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Re: Night Knight

PostPosted: Tue May 01, 2012 3:48 am
by happyjustbecause
Oh, and what does the [256] mean after:

Code: Select all
char UFO_C


Is it something to do with the amount of clones?

Re: Night Knight

PostPosted: Tue May 01, 2012 3:58 am
by skydereign
I thought I explained arrays to you when we set up your pause system. The [256] means you are essentially creating 256 char variables (all right next to each other). A single character can't hold a string, but if you had 256 of them, you can. So, a char array (denoted by the [256]) is a string.

Re: Night Knight

PostPosted: Tue May 01, 2012 4:02 am
by happyjustbecause
Oh I'm sorry, it takes a while to get through this thick skull of mine... Is there any reason I should have such a large number? In the pause system we only used 30, is it bad to have more than enough?

Re: Night Knight

PostPosted: Tue May 01, 2012 4:19 am
by skydereign
chars are small, so it isn't too much of a problem. The only reason why you would want the number to be that large is if you plan to have 10 to the 251st power clones. I tend to use 30 as it, as 25 I believe is the largest possible actor name (and then you append the largest expected cloneindex).

Re: Night Knight

PostPosted: Tue May 01, 2012 8:29 am
by lcl
Hey happyjustbecause, reading this (at least the part I) might help you.
viewtopic.php?f=4&t=10848&p=74935#p74892
It has information of all types of variables and arrays. In the part II there is also guidelines for writing functions but I guess you don't need that yet. :D

I'm glad you got the problem solved and I enjoyed helping you.

Re: Night Knight

PostPosted: Fri Jun 01, 2012 2:33 am
by happyjustbecause
I made another video for Night Knight! This isn't the formal main video series, but it's me discussing and showing the changes I've done.



There's some nice features I've added now, such as:

Upgrades Menu
Bomb Max Capacity + Capacity Upgrade
Bomb Explosion Upgrade
Fixed Animation Issues
Fixed Blue Moon Power
Fixed Crescent's Sounds
Crescent Breaking Animation + Crescent Strength Upgrade
Ability To Increase/Decrease Volume
Gameplay In Options
Fixed CloneIndex Problem When Changing RGB Values
New Sound Effects
Large Bomb
New Falling/Jumping Animations
Optimized Foreground/Background
Speed Power
Velocity Jump
Animpos switching rather than Animation switching

And I might as well show these off as I for some reason have not shared them. So I made this small series called "Perks of Making A Game", it's merely me messing around with the game. There fun to do, so hopefully that translates into something fun to watch:

This first one is fairly old (2-25-12), but it's the introduction to the series, also it wasn't really made for the gameEditor audience, so what I'm changing isn't that spectacular to you, but perhaps it is to a non game developer.



But this second one is more recent (4-28-12) and it changes things pertaining to visuals and audio.



Hopefully that gives you your fix for Night Knight as I know your all craving. :D

Re: Night Knight

PostPosted: Fri Jun 01, 2012 2:50 pm
by phyzix5761
Great updates. The last video is epic. You should think about making an art version of your game with those graphics and sound.

Re: Night Knight

PostPosted: Fri Jun 01, 2012 3:15 pm
by Hblade
This is cool :D

Re: Night Knight

PostPosted: Sat Aug 11, 2012 5:43 pm
by happyjustbecause
Whew, a long time since the last couple videos, but they have arrived before the end of (my) summer! So, I have another "Documenting of Night Knight" video! And another "Perks of Making A Game" video! Here they are, and don't forget that there is 1080p quality!

Documenting of Night Knight VI


Perks of Making A Game III


If Fojam happens to be reading this, I hope you don't mind that I used some of those sprite sheets I've been making =D. And I hope you don't mind that I used the tree background DST =D.

Here is the long list of additions that have been added to the game since Documenting V (not since the update video after V):

Changes from Documenting V to VI

AUDIO:

Sound Effects added for Speed Power
Large Bomb Explosion Sound
Fixed Crescent Sound Effect
Invisibility Sound Effects
Unique SeekerUFO Explosion Sound
New SeekerUFO and UFO Laser Sounds
Ability To Change Volume In Audio Options
SeekerUFOSHOT Collide Sound Effect
Sound Effect Added For Moon Power Ending
Available Power Sound Effect
Different Switch Sound Effect
Mine Explosion Sound Effect
Mine Detonation Sound Effect
Mine Disarm Sound Effect

GRAPHICS:

