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chiguireitor

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chiguireitor last won the day on January 31 2016

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About chiguireitor

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    johnvillarz

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  1. Will try GLC, as Kazam isn't cutting it, and i'm even capturing RAW to SSD. Will try it out now... I would also like to do audio, so i can shoot the promo videos (although prolly video will be on "off", against some soundtrack, not very clear atm).
  2. So, today i decided to try and get my video capture up to speed (recently switched from windoze to linux as main dev machine). Finally made it so i can capture a nifty gif: Obviously, i still need to find out how to capture 60fps video on my box
  3. Uploading new build with Hero powerups that drop from the aliens. Still need to add new sounds for the powerups and UI elements that let the player know how much of them they have still active. I'm thinking of adding a way for aliens to have powerups too, still deciding how to add them (maybe sacrificing an alien that crashes with the hero grants temporary powerups to the rest of the swarm?).
  4. Ok! I've released a downloadeable version! This week i've added sounds, music, explosions, camera shake and a menu screen. Remaining to include are: AI for the Hero (it just shoots mindlessly for now). More variety of enemies. Mini bosses waves. Bosses waves. Network play. I intend to eventually do a Mac release, but as i don't have any way to test them releases that's gotta wait. Windows downloads should be working, i'm going to test them soon as it is kinda late around here (EDIT: Yeap, working)
  5. Still not up, this week i'll upload an alpha version to itch.io refinery. I'll be sure to notify here.
  6. Download here Currently working on a game which twists a little bit the Galaga-like clones of yore. I was developing a Top Down Shooter (hence "project TDS") but it degenerated into a Galaga-like game. The game pits two players in a (for now) endless battle for points, where one side has the ultra-mobile "hero" ship and the other is the "swarm" side. Currently doing it as kind of a pressure relief, as real life is driving me nuts and want to create a small game that brings something "kind of new" to the table. Missing still are: Sounds Music More vis
  7. There's currently a small bug on the documentation, regarding the onFire signal of the Weapon class, the order of the parameters is inverted. http://phaser.io/docs/2.5.0/Phaser.Weapon.html#onFire
  8. To the moon jump! A game made in ~2 days for commisioned work for a cryptocoin promotion. It is a "Doodle jump" clone made in phaser for Web and Android support. You can play it here (warning, heavy advertising and promotion). I streamed on livecoding.tv the whole development of this game, the related videos are the following: https://www.livecoding.tv/chiguireitor/videos/raXeV-diem-games-python-javascript-and-html5-9 https://www.livecoding.tv/chiguireitor/videos/gmr3D-diem-games-python-javascript-and-html5-10 https://www.livecoding.tv/chiguireitor/
  9. RT @hcarpach: Who do you think should pay #Bitcoin developers? #RT

  10. Last two weeks i've been slowly but surely making the DX frontend achieve feature parity with the open source frontend. Namely, the sprite work is massive, compared to the relative easyness of creating weapons with just a new character on the ascii frontend. Here i started working on some weapons: After getting them to a "good enough" state i copy them to the sprite sheet and complete the outlined on-the-floor sprite: This process must be done for each sprite, as they need to look "complete" when on the floor but there's some Z-ordering going on in the marine's hands w
  11. This week i finally began integrating the new frontend to the game engine. It is chugging right along, but real-life is proving it harder to develop everyday.(Missing here are the enemies, items and several props note rendering, because of implementation not being done yet)Gamepad Support: One thing that was surprisingly easy to do is implement the input handling from gamepads. As the game is HTML5 based, there's an array and an event that alerts you from gamepads, and then you poll it every frame for changes. Nothing complicated, nothing too involved: var gamepads = navigator.getGamepads(
  12. Ok.... i'll try to connect all this new graphical frontend to the game engine this week, so this can be properly compared in-game (several people have told me already that the busy random tile placement isn't helping to understand the images, which is true). Thanks for your feedback everyone!
  13. Finally have sprite hue shifting in, also there's one little effect i'm applying to enhance readability of the game, what of these two images would you prefer?
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