Friday, July 6, 2018

Where the boredoom leads us to...

So, I was bored and decided to make an auto leveling application, where you could just leave it running while it gathers exp.

The program is as silly as you think, but by the way time passes, the more experience the game acquires, and depending on how far the level is and how much time were spent with the game opened, you gain way more experience.

The game has also a built in save and loading game, each time you level up or close the program, the game will save your progress, and when you open the game the next time, It will load the game automatically. And I added a log, so if you want to know how much time your pc has taken to reach certain level, go ahead, It measures time up to weeks. Also, If you don't want the window to appear on your list of opened programs, you may right click it's tray icon and then select to hide the window, passing the mouse on it will also show you the progress to the next level.

There is no other purpose to leave this running, unless you want to see how many levels you can reach while the game is running, do notice that I didn't tested the game with fullscreen applications, so the balloons may annoy you.

That's not the highest level I reached, or at least without cheating to test the program.


To download the game, just get it on the link bellow:
Mega - https://mega.nz/#!YlZnUQ5Z!bMwoYgrhrKvft53fgjrtzCVAKhJ14WTwjrGNks8-Eic

Sunday, July 1, 2018

A quick update on battle system progress.

Today I'm gonna post a quick update, because I'm going asleep in a few moments, It's about 6am here and I should be on the bed right now.

Anyway, I've worked more on the battle system (not exactly today though, through out the days after the last update), made a basic skill system for the project right now, which is useable and works, made the skill "Punch" to debug it, beside It of course will be in the final game, I've also worked some more on the way the battle monsters are tracked for skill usage, so when the project gains multiplayer, will be less head achey to sync the battle, beside I still need to do some work on the "divergence" of players and npcs in the future, since I don't want the game to pick the wrong player/npc/monster on multiplayer because of ID problems.

Another battle change is that I also added a basic skill picking AI for the monsters, they right now will only cast the skill Punch, but in the future, I'll expand that so they pick the skills more wiselly, aswell as the target depending on skill and situation. Thanks to the animations and the testings, the walking, attacking, hurt and defeat animations are working as intended in battle, but without effects, the battle is quite boring to watch.

The battle also gained some backgrounds, aswell as a special vector to handle rotations, the rotations will not only affect the monsters, but also the background, on the image bellow shows the battle arena at some degree of Y rotation, making so the grassy area is limited, and the dirt layer be exposed.

Sorry for the color selection on the dirt layer, took me a while to notice that the "Brown" XNA offers is not the "Brown" I wanted. I've also added a basic hud for monster status display, which is not visible in the photo, even more since It's kind of pointless to display in the photo, since It's purpose for now is just to debug the skills dealing damage or not (and yes, they do deal damage, level 100 Kangaroo Mobs deal one good damage on their punch attacks).

Anyway, that's all for today's news, I said it was going to be a quick news, and ended up that I made a full news on what changed in the project.

Now I gotta go, since in about 20 minutes, will be 7am, and I don't want to be scolded for going asleep too late.

See ya!

Tuesday, June 26, 2018

Update on monster sprites on the TNR project.

Hey guys, another update on the project, now It's about the monsters animation and sprites, as I mentioned before, the animations for the monsters are going to be isometric since they are... Well, I wouldn't say anymore easier, beside It isn't really that hard to make, counting also that sometimes I leaves me scratching my head wondering how an animation would play, anyway, instead of making 3 directional animation, or map animations + battle animations, I made so battle and field animations are going to be on the same animation set, so the monster walking in the field will have the same animation as the monster walking on the battle, not only that, but the animations has a oposite direction counter part animation, and no, I'm not talking about left and right animations, I'm talking about front and back animations.

One of the animations I want to show, is the one of the Kangaroo Monster, the creature doesn't really have a proper name right now, so let's leave as it is for now, beside I'm kinda open for suggestions.
Some of the animations I've made for the Kangaroo Monster are:
Standing (which is only a frame):


Walking (10 frames):



Attacking [Punching] (3 frames):


Hurt (1 frame):



Those currently are the animations for the Kangaroo Monster, I've made them with some care, so I tried to make so the body parts don't feel so much exquisite when animating, aswell as applied some basic shading, the reason why the shading isn't really pointing to an extreme (ex: isn't like coming from the top right) is because I feel that leaving the shading like that gives an idea of body depth, rather than lighting, beside there are a few exceptions to that, like the face of the Kangaroo, the paws and the belly.

A few other monsters I've made for the project are, beside reminding that their names may not be final, at least without counting the cat but, who knows...

Dog Slime Monster

I only did the shading for the frontal animation, Oops, beside you can see I leaved a flaw on the frontal sprite, oops too.

Cait Sith Monster

Probably isn't a spy from some evil corporation, beside now that I placed the image here, I noticed that there are a few coloring bugs on that animation aswell, at least on the back animation.

Those errors happened because I were trying to do modifications on the monsters bodies to make the anatomic of them look less... Weird. If you saw the first sprite I did about the Cait Sith... Wait, better not even mention though.

Anyway, that's all for today's update on the project, until next news.

Monday, June 18, 2018

New Battle System formation view

Guys, look's like my deepest dream for the game battle system is close to be realized, I've been able to make the initial scripting of the new battle system, and the initial results made it look good.

The new Battle System will have a radial positioning of the combatants, so each of them will be on their side of the arena, on their position, and while they are placed together on the same battle, while on the same row, you can see that it actually really makes a circle around the battle area.

Not only that, but the farther from the camera the monster is, the smaller it is seen, aswell as depending on their position on the battle field, their sprite will either be flipped, or show the frontal/back sprite of the monster animation. Of course there will be special effects for the battle, like camera focusing where there is the action, aswell as some zoom play to better focus on the combat, but for me to begin working on that, I should start reworking the skills system to make use of the new combat system.

At first, I made the battle system like this:
Kangaroo cultists battlers in their formation.

Then I noticed that things could go wrong if multiple players/monsters joined the same team, so I expanded it into this:
The Kangaroo cult teams has grown in number of members.
As you can see above, there is a little positioning issue when the monsters are way too above on the screen, I kind of found a solution to that problem, but I had to deactivate it on the code, because for some reason, were causing monsters that were on the upper left extreme of the screen to "phase out" when reaching the middle of the screen, and then "phase in" from the center of the arena to their spot.

I'll try thinking on how I could solve that particular issue, anyway, that is all for today's news, until next news about the project.

Wednesday, June 13, 2018

Holy carp! Five years?!

Five years?! Five years since the last time I released my project?
That is not right! I should've finished it already, If I weren't slacking on the project.

No way! I've got to work more on it. You guys waited too long for the game to be released
in it's final version.

Beside I can't really get blamed, though. Not really many people got interest in it,and I got
no idea why, and the few who were interessed, has left due to the project idleness...

Anyway, now I see that I've delayed the project for too long, I'll try working some more on
the project, and then be able to release the final version of it.

Meanwhile, It's a great morale boost to know there are people interessed in this proejct,
give me a hello, and if possible, tell about the project to other people, not only I will
know people are interessed in the project, but also do my best not to disappoint you guys
with the project.

Anyway, time to take off some dust.