Parallax Backgrounds, x and y axis
Far City Background
Changes to Menus
Fade In and Out of Pause Menus
Equalling Distances in Pause Menus
Clouds + Cloud Movement
Fixed CloneIndex Problem To Graphics
New Falling/Jumping Animations
Optimized Foreground/Background
Fixed Animation Issues
Gameplay In Options
Moon In Background
UFOSHOTS Collision Animation
Data Menu Progress Added
Characters Menu
Upgrades Menu Changes
Blast Radius Added To Bomb's Explosions
Auras Added For Perigee/Blue Moon Powers
Mine Added
New Far City Background
New HUD_Moon/Upgrade_Moon
New Power Icons
Ability To Change Colors of Different Actors
Turning Animations For Night Knight

GAMEPLAY:

Upgrades Menu + Upgrades
Fixed Blue Moon Power
Crescent Breaking Effect
Large Bomb
Speed Power
Velocity Jump
Terminal Velocity
Checkpoint System/Respawning
Changes to Detonation of Bombs
Changes to Controls
"Provoked" added to UFOs
Solution to Floating Bombs
"Slow Crescent" Throwing Added
More Functionality to SeekerUFOSHOT
Upgrades To Powers
Changes To Speed's/Invisibility Power's Way of Activation
Blast Radius Added To Bomb's Explosions
Perigee Power Added, Blue Moon Power Changed
Mine+Functionality Added

UNDER THE HOOD:

UFOs Health Reworked
Bounding Box Collision Method
File Size Decreased
Bomb/UFOs Explosions as separate actors
Pause Code Improved/Back Button Fixed
Many, many if statements removed in Upgrades Menu
Switch statements amount of code heavily reduced

Re: Night Knight

PostPosted: Sat Dec 01, 2012 7:34 am
by happyjustbecause
Documenting of Night Knight VII

Hello everyone!

So, I've made yet another video for Night Knight. I'm pretty sure this is the biggest update yet, I also think this is at least one of the best videos. I've tweaked a lot of things and added a decent amount of stuff as well. The full list of additions/alterations can be seen below the embedded video which is also below:

Don't forget that HD and full screen is available!



Changes from Documenting VI to VII

AUDIO:

Hologram activation/destroyed sound effects
Upgrades menu sound effects
New audio change sound effect
Pause menu navigation sound effects
Death sound effect
Rain sound effect
Bomb throw sound effect
BigStar sound effect

GRAPHICS:

Auras added to upgrade moons
Rain added to game
Added powers to controls section of pause menu
New throwing animations (altered crouch moving throwing animations)
HUD_Moon increased number of frames
Crescent increased number of frames
Stars added to sky background
New large explosion animation (thanks to April Young for making animation available for free)
New UFOSHOT and SeekerUFOSHOT animations

GAMEPLAY:

Hologram power added to game
Increased flexibility in platforming level design
"Deathfalls" added to game, allowing for multiple ways for death
Changes to score reduction by death
Ability to throw behind Night Knight
Changes to mechanics of throwing
Crouching allows for closer distance with enemies
"Phasing" upgrade and functionality added
Changes to Hologram activation (crouch inheriting)
Moving platform added to game
Bomb explosion prolonged damage rather than instantaneous death
Jumping on top of UFOs now allowed
Bomb Damage upgrade implemented
Changes to SeekerUFOshots+UFOshots damage, collide version now does damage

UNDER THE HOOD:

Text rather than images of text used for several portions of pause menu.
Many if statements replaced by switch statements, unnecessary if statements removed
File size further decreased
Glitches fixed with turning animations
Fading In/Out of Rain

Re: Night Knight

PostPosted: Sat Dec 01, 2012 9:23 am
by skydereign
This has definitely come a long way. I was wondering if you were making any progress with this since you haven't been on the forums as much. Keep up the good work.

Re: Night Knight

PostPosted: Sat Dec 01, 2012 4:49 pm
by happyjustbecause
skydereign wrote:This has definitely come a long way. I was wondering if you were making any progress with this since you haven't been on the forums as much. Keep up the good work.


Yeah, I think that the things I've added to the game haven't really required me to seek help from the forum (you essentially :)), but I have been working on it and I think it's now a pretty cool game with unique-ish gameplay and its own style.

Re: Night Knight

PostPosted: Sat Dec 01, 2012 11:17 pm
by lcl
It's nice to see that you are still working on this game.
You have a great dedication to your game!

I want to once more tell you that I look forward to playing this.
Good luck with the development! :)

Re: Night Knight

PostPosted: Sun Dec 02, 2012 4:24 pm
by happyjustbecause
lcl wrote:It's nice to see that you are still working on this game.
You have a great dedication to your game!

I want to once more tell you that I look forward to playing this.
Good luck with the development! :)


Yep, with all time I've spent on this already, I kind of have to be dedicated to it :). But yeah it's coming along nicely and I'm glad you're interested in it.

Re: Night Knight

PostPosted: Mon Dec 03, 2012 11:51 pm
by NightOfHorror
Good thing you are working on it. I, no, we appreciate you making games. :)