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wishicouldcode · 4 years
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It was less than a month ago that I decided and announced that I’d be working on a new project called Platform Legends. In writing this update, I’ve realized the game has come really far in terms of my programming skills and actually having any repeat play value.
The latest version features:
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Game Modes & Time Limits - You are able to pick up to four different game modes: Solo Survival, Solo Deathmatch, Team Survival, and Team Deathmatch. In survival modes, you are given one life and must take down the other team or players within the time limit. The remaining  team or player (if any) wins the battle and is rewarded.
Waiting Room - In this fixed pre-battle area, you are able to change your character, run around, change teams, change game modes, and hit ready when you are ready to go into battle. Once all players are ready, the room master will be able to hit “Start Battle”
8 Characters - The are currently up to eight players to choose from. In the official release, I plan to have it so that you only start off with Deagle and must unlock each character through winning battles and/or buying them with Platform Points which is received from winning battles. As the game grows, I will definitely be adding up to 20 different characters, all with unique skills and stats.
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Lag/Idle Alert - The server now alerts other players if a player is lagging or is idle from the game. The player will be removed by the server if they are in this state for too long
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wishicouldcode · 4 years
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Trigonometry! I want to first start off by saying that I’ve always hated anything to do with math. After seeing the capabilities of what it could be used for in game physics, it has intrigued me to learn it. Although still very new to it, I’m currently dabbling and experimenting by creating a little mini game and applying what I’ve learned. In the future, I’ll be able to translate this into moving platforms, homing missiles, etc. 
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wishicouldcode · 4 years
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Platforms have been added and at first they were a little tricky. I tried setting a boolean when the player collided with top side of a block, it messed with the finite state machines somehow and gave me inaccurate sprites/animations when landing on a block. After tinkering around for nearly two hours, I found that maybe the way I was setting the actions/animations were too problematic and simple minded. I changed the way I set animations by checking the previous x and y. If the previous x and y was the same as the next frame, then we are standing. If the previous y is larger than the next frame then we are falling and vice versa. It fixed so many problems with a few extra lines of code. This doesn’t seem like much but this is definitely a milestone for this project and progression of my programming journey. Usually when a problem came up that I think I couldn’t solve, I would almost immediately give up. This project, I have learned to pull apart simple problems and apply solutions. Though I’m not on any level of being an ‘intermediate’ programmer, it’s all bee fun!
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wishicouldcode · 4 years
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Here is a fleshed out version of the game lobby. It was quite time consuming but I’m glad I was able to put it together.
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wishicouldcode · 4 years
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I created a generic Lobby and Game Room template. It’s fully functional and takes advantage of the channels feature of Nengi also updates the listing real-time through the lobby channel. It also deletes any rooms that have no players in it unless it’s a permanent room which can’t be created by players.
Mostly everything works and I’m not sure why yet but using channels has made us lose the culling which is bad because you’ll receive updates about someone who isn’t even on your screen and some where else on the map. :(
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wishicouldcode · 4 years
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I added some physics to the arrow and have added a force factor so that the user can control the strength/trajection of his arrow by dragging his mouse. It works by creating a pivot point from the location of the click that initiated the aim state and then calculating the distance from the pivot and applying the power to it. It currently has no gauge or meter but that will soon be added in so that the player can acquaint themselves with the trajectory and become skillful in that way
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wishicouldcode · 4 years
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Latest Update: Finite State Machines, Hitbox on Specified Frames, and New Character Type
Finite State Machines  I learned about finite state machines and introduced it to the code to achieve a more organized system of states that approves and disapproves of actions depending on the current state. The outcome as you can compare to the last update, is now more fluid and a lot easier to work with.
Hitbox on Specified Frame I demonstrated this with the character Fir & Foke as you can see that her attack speed is slow and the hitbox is only enabled on the last frame (landing punch). This is to setup the battle system to be more strategic 
New Character Type The newest character type is Ranged. It was quite easy to add this in with the Finite State Machines, To aim your arrow you must hold down the left mouse click and releasing the mouse shoots the arrow. It still has some fixing up to do but we’re getting there!
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wishicouldcode · 4 years
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Some new things I’ve added in:
hitboxes for attacks - they differ for each character and/or attack. it’s loaded through the character loader
blocking/shielding - the shield is displayed and the character’s pose changes when you hold shift. the player is unable to attack or run while blocking
other multiple different action sequences such as death, being damaged (haven’t applied it yet), special attacks, jumping
The attack system is still not as fluid as I’d like it but it’s improving slowly but surely. Once I get this all down, I can start on character special attacks, perfect guard counter - a counter attack if you guard at the time of an enemy’s attack, status effects, and status buffers.
