-
Notifications
You must be signed in to change notification settings - Fork 44
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Game submission: Mallard #12
Open
joshkautz
wants to merge
82
commits into
n64brew:main
Choose a base branch
from
joshkautz:main
base: main
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
… files with the ones from the snake project because they didn't have the right settings for Tiny3D. I need to understand that stuff better.
…happening from the main game loop instead of the initializing section. Also look for start button press to end mini game. Maybe give this a little gui. C buttons to cycle back and forth between next clips. A button to pause and unpause.
…o get it to play at a reliable, reasonable pace.
…ng between my two basic examples though.
… ultimately figured out how handle the video and free the resources. Added sequences.
…w I must do it for the remaining sequences.
… the ability to skip all existing sequences with the press of the start button. But pausing the audio doesn't seem to work.
…ascii art rendering at a reasonable framerate. I added the "Press Start to Skip" to each sequence.
…aybe consider standardizing it to 320x240 just like everything else.
…. Added a fade-in. This is getting fun.
…uences so that the start button skips to the next one. And of course progresses the pattern in the XM64 audio.
…d the code a little bit better. TODO: - Go to the main menu after the third/final paragraph. - Display a "A" button "Next" button for the paragraph sequence.
…s to have the menu fade in. TODO: - Really shorten the XM Music so that each loopable pattern doesn't have so much bloat in between each. It kinda makes the music drag on in a way that I don't want it to. - See what having the music fade out with the paragraphs sounds like. And then think about how to handle the music transition to menu music, assuming i want it to be a totally different track.
…p through the paragraph fade out, and another "A" press to skip through the menu fade in.
…each little sequence of the intro and having their own internal timers. Still cleaning this up. Then I'm gonna refactor the project to get rid of all the previous sequences that were mostly just playing around. If I REALLY need those things, I can dig through the version control history.
TODO: - Fade in to main game with duck idle animation in center of screen, then fade in the background revealing he's standing on top of the hill. - Enable background art layers and parallax. - Create a box of allowed movement; when proceeding past the horizontal confines of the box, rotate the hill as if it were spinning/rolling.
…, and it should be easier to organize things better for the game jam moving forward.
TODO: - When the game is paused, press & holding start shouldn't unpause the game. - Have it fill up RED from the left to right to indicate the percent of the way the user(s) are to exiting the game.
…e is looking pretty cool, I think.
TODO: - Improve the usability for pressing start, and differentiate it from holding it. - Once someone holds to quit, and then aborts, for a sufficiently long time, dont treat it as an unpause. - Use rdpq_text_print with scissoring instead of sprite blitting
…igame. If you release early, it will just restart the counter, and won't unpause the game. It just feels right.
…roduction and game sequences, which would cause crashes/errors when loading the game again from the Game Jam menu.
…tions for all entities. KEEP IT SIMPLE STUPID. Two most important things to add next: 1. Allow "sliding" for diagonal movements in the direction that isn't causing a collision. 2. