Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - BlushyFace

Pages: [1] 2
1
In development (ideas) / Re: [WIP] progress report
« on: February 19, 2019, 01:47:05 AM »
map scrolling is done now too. (had to rework some stuff cause it was laggy on big sized maps but not performs quite a bit smoother!)

old (laggy)


now

2
In development (ideas) / Re: [WIP] progress report
« on: February 07, 2019, 02:42:24 PM »
working on a proper scene creation function atm, still a lot of work but there is progress


3
In development (ideas) / Re: [WIP] progress report
« on: January 27, 2019, 02:05:50 AM »
Unit move range works now too. In this demo 2 units have movement range 2 and 1 has movement range 4


4
In development (ideas) / Re: [WIP] progress report
« on: January 19, 2019, 12:48:06 AM »
Selecting units work now though can select only units atm.

Also added a few checks such as if a tile is water, a unit cannot move (i need to add more things though like if the unit is in the air, if so it can go to that tile etc)

+ added a check if a unit is attacking another unit (no extra options atm such as attack / use spirit etc)



5
In development (ideas) / Re: [WIP] progress report
« on: January 18, 2019, 04:43:48 PM »
Tiles can now be selected. It does nothing else yet.


6
In development (ideas) / Re: [WIP] progress report
« on: January 18, 2019, 01:36:58 AM »
Unit movement



several clients. Synced up (the top scene not, just the map).

7
In development (ideas) / Re: [WIP] progress report
« on: January 16, 2019, 03:57:03 PM »
Functions output (testing):


^the output is a bit too long to post as image so you can check the below for info. If there is anything wrong let me know.


LoadInitialGameData() START
SetCommands() -> total commands: 2
SetPilots()
GetCommand(heal2500hp,True)
GetCommand(attackagain,True)
GetCommand(testcommand,True) not found
GetCommand(heal2500hp,True)
GetCommand(attackagain,True)
GetCommand(testcommand,True) not found
SetUnits()
LoadInitialGameData() END
--- - ---
MapTilestoMap(testscenario)
0,0 [land] 0,1 [water] 0,2 [ground] 0,3 [air]
1,0 [land] 1,1 [land] 1,2 [water] 1,3 [air]
2,0 [land] 2,1 [land] 2,2 [water] 2,3 [water]
3,0 [ground] 3,1 [ground] 3,2 [water] 3,3 [water]

0,0 [land] 0,1 [water] 0,2 [ground] 0,3 [air]
1,0 [land] 1,1 [land] 1,2 [water] 1,3 [air]
2,0 [land] 2,1 [land] 2,2 [water] 2,3 [water]
3,0 [ground] 3,1 [ground] 3,2 [water] 3,3 [water]

MapTilestoMap()
0,0 [air] 0,1 [land] 0,2 [water] 0,3 [ground] 0,4 [space] 0,5 [land] 0,6 [land] 0,7 [land] 0,8 [land] 0,9 [land] 0,10 [land] 0,11 [water]
1,0 [air] 1,1 [land] 1,2 [water] 1,3 [ground] 1,4 [space] 1,5 [land] 1,6 [land] 1,7 [space] 1,8 [land] 1,9 [land] 1,10 [land] 1,11 [water]
2,0 [air] 2,1 [land] 2,2 [water] 2,3 [ground] 2,4 [space] 2,5 [land] 2,6 [land] 2,7 [special] 2,8 [land] 2,9 [special] 2,10 [land] 2,11 [water]
3,0 [air] 3,1 [land] 3,2 [water] 3,3 [ground] 3,4 [space] 3,5 [land] 3,6 [land] 3,7 [special] 3,8 [land] 3,9 [special] 3,10 [land] 3,11 [water]
4,0 [air] 4,1 [land] 4,2 [water] 4,3 [ground] 4,4 [space] 4,5 [land] 4,6 [land] 4,7 [special] 4,8 [land] 4,9 [special] 4,10 [land] 4,11 [water]
5,0 [air] 5,1 [land] 5,2 [water] 5,3 [ground] 5,4 [space] 5,5 [land] 5,6 [land] 5,7 [special] 5,8 [land] 5,9 [special] 5,10 [land] 5,11 [water]
6,0 [air] 6,1 [land] 6,2 [water] 6,3 [ground] 6,4 [space] 6,5 [land] 6,6 [land] 6,7 [special] 6,8 [land] 6,9 [special] 6,10 [land] 6,11 [water]
7,0 [air] 7,1 [land] 7,2 [water] 7,3 [ground] 7,4 [space] 7,5 [land] 7,6 [land] 7,7 [ground] 7,8 [ground] 7,9 [water] 7,10 [land] 7,11 [water]