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wishicouldcode · 4 years
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New Project: Platform Legends
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It has occurred to me that I am just not ready to take on the project of Ninju Book without the programming experience needed to do the things I want so I’ve decided to create a ‘lighter’ project in Nengi called Platform Legends and in creating it, I hope to become intermediate in programming while also having fun and not being scared of bugs & imperfections
The game will be designed to be a 2D fast paced action platform side-scroller and here is the blueprint of what I plan to implement
Dynamic Character Creation & Loading Selectable characters will differ from each other and enhanced through a system of skills, status effects, stat buffers visuals
Teams & Balancing Each instance will have two teams: Red & Blue, Before the match starts, the system will balance teams. During intermission, the system will re-balance any players that have left the game
Death-match mode Each round is a total of 3 minutes. Within this time, your team must destroy the other team. If the player dies, he is not revived and becomes a spectator
Golem mode Each team’s objective is to climb to the top of the map and kill the Gold Golem. The player that kills the Gold Golem becomes the Gold Sword. The Gold Sword player must go to the other team’s side and slay their Golem to defeat the other team. If players attack the Golem without being a Gold Sword player, their attack will be ineffective and thus, they must protect their team’s Gold Sword player. If the Gold Sword player is killed, the Gold Golem is respawned.
I have started programming and have added animations, lame gravity, a character class and loader! It allows me to add in new characters easily and assign them to any connected player entity.
In this preview, you see 2 playable characters: Ellora & Deagle There will be at least 20 characters to choose from in the future
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In the next update, I hope to have working attacks, special attacks, and blocking. I believe I am to create “hitboxes” which are invisible rectangles that are enabled for a limited amount of time (as long as the animation is?) and then check if any player collides with them.
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wishicouldcode · 4 years
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Concept Art is in! Can’t wait to blow this up in colors and use it for the website
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wishicouldcode · 4 years
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Tried to get back into programming by creating a login user interface to nengi. I created an infinite scrolling sky background that complimented the user interface I designed in photoshop.
 The game client now sends the server a username and password that the server checks and if it’s correct, the client gets sent into the game. It generically just checks for “test,test” at the moment. I hope to start focusing more on implementing the graphics and battle system
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wishicouldcode · 4 years
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It’s been quite some time! But I decided to try to continue to develop on this goal that I’ve always had but never completed and that’s to release a fun playable multiplayer ninja RPG based upon the hit series, Naruto.  I went back and touched up on the sprite base I made two years ago. It was terrible! The perspective and shading was completely wrong and it was extremely tall for no apparent reason. This means that I had to go back and redo the animations (over 80+ frames) for jumping, attacking, breathing. It was extremely tedious but after four days, I completed the mundane task.
Future Plans I plan to finish the graphical side enough for the first release of the game to start programming anything. It’s easier to finish all the needed graphics rather than to program and then jump to the graphical side to finish something that I need then jump back into programming
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wishicouldcode · 7 years
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I haven’t had much time to work on NinjuBook this week because of work and I came down with a cold but here’s a preview of how the Chat Box is looking! For direct messaging you can either manually add in a tab by inputting the user’s name or click the name that’s in the general chat history and it automatically creates the tab to direct message. Super convenient! This was put together using native DOM, CSS/HTML, and JS. 
More updates coming soon
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wishicouldcode · 7 years
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Nengi 2.0 is now out! That means NinjuBook finally gets to be worked on. Just added in walking, running, and jumping. Still has a few bugs that need to be worked out and the animation needs to be improved for running in the direction down but it will all be perfect in time. Can’t wait to get to the point of a solid battle system and jutsu/buff system.
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wishicouldcode · 7 years
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Here’s what alpha will look like! Just praying everything goes right. ><
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wishicouldcode · 7 years
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I was trying for countless hours on figuring out how to remove the grid effect and make the grass seamless
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wishicouldcode · 7 years
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NinjuBook is going through some graphical recoloring and fixes! The sprite base and tiles I previously made were probably from 2+ years ago and they were made when I was just learning to pixel. I didn’t realize how terribly colored they were and that I didn’t stay within a color palette. So here is a sample of the new color palette. I also fixed the perspective a bit. I’m excited for it’s future. Stay tuned
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