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chiguireitor last won the day on January 31 2016

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About chiguireitor

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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 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 visual effects More types of "baddies" Powerups for the hero "Boss" battles and such Planned, but not prioritary are network play and some sort of leaderboard.
  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.
  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 the whole development of this game, the related videos are the following: The nice thing about streaming is that you can see how much works can be packed in just 2 hours of highly focused work. 10/10 would do it again.
  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 when in use. Then comes the trouble of picking the right colors for the weapons, because there's some hue-fighting going on with the marines' colors, and palette separation will be a must here. To make matters worse, each weapon will have around 8 variations of characteristics and about 6 colors, which are generated on the fly. Nasty. Also i changed a little the fog representation and everything seems a lot smoother now: The trick here is changing the magnification filter for the FOG/lighting texture to GL_LINEAR (so it becomes blurry) and then the pixels that are out of vision just slowly fade out from 1.0 (total visibility) to 0.0 (total fog). Also, the colors don't go completely grey, but rather they get a slight sepia treatment, so they feel more murky. Began working on new enemy sprites (namely the drone and tracer, they are robots and so must seem mechanical): They currently die and throw blood (even on the ASCII version) and leave a bloody corpse, that will be changed to more mechanical things. The exploding barrels are in too, i'm changing the lighting of the sprites and tiles to a front left facing light (instead of the back left on the tileset) as it seems more natural from the point of view of the player, and that is causing some weirdness on the overall feeling of the game at the moment: Animated sprites and particles are in too, with some big explosions showing their faces. (In that image there's a bug whereas the enemies walk over walls, in reality those walls were destroyed and the tile is free to move). Also, good part of the two weeks time, was solving a bug that came from implementing a naive mixer for the tiles. Fact was, the dropship tiles where being mixed with the floor tiles with the noisy mixing i implemented, and that wasn't very cool. Now i can switch mixing on a per-tile basis, letting the rendering engine know if it must mix or not. (Btw, in the first gif of this post you can see the incorrect mixing of the dropship's tiles with the floor). Last but not least, i'm trying to not kill myself in the process of making this game, so i'm trying to get to bed early, and changing a little bit eating habits... next up is getting me some excersice, which is happening to be hard to begin with :/ As a recent popular article made the rounds, dead men write no code, so edging ourselves to get the game done in the least amount of times usually is counterproductive to the process itself.
  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() Is enough to give a gamepad array with objects that are pretty self explanatory.Here's me moving the player with a controller.A nice thing is that playing with a gamepad feels nice, and lot of people like it that way. I will try to test support with as much controllers i can get hold of. Here's hoping i can get a Steam controller eventually. Another thing i did was that shaders are now in a directory that gets read on bootup, and then a comment on the shader tells the game what to allow the player to configure.
  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?