0,0 [air] 0,1 [land] 0,2 [water] 0,3 [ground] 0,4 [space] 0,5 [land] 0,6 [land] 0,7 [land] 0,8 [land] 0,9 [land] 0,10 [land] 0,11 [water]
1,0 [air] 1,1 [land] 1,2 [water] 1,3 [ground] 1,4 [space] 1,5 [land] 1,6 [land] 1,7 [space] 1,8 [land] 1,9 [land] 1,10 [land] 1,11 [water]
2,0 [air] 2,1 [land] 2,2 [water] 2,3 [ground] 2,4 [space] 2,5 [land] 2,6 [land] 2,7 [special] 2,8 [land] 2,9 [special] 2,10 [land] 2,11 [water]
3,0 [air] 3,1 [land] 3,2 [water] 3,3 [ground] 3,4 [space] 3,5 [land] 3,6 [land] 3,7 [special] 3,8 [land] 3,9 [special] 3,10 [land] 3,11 [water]
4,0 [air] 4,1 [land] 4,2 [water] 4,3 [ground] 4,4 [space] 4,5 [land] 4,6 [land] 4,7 [special] 4,8 [land] 4,9 [special] 4,10 [land] 4,11 [water]
5,0 [air] 5,1 [land] 5,2 [water] 5,3 [ground] 5,4 [space] 5,5 [land] 5,6 [land] 5,7 [special] 5,8 [land] 5,9 [special] 5,10 [land] 5,11 [water]
6,0 [air] 6,1 [land] 6,2 [water] 6,3 [ground] 6,4 [space] 6,5 [land] 6,6 [land] 6,7 [special] 6,8 [land] 6,9 [special] 6,10 [land] 6,11 [water]

