phill

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About phill

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  1. [RELEASED!] War of the Broses

    Finally finished the complete level rebuild! https://fifogamedev.itch.io/wotb There's now an entire open environment to go fling things around in: Big ups to Quaternius (quaternius.com) for all the 3D models (except one special one, heh). I've learned an absolute tonne during this process, so very happy with how it turned out regardless of whether or not it's a hugely 'gamey' game. Can't wait to finally get stuck into everyone's entries!
  2. [Dev Log] Power Wizard 3d: A 3d Story

    Echoing eronin's sentiments that this is super impressive with GameMaker as the engine! You can always PM the itch admin (dino) and he can submit stuff for you after the end date.
  3. [RELEASED!] War of the Broses

    Alright, I've made a bit of progress! I got pretty far into coding up the game and then decided that it would probably be a good idea to move to a state-based system because I was running into all kinds of issues with assigning/clearing the objects to be picked up. So I used the great open source state machine asset that both @Travis and @Spenny recommend, found here, to get that all implemented. I've learned a lot about getting variables from other objects, using the inspector*, and how to use the rigidbody/physics systems, so I'm pretty happy with this as a learning exercise if nothing else. Anyway, here's some gifs! I'm still playing around with how to do difficulty in the game, as it will be influenced by whether I can code up some very basic enemy bros. But currently it will be timer-based, and if the player doesn't have enough strength to lift something up, they get punished by losing time to a shaky-armed animation: They'll need to go lift some other, lighter objects to gain enough stranth to continue: The main things left to do are: Keep importing a tonne of free models into the scenes to make them look alive and full of lifting possibilities; Code up some dumb bros to chase you around and, if I do that, change the difficulty to be a risk vs. reward structure rather than a flat punishment; Introductory dialogue and UIs; Catch any fail states for the game, test it on another computer. Fix all the crap that I'll break between now and the weekend. Woo! --- *And not using it; I've lost track of how many times I've entered a variable into the inspector, forgotten about it, and wondered why the code isn't updating properly
  4. [Released] A Thousand Dormant Machines

    This is looking so great, can't wait to see it all gussied up with Jon's models!
  5. [Released] Palpable Dreams

    That transition is so good. This is going to be so trippy to play with!
  6. [RELEASED] Tactical Gamer Chair

    Oh yeah, this looks great! Physics weirdness is always funny too, so in the end you can always call it a feature
  7. Minigames are always awesome! And Die Hard is a heck of a good theme to make them around, so many good lines to use!
  8. [Dev Log] Unmasking the Brain Burglar

    The designs look so sweet! I love the concept and the kind-of-escape-room mechanics of it. Best of luck with all the animations/interactions!
  9. Late entry, but I've now got a clear run of nothing on until the end of the jam so here I go! I want to make a Katamari-like game about lifting things. Any and all things. Premise is that there are two rival gyms in a city block. You are a weak bro at the smaller gym, who faces the prospect of losing his favourite place to lift. I know this is sounding like the comedy classic Dodgeball, but stay with me. Instead of dodging wrenches, you resolve to lift until you get so swole that you can lift their gym and toss it away like the trash it is. Enter gameplay! The idea is that the player will walk around an open environment trying to lift things. Pot plants, a small dog, stop signs, a car, trees, fire hydrants, etc. By doing so they will gain strength which expands the size/weight range of things they can lift, all the time getting more and more comically buff until eventually it's possible for them to lift the entire opposing gym building and throw it away. Foiling the player will be bros that wander the streets and will lift you, agar.io style, if they have greater strength than you. I'm thinking a time limit is the easiest way to introduce difficulty, especially for a jam game where I'm not sure I could program an opposing bro to compete. Challenges I know I'm going to face are: Getting enough objects in the scene to make it fun for the player to experiment picking stuff up; Designing the level so that there isn't just an obvious linear progression; Making the opposing bros not annoying; Keeping it a short and simple experience (max 20 minutes is the aim). So far I've managed to code up the picking-stuff-up bit, but now I need to start either smashing Blender to make a bunch of low-poly assets for insertion into the scene OR try to find the trashiest, most horribly clashing free environmental assets. Anyway, excited to finally join in the JAM.
  10. [Released] To Me, To Me, To Me

    Except they already look pretty great, you talented monster.
  11. [Released] Palpable Dreams

    It already looks pretty darn smooth, can't wait to see what 'more smooth' looks like! I love the abstract nature of it, like an artwork you can play. Looking forward to getting mesmerised by this one!
  12. [Dev Log] In The Shade of the Puffin

    Welcome to the jam, your gecko looks fantastic! I wouldn't have guessed that it was your first time, geez. Game sounds great
  13. [Dev Log] Power Wizard 3d: A 3d Story

    3D in GMS2 is ambitious, but I've seen it done before so it's possible! You got this!
  14. [Released] Meet the Kerfluffles

    The animations are sweet! A horde of these little fellows flocking around is going to be fun to watch.
  15. Rollin' With The Pope

    They see me rollin', they hatin', extollin' the grace of holy Mother Mary Looking great! Can't wait so smite me some heretics