Phaedrus' Street Crew
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About Synnah

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    Shitty Justice Wizard
  • Birthday 12/04/1980

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  • Location
    Cambridge, UK
  • Interests
    Video, Games.
  1. [Dev Log] Dot Gobbler's Polar Feet

    It's been a fairly productive second day of the jam! I used the 3D Dot Gobbler as a basis for my sprites, and created a 6-frame run cycle to scale down and import into PICO-8: I scaled the arms and legs down slightly, to give the face more prominence. I'm just noticing that the upper legs are still way too long, though, so the lower legs are all squashed up. I'll fix that tomorrow. Anyway, I wanted to see what it looked like in-game, so I made a super-terrible placeholder tileset and slapped some stuff in place: It's not particularly impressive, but given that I didn't edit the sprites at all it doesn't look too bad. I downloaded Pyxel Edit, on atte's recommendation, which I'm hoping will make animation and tile editing a little easier. Next up, make sprites for the following: - Standing - Sliding - Crouching - Rolling - Jumping - Other vague stuff
  2. [Dev Log] Walking an unfamiliar city alone

    This sounds rad, and the road generation looks cool so far. Good luck with implementing a weird mathematical procedure! I thought about doing that for the city generation in my procedural racing thing, but since I'd already written the code to generate the roads, it would have been more difficult to fit something around that than to just write my own thing that wasn't quite as good but did the job. Plus it was daunting!
  3. [Dev log] Curling

    Welcome to Wizard Jam, and to the forums! I'm glad that someone's just straight-up making a curling game.
  4. [Dev Log] Dot Gobbler's Polar Feet

    Thanks! I don't know if Fire & Ice will be something I go back to after Wizard Jam, but it was a good way to learn how to do some 16-bit platformer stuff that you don't see in a lot of PICO-8 games. In particular, the parallax background is an attempt to recreate the parallaxing of Green Hill Zone/Emerald Hill Zone from the first two Sonic games, which should look pretty good once I've got actual tiles and horizontal movement in there.
  5. [Dev Log] Dot Gobbler's Polar Feet

    Okay, I've finished my slope-handling code! There were a couple of individual bugs that had me stumped, and it turned out in both cases I was just doing something dumb (always pay attention to the order of mathematical operators, kids!). The code keeps track of the incline of the slope you're on, and uses that to affect your deceleration, making you slide more going downhill. This might need a bit more tweaking, but it feels okay at the moment. Anyway, with that done, I'll be moving onto my actual Wizard Jam game! I was hoping to implement variable jumps based on how long you hold the button (Current the jump height is fixed), but I can do that as part of the WJ game, and then back-port it to the Fire & Ice demake at the end. The first order of events will be creating a bunch of sprites from the Dot Gobbler 3D model, to get an idea of the number of animation frames I'll need. I'm hoping to keep it to around 16 frames, which is going to be tough; PICO-8 sprites are usually 8x8 pixels, but I'm going with a whopping 16x16, which means I have a quarter of the number of frames available to me, and I still have to worry about map tiles, background tiles (I'm planning some swanky parallax scrolling), and enemies.
  6. Hello! This one's going to be a bit of a departure for me, as it'll be the first time that I'm not using Unreal Engine 4 for Wizard Jam. A month or so ago, in order to distract myself from learning C++ for UE4, I bought PICO-8 and started learning that instead. My immediate thought was to make a 90s-era platformer starring Dot Gobbler, but given that Wizard Jam was coming up, I thought I'd hold off for a while, and instead started a demake of the Amiga/ST game Fire & Ice in order to learn PICO-8 and Lua. This is basically where I'm at with it: I've hit a bit of an impasse recently, trying to get slopes working. I had one approach that wasn't quite working, so I tried a different approach, which didn't work at all (and I still have no idea why; as far as I can tell the maths make sense and it should work, but it just doesn't). In doing that though, I managed to iron out most of the bugs in my original approach. There are still a couple left, but I think I can squish those tomorrow. So, what about Wizard Jam, then? I figured I'd take the lazy approach, and make re-purpose my existing platformer code, and basically make the Dot Gobbler game I initially wanted to make, but with one of the endorsements as a slight modifier. I landed on 'Polar Feet Adults' Non-slip Fleece Socks', and so will be making a game where Dot Gobbler can collect power-ups to change his socks, which change his movement and abilities. It's not particularly clever, but I think I can make it work within PICO-8's constraints (Remember, I'm limited to 128x128, a fixed palette of 16 colours, and a single 128x128 spritesheet, half of which is shared with the map for some reason!). I'm not really happy with the title, either. By the end of the jam, I may settle on one of the following: Dot Gobbler's Sock Quest Dot Gobbler's Sock Opera Dot Gobbler's Sock Justice (After this Hbomberguy gag) Title suggestions welcome!
  7. [RELEASED] Tactical Gamer Chair