tile not mapped -> 0
0,0 [none] tile not mapped -> 1
0,1 [none] tile not mapped -> 2
0,2 [none] tile not mapped -> 3
0,3 [none] tile not mapped -> 4
0,4 [none] tile not mapped -> 5
0,5 [none] tile not mapped -> 6
0,6 [none] tile not mapped -> 7
0,7 [none] tile not mapped -> 8
0,8 [none] tile not mapped -> 9
0,9 [none] tile not mapped -> 10
0,10 [none] tile not mapped -> 11
0,11 [none]
1,0 [defaultunit1] 1,1 [defaultunit1] tile not mapped -> 2
1,2 [none] tile not mapped -> 3
1,3 [none] tile not mapped -> 4
1,4 [none] tile not mapped -> 5
1,5 [none] tile not mapped -> 6
1,6 [none] tile not mapped -> 7
1,7 [none] tile not mapped -> 8
1,8 [none] tile not mapped -> 9
1,9 [none] tile not mapped -> 10
1,10 [none] tile not mapped -> 11
1,11 [none]
tile not mapped -> 0
2,0 [none] 2,1 [defaultunit1] tile not mapped -> 2
2,2 [none] tile not mapped -> 3
2,3 [none] 2,4 [defaultunit1] tile not mapped -> 5
2,5 [none] tile not mapped -> 6
2,6 [none] tile not mapped -> 7
2,7 [none] tile not mapped -> 8
2,8 [none] tile not mapped -> 9
2,9 [none] tile not mapped -> 10
2,10 [none] tile not mapped -> 11
2,11 [none]
tile not mapped -> 0
3,0 [none] tile not mapped -> 1
3,1 [none] tile not mapped -> 2
3,2 [none] tile not mapped -> 3
3,3 [none] tile not mapped -> 4
3,4 [none] tile not mapped -> 5
3,5 [none] tile not mapped -> 6
3,6 [none] tile not mapped -> 7
3,7 [none] tile not mapped -> 8
3,8 [none] tile not mapped -> 9
3,9 [none] tile not mapped -> 10
3,10 [none] tile not mapped -> 11
3,11 [none]
tile not mapped -> 0
4,0 [none] tile not mapped -> 1
4,1 [none] tile not mapped -> 2
4,2 [none] tile not mapped -> 3
4,3 [none] tile not mapped -> 4
4,4 [none] tile not mapped -> 5
4,5 [none] tile not mapped -> 6
4,6 [none] tile not mapped -> 7
4,7 [none] 4,8 [defaultunit1] tile not mapped -> 9
4,9 [none] tile not mapped -> 10
4,10 [none] tile not mapped -> 11
4,11 [none]
tile not mapped -> 0
5,0 [none] tile not mapped -> 1
5,1 [none] tile not mapped -> 2
5,2 [none] tile not mapped -> 3
5,3 [none] tile not mapped -> 4
5,4 [none] 5,5 [defaultunit1] tile not mapped -> 6
5,6 [none] tile not mapped -> 7
5,7 [none] tile not mapped -> 8
5,8 [none] 5,9 [defaultunit1] tile not mapped -> 10
5,10 [none] tile not mapped -> 11
5,11 [none]
tile not mapped -> 0
6,0 [none] tile not mapped -> 1
6,1 [none] tile not mapped -> 2
6,2 [none] tile not mapped -> 3
6,3 [none] tile not mapped -> 4
6,4 [none] tile not mapped -> 5
6,5 [none] tile not mapped -> 6
6,6 [none] tile not mapped -> 7
6,7 [none] tile not mapped -> 8
6,8 [none] tile not mapped -> 9
6,9 [none] tile not mapped -> 10
6,10 [none] tile not mapped -> 11
6,11 [none]
GetPilot() -> pilotname
AddPilots(pilotname)
GetPilot() -> pilotname2
AddPilots(pilotname2)
CheckPilotData(pilotname)
-> Commands: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.Command]
-> Experience: 0
-> InternalName: pilotname
-> KillCount: 12
-> Name: BlushyFace
-> SpiritPointsBase: 50
-> SpiritPointsCurrent: 100
-> SpiritPointsMaximum: 100
-> WillpowerBase: 100
-> WillpowerCurrent: 150
-> WillpowerMax: 150
--- - ---
GetPilot() -> pilotname4
AddPilots(pilotname4) not found
CheckPilotData(NULL) -> Pilot not found
--- - ---
CheckOwnedUnits(CoolPlayer) -> no owned units
--- - ---
CheckActiveUnit(CoolPlayer , BlushyFace) -> no active units
CheckunitData(NULL) -> Unit not found
--- - ---
AddUnit(BlushyFace , defaultunit1) Unit pilot added -> BlushyFace
AddUnit(BlushyFace2 , defaultunit1) Unit copilot added -> BlushyFace2
CheckActiveUnit(CoolPlayer , BlushyFace)
CheckunitData(defaultunit1)
-> Armor: 2000
-> CoPilots: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.Pilot]
-> CoPilotsMax: 5
-> Defense: 0
-> EnergyCurrent: 0
-> EnergysMax: 100
-> HasBarrier: False
-> HitPointsCurrent: 4750
-> HitPointsMax: 4750
-> InternalName: defaultunit1
-> IsAbleToFly: False
-> IsAlly: False
-> IsDestroyed: False
-> IsInAir: False
-> Mobility: 0
-> Movement: 1
-> Name: Default unit1
-> UnitAttacks: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.UnitAttack]
-> UnitParts:
--- - ---
SetUnitHitPoints(500 , False) -> current HP is set at: 500
CheckActiveUnit(CoolPlayer , BlushyFace)
CheckunitData(defaultunit1)
-> Armor: 2000
-> CoPilots: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.Pilot]
-> CoPilotsMax: 5
-> Defense: 0
-> EnergyCurrent: 0
-> EnergysMax: 100
-> HasBarrier: False
-> HitPointsCurrent: 500
-> HitPointsMax: 4750
-> InternalName: defaultunit1
-> IsAbleToFly: False
-> IsAlly: False
-> IsDestroyed: False
-> IsInAir: False
-> Mobility: 0
-> Movement: 1
-> Name: Default unit1
-> UnitAttacks: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.UnitAttack]
-> UnitParts:
--- - ---
AddUnit(BlushyFace , defaultunit2) Unit replaced -> old: Default unit1 by: Default unit2
