :D

Thursday

It's been a long time.

I'll admit I kind of lost interest in my blog, but I feel I would like to make another post, so it'll either be really long or really condensed, as a lot of things have happened since I last posted. The biggest thing for me at the moment (and definitely the most related to this blog) is osc. osc (yep, it's lowercase even at the start of a sentence) is a game based around the eponymous character, an orange-scarf-wearing cat thing. 'osc' is in fact an acronym of 'orange' and 'scarf' (sort of).

It's a platformer-RPG-Metroidvania-survival game, so... yeah. The art style is similar to that of Cave Story and Fez, and I wish I could post screenshots, but whenever I try the game window shows up pitch black on the screenshot. I'll work on making a simulated screenshot by photoshopping (or Paint.NETing, as it were) all of the backgrounds, blocks and props (and osc, of course) together. Hopefully it'll look like a real screenshot.

I've also been playing heaps of Minecraft. An online friend of mine, Turqmelon, created a server. I've had to repair the house twice after creeper attacks.

Well, I spent a few minutes making a screenshot. I used the real version for reference, so it looks exactly how it would have looked if I had actually taken a screenshot.


There's only one difference, though: keys aren't actually in the game yet, and neither are doors. Hopefully those shouldn't be too hard to implement though, so those will come very soon.
I'm making it in Ruby using the Gosu code library, FL Studio for music and Paint.NET for the art.

This is the furthest I've got with a game by myself so far! :D

Friday

Welcome to Cyberfishy!

This is a blog by an aspiring game developer.
I've got quite a way to go, but my brother (who, incidentally, is awesome) is a computer programmer, and is helping me learn. :)
Also, the rest of my family and friends (who, incidentally, are also awesome) have been supportive and stuff, which is awesome :3

Pretty much, I'm just going to use this blog for game ideas, actual games (if I can actually make them, which is hopefully going to get more likely as I get older) and just other general stuff.

In fact, here's a game idea that I thought of this morning:

Tower Defense + Platformer
2-Player

Player 1 would choose a unit to use as their wave, and then control it with the arrow keys to get it to the opponent's side of the screen. Then the opponent would
see Player 1's path and add/upgrade as many towers as they could afford. When they were ready, a wave of units would follow the path predetermined by Player 1. If a
unit got to the other side of the screen, Player 2 would lose HP, but if the towers killed all of Player 1's units, they would get gold with which to upgrade/buy
units and towers.