    I've been chipping away at v1.1 over the past week; it's been pretty slow going, but I've uploaded a new build now. There were two main things I wanted to get in, the first being fixes for the various restart bugs; Nick encountered one of these when he played the game on the stream, but there were at least two more that were revealed as I tried to fix that one. One of them is definitely* fixed, but the other two still happen, just much less frequently than before. The second thing I wanted to get in was... ... this guy. Part of me was tempted to also add "Veggie" Panino and a Business Guy (I guess ridiculous physics characters are my Wizard Jam jam?), and now that I've laid the groundwork with Dot Gobbler it wouldn't be too hard, but I kind of just wanted to get this out. I'm not sure that I'll go back to developing it now either; I mean, it's funny, but it's not a very good game, and it would take quite a lot of effort to make it good (I'd have to model a horsebag for one thing...). So yeah, check it out here: * don't hold me to this
  8. [RELEASED] Tactical Gamer Chair

    Oh hey, I just finished this! I mean, I say 'finished', it's basically playable, but it's a bit messy. Nick just played it on the stream though, and it went down well, so I'm calling that a win. (Don't tell anyone the opponents have no AI, they just go in a straight line) Download it here:
  9. [RELEASED] Tactical Gamer Chair

    I'm still working on this, but it's kind of slow going. It seems unlikely that I'm going to have anything playable ready for the showcase weekend. Good news is that collisions and ramps are now working. You can also just about see a can of Mt. Dew in that GIF; I need to make that give you a speed boost, and then add Doritos as collectables. Oh, and maybe have a jostle meter so that the gamer falls off the chair if you collide too much. We'll see how much I can get done!
  10. [RELEASED] Tactical Gamer Chair

    So I'm making progress with this, but not a lot of progress. Work's been busy and I'm not feeling particularly energetic. However, here's where I'm at at the moment: I put some placeholder buildings on the sides of the road to make it clear that you're sliding down a hill. I also modelled and rigged the gamer; I didn't feel like spending ages painting vertex weights, so I just made it an abstract dummy. Setting up the physics asset in UE4, while it's now possible, is still flaky, so it took longer than I'd have liked. Also, sitting a character on top of the chair meant that it would no longer slide downhill, so I abandoned the entirely physics-driven movement. What I've got at the moment is super simple; it just moves the chair forward along whatever surface is underneath it, so it can (sort of) deal with the ramps, until it goes over the end of them and the chair just snaps down to the road, causing the physics to freak out. I need to write some basic collision handling (You can just pass through the buildings at the moment), and then deal with ramps properly. I'm thinking I'll do something like set a flag whenever you're on a ramp, and whenever you're no longer on a ramp give you an arc based on how fast you were moving. Oh, that's another thing, there's no acceleration at the moment. Need to add that.
  11. [RELEASED] Tactical Gamer Chair

    The good news is that Epic seem to have finally fixed whatever issue it was that was stopping skeletal meshes that I exported from Blender from working with the physics system, so now I can finally have a fully ragdolling Dot Gobbler. I may include him as a secret character, if I have time (along with a secret rideable horsebag). Stretch goals, though.
  12. [RELEASED] Tactical Gamer Chair

    I have thought about having tricks! I could do some basic animations for the gamer in the chair (when I've made them) doing different poses, and then have them flopping all over the place with physics blends. I did also think about having grind rails, but why am I even saying that there's no way I'll be able to make grind rails
  13. This title stood out to me this year, and gave me an idea for a kind of physics racing game where you sit on a gamer chair and slide down a hill, collecting cans of Mountain Dew (for a boost) and Doritos (for points). Tactics don't really come into it, but whatever. Here's what I've managed today: As ever, I'm using UE4. The main thing I'm going to have to work out this time is how to have physics-based movement that isn't a total disaster; you can't really tell from the GIF, but the ramps are really flaky. If you're not going fast enough the chair will tip over as soon as it hits them (Something about moving from one piece of collision to another messes with the physics), and even if you are going fast enough there's no guarantee you'll land okay. I'm going to have to look up some vehicle example projects and get some ideas about how to constrain the physics so they behave in a way that makes the game playable. EDIT: v1.0 is out now! v1.1 is out now! DOWNLOAD IT HERE!
  14. [Released on] Alexa, Destroy Me

    Daaamn, I've been meaning to do this for a while now! Really interested to see where you go with it. I've got quite a bit of experience with Alexa skills, so hit me up in the Slack if you want any pointers regarding creating the interaction model or the back-end code. I can't see there being any problem with getting the skill through the submissions process, but I would maybe allow for a couple of days..
  15. [Dev Log] Mystery of the Ravens

    Thanks for the kind words, everyone! Progress has been slow so far this week, but here are some progress GIFs: Animations for jumping, double jumping and gliding are in. Took me a while to iron out all of the kinks in the animation network, making sure that every state was accessible from all of the states it needed to be accessible from, which also meant fixing a couple of bugs in the movement code. Singing is in. Currently it's just a thing you turn on or off, but it will be tied to the actual gameplay mechanics... soon, hopefully. I've had less time to work on things than I'd have liked this week, and I've got social stuff tomorrow and on Saturday, so it's going to be a bit of a push to get everything in by the deadline, but I'll do what I can!