CheckActiveUnit(CoolPlayer , BlushyFace)
CheckunitData(defaultunit2)
-> Armor: 0
-> CoPilots: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.Pilot]
-> CoPilotsMax: 2
-> Defense: 0
-> EnergyCurrent: 100
-> EnergysMax: 100
-> HasBarrier: False
-> HitPointsCurrent: 100
-> HitPointsMax: 100
-> InternalName: defaultunit2
-> IsAbleToFly: False
-> IsAlly: True
-> IsDestroyed: False
-> IsInAir: False
-> Mobility: 0
-> Movement: 1
-> Name: Default unit2
-> UnitAttacks:
-> UnitParts:
--- - ---
AddUnit(BlushyFace , defaultunit1) Unit replaced -> old: Default unit2 by: Default unit1
CheckActiveUnit(CoolPlayer , BlushyFace)
CheckunitData(defaultunit1)
-> Armor: 2000
-> CoPilots: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.Pilot]
-> CoPilotsMax: 5
-> Defense: 0
-> EnergyCurrent: 0
-> EnergysMax: 100
-> HasBarrier: False
-> HitPointsCurrent: 500
-> HitPointsMax: 4750
-> InternalName: defaultunit1
-> IsAbleToFly: False
-> IsAlly: False
-> IsDestroyed: False
-> IsInAir: False
-> Mobility: 0
-> Movement: 1
-> Name: Default unit1
-> UnitAttacks: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.UnitAttack]
-> UnitParts:
--- - ---
GetCommand(heal2500hp,False)
UseCommand(heal2500hp) -> HP start: 500 -> HP current: 3000 -> Max HP: 4750
UseCommand(heal2500hp) -> foundCommand: True foundUnit: True
CheckActiveUnit(CoolPlayer , BlushyFace)
CheckunitData(defaultunit1)
-> Armor: 2000
-> CoPilots: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.Pilot]
-> CoPilotsMax: 5
-> Defense: 0
-> EnergyCurrent: 0
-> EnergysMax: 100
-> HasBarrier: False
-> HitPointsCurrent: 3000
-> HitPointsMax: 4750
-> InternalName: defaultunit1
-> IsAbleToFly: False
-> IsAlly: False
-> IsDestroyed: False
-> IsInAir: False
-> Mobility: 0
-> Movement: 1
-> Name: Default unit1
-> UnitAttacks: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.UnitAttack]
-> UnitParts:
--- - ---
-> Key: SuperBlushyWars.GameModels.Pilot
-> Value: SuperBlushyWars.GameModels.Unit
--- - ---
RemoveUnit(BlushyFace , defaultunit1) Unit removed
GetCommand(heal2500hp,False)
UseCommand(heal2500hp) -> foundCommand: True foundUnit: False
AddUnit(BlushyFace , defaultunit1) Unit pilot added -> BlushyFace
AddUnit(BlushyFace , defaultunit1) Unit copilot added -> BlushyFace
SetUnitHitPoints(500 , True) -> HP start: 3000 -> HP current: 3500-> Max HP: 4750
RemoveUnit(BlushyFace , defaultunit1) Unit removed
GetCommand(attackagain,False)
UseCommand(attackagain) -> foundCommand: True foundUnit: False
GetCommand(nonexistingitem,False) not found
UseCommand(nonexistingitem) -> foundCommand: False foundUnit: False
RemoveUnit(BlushyFace , defaultunit1) Unit is not piloted by anyone and no one to remove
CheckActiveUnit(CoolPlayer , BlushyFace) -> no active units
CheckunitData(NULL) -> Unit not found
--- - ---
AddUnit(BlushyFace , defaultunit1) Unit pilot added -> BlushyFace
AddUnit(BlushyFace , defaultunit2) Unit replaced -> old: Default unit1 by: Default unit2
AddUnit(BlushyFace , defaultunit3) Unit replaced -> old: Default unit2 by: Default unit3
AddUnit(BlushyFace , defaultunit1) Unit replaced -> old: Default unit3 by: Default unit1
RemoveUnit(BlushyFace , defaultunit2) Unit is not piloted. Pilot is already piloting -> Default unit1
RemoveUnit(BlushyFace , defaultunit2) Unit is not piloted. Pilot is already piloting -> Default unit1
RemoveUnit(BlushyFace , defaultunit1) Unit removed
CheckActiveUnit(CoolPlayer , BlushyFace) -> no active units
CheckunitData(NULL) -> Unit not found
--- - ---
AddUnit(BlushyFace , defaultunit1) Unit pilot added -> BlushyFace
AddUnit(BlushyFace2 , defaultunit2) Unit added and restored unit stats. Piloted by: BlushyFace2
CheckActiveUnit(CoolPlayer , BlushyFace)
CheckunitData(defaultunit1)
-> Armor: 2000
-> CoPilots: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.Pilot]
-> CoPilotsMax: 5
-> Defense: 0
-> EnergyCurrent: 0
-> EnergysMax: 100
-> HasBarrier: False
-> HitPointsCurrent: 3500
-> HitPointsMax: 4750
-> InternalName: defaultunit1
-> IsAbleToFly: False
-> IsAlly: False
-> IsDestroyed: False
-> IsInAir: False
-> Mobility: 0
-> Movement: 1
-> Name: Default unit1
-> UnitAttacks: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.UnitAttack]
-> UnitParts:
--- - ---
CheckActiveUnit(CoolPlayer , BlushyFace2)
CheckunitData(defaultunit2)
-> Armor: 0
-> CoPilots: System.Collections.Generic.List`1[SuperBlushyWars.GameModels.Pilot]
-> CoPilotsMax: 2
-> Defense: 0
-> EnergyCurrent: 100
-> EnergysMax: 100
-> HasBarrier: False
-> HitPointsCurrent: 100
-> HitPointsMax: 100
-> InternalName: defaultunit2
-> IsAbleToFly: False
-> IsAlly: True
-> IsDestroyed: False
-> IsInAir: False
-> Mobility: 0
-> Movement: 1
-> Name: Default unit2
-> UnitAttacks:
-> UnitParts:
--- - ---

