Scruffy mind controlling Kranion by standing upside down on his head and sticking his antenna into Kranion’s nonexistent ears (this was a really funny dream I had)
King Quincy on a hoverboard
Doodle Squidward
Gambi boiling himself so Tikiman can make pasta from his head
Started off the year on a great note. I continued working on the delta time physics and added friction and such. There were actually no tutorials at all on doing friction with delta time so the fact that it works is a massive surprise. You have no idea how good it feels to accomplish all of this.
Also drew some more Mario Paint drawings in a little stream, unfortunately I forgot to post them before I shut my computer off for the night, so I’ll have to do that tomorrow...technically today because it’s past midnight but you know what I mean. Logging into Tumblr on my PC feels weird now. Is Pillowfort free yet?
Oops, I kinda stopped using Tumblr over the past week or so! ...because it’s terrible! I’ll try to hop back on more often for updates.
I made a Christmas miracle happen: I actually started to get delta time working! Accelerations FINALLY work perfectly, jump heights are consistent at all framerates. I can use this both for unlocked framerates and more importantly, Matrix style bullet time effects.
Figuring out accelerations is the hardest part, but sadly you have to calculate everything differently now. I don’t have an issue with this yet I don’t think. Right now I’m trying to get friction working and I’m definitely close to that. Next are timers which I think you have to count up/down by squaring them based on the delta ratio?
This is the first I’ve actually used Tumblr since the 16th, though out of habit I accidentally opened the app a few times. My personal shitposting blog got flagged despite being totally fine! What a joke. At least my main blog got off easy.
Keyboard mapping is coming along well, and it works as intended. I do need to add a delay though; when you attempt to change the confirm button, it will immediately register it as you pressing the button again right after changing it. So far so good though. This might be easier than I thought!
I’m gonna hang around in Tumblr still until it sinks into the ocean, since I’m sure some people will stay a while. But I just made two new social media accounts strictly for dev stuff:
www.twitter.com/SQGT4ever
www.deviantart.com/SQGTDev
These currently have no posts yet since I literally just whipped them together but you know me, I’ll fill them up quick. I’ll probably add more social media accounts the more I weigh my options too.
Reblogging this on the eve of the dumbest moment since the ballpit.
Probably won’t be here tomorrow but on the 18th I’ll stick around to keep posting progress until Tumblr accidentally kills this blog (and it will be accidentally)
Welp, this is awkward isn’t it!
I’m gonna hang around in Tumblr still until it sinks into the ocean, since I’m sure some people will stay a while. But I just made two new social media accounts strictly for dev stuff:
www.twitter.com/SQGT4ever
www.deviantart.com/SQGTDev
These currently have no posts yet since I literally just whipped them together but you know me, I’ll fill them up quick. I’ll probably add more social media accounts the more I weigh my options too.
I’m not gonna lie to you; this is one of the worst things I’ve ever had to code. Every time I think I have it figured out, I just get confused again, and I can actually kind of feel my head hurt. I found a nice reference earlier though:
This is the Gang Beasts control remapping screen. Please play Gang Beasts, preferably with three other people. I think that I should try to copy how this game does it, though thankfully my control scheme is a lot less complicated and doesn’t use every button on the controller. Maybe I can get away with simple control profiles? Nah. I can’t take the easy way out.
GMS2 does this weird thing where the camera’s origin point is always its top left most point (unless I’m wrong and I can change it) so I kinda had to do some weird stuff and store my own (x,y,z) and angle for each camera.
Yes, multiple cameras. It’s just for split screen stuff though! I know I’ll only need one most of the time.
Next things to figure out are gamepad mapping and I actually have a question, since I don’t play PC games very often: do multiplayer games let every player use the keyboard or can only player 1 use the keyboard?
Paid a visit to my old friend TVTropes for some character writing guidance. Did you know writing four main characters is extremely hard (especially when they’re all present at once)?
I like to write the SQGT as if they were SpongeBob characters, and the reason I do that is to make them extremely goofy while also somewhat grounded (they have lives outside of being superheroes!). That way whenever I stick them in some stupid anime plot, it’ll seem jarringly out of place, which is incredibly funny.
Here’s the first teaser for my first live action film, starring AHNOLD as Kranion.
You and I both knew this joke was coming.
Anyways,
I set up a menu screen where you can change the screen options; you can change the aspect ratio, upscale size, and fullscreen options so far. Works like a charm too! I’ll add more screen options, some sound options, and control options too. The remapping stuff is gonna be the hardest, not necessarily to code but to figure out how to present it.
I’m redoing how I coded controls; I’d like to make them run faster (they take a hit when gamepads are plugged in) and more easily mappable. That and I’d like to take multiple control schemes into account that aren’t just Xbox One gamepads.
Me porting this game to mobile is looking much more likely now that I noticed that the mobile expansion is a one time payment. Expensive, yes! But $400 once is a very different thing than $400 yearly. So that’s the other reason I’m redoing controls. The Taxman Sonic remakes have excellent controls for mobile devices so I’d like to emulate those. I’d also like to include optional tilt controls. Yes I know a mobile platformer sounds like a horrible idea but when I tell you that Sonic actually pulled it off well, I mean it. Another benefit is local multiplayer over WiFi or Bluetooth, though currently the Bluetooth support is unfinished and inaccessible.
But first things first, PC version needs to come first; I’m just adding the mobile controls and resolution supports from the get go because it makes my life easier.
Basically, I’m changing the game’s art style to look like my MS Paint drawings, because I know with anti-aliasing it’ll look pretty damn distinctive. I think it came out well! Some fluid cartoon animations will make it really pop.
I tried some thick outer outlines too, though I’m not sure which to go with.
ALSO, Twitter murdered the upload for this. Anyone know how to make pixel art not look awful on Twitter?
So, after a lot of research, it looks like I can just support two aspect ratios, 4:3 (fullscreen) and 16:9 (widescreen), so that makes my life a lot easier. Maybe if someone has some crazy long 21:9 monitor or something I can just pad out the rest of the screen with some repeating wallpaper if they’re on fullscreen.
640*360 is a good 16:9 resolution since it can scale up by integers to 1280*720 and 1920*1080 which is supported by basically any modern device these days, including your phone. The 4:3 equivalent of that would be 480*360.
I can now design the game around these screen sizes easily without having to guess different device and monitor screen sizes. What a relief!
GMS2 also updates today with a massive bug fix update, so I’d like to play around with that. I can’t update TOO frequently this week, I have a bit of paid website work to do and I can’t slack on that at all; I’m doing some of that each day so that I don’t overwork myself.