Tuesday, January 3, 2012

My Robot is Hiatus

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Just wanted to make it official that My Robot is Fight is on indefinite hiatus while I finish up Trials of Droids.

Wednesday, November 30, 2011

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Thursday, November 10, 2011

Trials of Droids

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Click the Trials of Droids tab up above! I double dog dare you!

Monday, November 7, 2011

What I've Been Doing

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Hey all. Here's the first screenshot from a new game I've been working on called Trials of Droids. It was designed by my could friend Eddie Rogers, and I've been programming on it for the last two weeks or so while he does a lot of the art. It's a platformer / puzzle-game where you switch between two droids trying to escape imprisonment on an alien space craft / planet. It's getting really closed to being "finished," at least in as much as all the parts function. It needs more art an levels, but expect a demo soon!




So... as far as My Robot is Fight is concerned... It's on the back burner for now while I work on Droids. In fact, when I resume work on My Robot is Fight, I may completely overhaul the level generation code and the way much of the interface works, using a lot of the knowledge I'm gain programming Droids.

Things I hope to accomplish:
-Use tilemaps to make the randomly generated levels a lot more RANDOM. That is to say, don't just shuffle the order of several different rooms around within 1 of 6 possible layouts, but actually generate a lot more random content within the rooms. Currently, the levels in My Robot are constructed from large pieces of oddly shaped art which has proved restrictive for a while. Using tile-maps should open things up a lot. Also, I've developed a way of importing bitmaps in as tilemaps for Droids, that should speed up the process of room design and workout a lot better than scripting every room.

-Load everything at once. This may not be possible, but I'm hoping to optimize my collision code enough to load the large zones like Level 1 all at once, so that monsters won't reappear every time you enter a room. I have mixed feelings about that mechanic of the game (monsters reappearing), but among the problems it causes are some big ones, like having the lil' cretins come back after you enter shops or you inventory and making grinding extraordinarily easy and also BORING. I'm still not 100 percent on this idea, but I'll probably try it.

-Separate weapons from the skill tree, and make skills more interesting. Having a rocket launcher isn't much of a skill.... being able to rapid fire your rocket launcher or shoot multiple rockets might be. There's a lot of redundancy in the current skill tree. The Gatling gun is just a shittier, more energy-expensive machine gun and the freeze ray / freeze-thrower is pointless when there are equippables that make your flamethrower or blaster do the same thing. I'm thinking of having weapon categories you can equip energy-types to (acid-thrower, gatling fire-bolts), or maybe just having 4-5 energy type skills you can select that change the function of every weapon.

Also, I'd like to add more interesting non weapon skills like a gun the makes blocks you can step on, a power dash, a mario type stomp attack, space jumping, a portal gun, all sorts of crazy things. More stuff for the option bot.

I'm also considering that in addition to a level requirement, certain quests will unlock skills. Like a quest to rescue Fight Ship 0x....Whatever his name is for robot purgatory will unlock the turn-into-a-jet skill.

I have a lot of big ideas for MRIF, but they're going to take a long time to implement, and I'd rather actually finish a game first before practically restarting a game that's been taking me years.

Look forward to Droids and more updates. And look forward to making custom maps for it too!

Tuesday, October 4, 2011

Real Life Intruders

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Real life is currently interfering with My Robot is Fight production. Hopefully I'll have a big update with new areas in November, but don't expect much before then. :(

Tuesday, September 27, 2011

Game Pad Support

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I've done quite a bit of research and I can't find any way to directly include Game Pad support in an Adobe Flash app. However, there is an easy work around if you care to use it. There are several programs available that will convert game-pad input to keyboard input. Here's what I would recommend:

For PC:
JoyToKey

For Mac:
ControllerMate

For Linux:
QJoyPad

Friday, September 23, 2011

Minor update. Who plays this game?

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Hey all. I uploaded a new version. If you're one of the folks who have figured out how to activate debug mode, then you might find several significant changes in the "in-progress" areas. Otherwise, most of the changes are to back-end stuff in preparation for the next version. There's a few minor graphic changes, some tweaks in the level generation code and some more item preffix/suffix.

Please play the shit out of this and report bugs! Pretty please? With robo-sugar on top?

Also, please just report... anything. I get quite a few hits a day and would like to know who's been playing, what they think, what they'd like to see changed / added. There are also a few things I might need help with down the line so....

Don't be afraid to speak up.

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