8
In development (ideas) / Re: [WIP] progress report
« on: January 16, 2019, 02:14:01 AM »
Tiles work now and layers (units are on top of terrain)

9
In development (ideas) / Re: [WIP] progress report
« on: January 13, 2019, 05:23:32 PM »
Pilots can now freely switch to other mechs or even copilot one.

10
Adding multiplayer expect would be fun but raises a few questions -> Player vs player would not be an issue except maybe for players that can both own same mech (mechs are assigned to players with its own entity and stats) so its only a matter of deciding not to field both mechs at same time or able to. but how would player coop vs ai work?

I reckon players can just take turns simultaneously or both same time until they both are done and then when they are attacking the scene plays and how about handling team attacks?

11
In development (ideas) / Re: [WIP] progress report
« on: January 12, 2019, 09:58:35 PM »
So at the moment as a player you can get "pilots" which are required to use "units". Each pilot comes with different unlockable abilities (spirits) that uses SP to activate and (in)directly benefit the piloted mech.

12
In development (ideas) / Re: [WIP] progress report
« on: January 11, 2019, 02:41:02 PM »
I'm at a point where i could use input about what properties to include such as:

Unit properties
this is what i have atm:

name
level
hitpoint
energy
willpower
movement
speed (for evade? not 100%)
killcount
etc..?


Ability properties
this is what i have atm:

name
level requirement
willpower requirement
bonus to..?
etc..?

13
In development (ideas) / Re: [WIP] progress report
« on: January 08, 2019, 07:53:39 PM »
Background scrolling works, yay.


Basic unit creation also works but there isn't much else to show in that department, need to write the rest of the functions before it does anything meaningful.

15
In development (ideas) / What is Super Blushy Wars?
« on: December 19, 2018, 11:50:08 PM »
Super Blushy Wars is a SRW (Super Robot Wars) inspired game with characters based on the Blushies web comics being developed by people that want to recreate a game like that for the PC.

That said, while we do love developing software and get creative we aren't a big company, in fact we aren't a company at all. We are doing this for fun in our own time to get together as a community to create something awesome we all can be proud and be a part of. We are currently working out ideas and feedback from people that have extensive knowledge about SRW to give us more ideas are very appreciated. Until then you can keep yourself updated by either visiting the forum here or our discord.

Don't expect the game to be done any time soon as there are still lots of challenges ahead before finalizing a first build. This isn't meant to be discouraging people that are interested in this and want to be part of this project but a realistic expectation won't hurt.

If you are interested in checking out what's going on take a look at our discord server for the latest news & progress: https://discordapp.com/invite/CMyZN5n

Don't know what SRW is?
SRW is a tactical rpg game from Japan featuring various franchises about robots fighting each other and involves lots of explosions. You can find game play videos here: https://www.youtube.com/results?search_query=super+robot+wars , there isn't really anything similar like that for PC and the idea is to make something inspired by SRW so with that said 

Pages: [1] 2