Hello folks, LDJAM 32 ending was a bit more intense/epic than the way it began for me. So i did Compo to see what could i made in <48 h. I jam at home like i dev quite all days, but i'm a bit more autistic and nervous than usually. This time i tried to make a game from nothing (exept some scripts ready to use that slowed me more than it helped in fact) , but also to be completely relaxed. Well the first day was fine about this. I barely jammed 5/6 hours or something like that and was pretty decontracted/easily distracted. I'm living with my love and i did'nt want to be grumpy on my computer and ruin our weekend as i often do when jamming. So the day was half jamming, half rest...
So there was no devlog report yesterday... I needed rest to be ready for the 2 big jams of the weekend ! I made a rebuild (like again and again and again and again) to submit compo to LDJAM 32 ans gm(48) : 48 hours of GMS dev ! I woke up near 5 at morning, did some stuff i had to deal with, drank some coffee and morning stuff and started thinking about the 2 jam themes to make 2 (or even more !) jams one game. Thems are : - An Unconventional Weapon for LDJAM 32 - Top Down _____ for gm(48) Let's make a Unconventional Top Down Shmup with Unconventional Weapon(s) ! First i thought about best top down XXX games in my mind, best weird weapons in games, best games using weird weapons... Write it all down... Detailed a bit... Then near 7h40 it was time to start putting my hands in the dirt ! Here is about 3hours and a half of GMS dev. The first minutes were missing because i was downloading/ setting Chronolapse ; this is my first try with this soft ;) I managed to start it all from a blank project and implement some scripts in order to build "fastly" the kind of engine i'm describing here. Enjoy ! Sometimes i do backlog on waffle.io, sometimes i lose myself into handwritten flying papers... I'm still a bit irregular on commits and updates, but i found it well balanced for now. I'll try to clean this and organize before sharing, but i'm on it ;)
BTW here are some notes on additional controllers created at the very start. obj_get_and_set_sprite handles others that are not associted with sprites. That's sad, especially to figure out what controller or other invisible would be missing in the game ! There is a little trick here : //In create and step event of obj_get_and_set_sprite with all { if object_get_sprite(object_index)=-1 ///no sprite set ? { object_set_sprite(object_index,spr_blank) //De base : sprite blanc object_index.sprite_index = object_get_sprite(object_index); } } ////!\ "object_index.sprite_index" ==> important : if objects are created at the same time they'll have the same ID and only one will receive the default image we want ALL object instances to have. Useful. Also at this point i create an input controller in order to prevent messy code with inputs from everywhere in events, and game's level controller ; it handles the state of the game (played, pause, in a menus etc...) and behaviors depending on rooms (for exemple player,game state, starting point etc...) There are also sound control object, to handle 3d sound and .ogg stream, i may come back on this later as now sound were really added for now ;) Until now i had headaches with sound controls but i'm healing... Stereo and stream seems to work at least ! The real interesting stuff to me comes next with an object that handles object parameters into array and allow easy debugging and on the fly value change, and the level builder i'm working since too long :] But as I said i'll explain this later ! |