• Content count

  • Joined

  • Last visited

Posts posted by z_bill

  1. I scrolled down to look through the pics first, as you do...and thought "classic dungeon, great! Wait, what's the theme again?" then scrolled up and saw it was supposed to be a bar and laughed. Perfect setting for a dungeon crawl!


    Please continue with this! I need this game to exist! 

  2. Impressive. Though when I hearing "walking an unfamiliar city alone" I (wrongly?) think of it as a calming experience. And this looks like a multicolored impossible maze which would stress anyone out. Seems like you could start this like "a calming walk. Doesn't that sound nice?" then move into "wrong! This is actually a hell you are trapped in!"


    Fun stuff! Those buildings look cool.

  3. Game is going amazingly well. Getting lots of stuff in...but a lot of it is not showy or is kinda spoilery stuff about the mechanics/puzzles.


    I think during the jam I'll be able to finish 


    the 3d part of the game...why are you reading spoilers! 


    You can now pick up and drop stuff! 




    It was a flute but I said "pipe" because I couldn't resist this dumb art joke (will make a little more sense in the game context).


    It also looks like a key which turns into an unintentional hint!


    I'm making a first person game and my first idea was to make it a graphic adventure, ha.

  4. I'm continuing my experiment from last wizjam!


    I have big ole plans for this game, but there is a secret to it all that I don't wanna reveal yet. So right now I'm just tooling around with 3d in GMS2 like a fool!




    Here is where you find a spoocegate and must navigate a spoocemaze to get the requisite spooce. And of course we all know this to be an extended reference to OddWorld Munch's Oddysee. You knew that right...? *ahem*


    I do want to finish the full project and doubt I can do so in the alotted 2 weeks, but I maaaay continue straight on after depending on how much I can get done during jamtimes.


    Good luck, jamsmen!

  5. This is great.


    I hadn't been seeing your progress of the pico-8 platformer on twitter (I thought Fire & Ice was referring to the Bakshi movie at first and was confused tho haha) and looks super cool.


    We need more Dot Gobbler. All the time, all genres. We need an official Dot Gobbler collection. And t-shirts. And a whole franchise! And most definitely more lore...

  6. Here's a final not-final gif for this thing as I'm putting it to rest until (likely) the next wizjam when I intend to finish(?) it!




    I am very happy with the progress I made.


    And though I'm not as much in this event/community anymore as I'd like to be, I'd like to thank every one of you! Thank you! See you in Wizjam Land 2019.5!

  7. Here is a gif of my problemo:




    That blue/yellow guy is a default model from MagicaVoxel. 


    Notice that when the camera is along the ground the faces above the guy's legs are weirded out/probably flipped. When floating higher and looking down everything looks great.


    (also at the beginning you can see how the guy draws through the "grass" gray blocks. This is a problem I think I can fix however, but haven't put in the time yet.)


    I'm going to consult reddit for a maybe solution. Cuz I'd like to salvage this and still use GMS if at all possible. 

  8. I tried real hard to get this working the past week. Here's what I wrote on Twitter:


    My exploration for a 3d first person game in GMS2 has hit a brick wall. Just so many problems with this POV in GameMaker.


    Any 3d model you look at that's at a higher "depth" than the viewpoint of the camera has flipped/weirded-out faces. Also, it has no idea it has to draw further models first. So you'll often have far away objects seen, as if by x-ray, thru nearer ones.


    These things could be fixed if I knew what I was doing...not hacking this together w/ a bunch of other people's code. (I've noticed all the successful examples of 3d in GMS are top-down, not 1st person)...but then I arrive at "other engines just do/fix this junk automatically."


    At first I was like "cool if it's glitchy, it'll suit my game anyway." But, you know, I'd like to be able to make it look right if I wanted it to. So I'm back goofing with Godot, but postponing this for now.


    That's where I'm at then. I'm going to post some gifs that illustrate the issue I'm having later. Maybe some dudes here can help. Otherwise, I'm likely back to scratch in an engine I don't know unfortunately.

  9. Okay! Here's some kinda gross concept art....


    (spot the reference!)


    I've got the mouselook and 3d movement in. I even got some models in the game for walls. I'm doing the kinda hacky deal of making the level walls imported 3d models.




    I'm using MagicaVoxel which is cool. I haven't gotten the textures to work properly yet. But that might be okay as I'm not against the glitchiness thing (as players of my old games may know).


    It seems to want square texture files at 64x64 or 256x256. But MagicaVoxel's deal is that it's just a png palette 256 colors (x 1 pixel). If anyone knows a solution here, please let me know.


    Things I'm NOT going to put in checklist:

    • Jumping
    • Any varying heights for the floors or ceilings at all really
    • Shooting
    • um..anything besides walking around and collecting things and activating gates
    • I kinda wanted you to be able to pick up things and throw them
    • er...I just messed up this list

    I need to figure out how to do billboard "player-facing" sprites next I think.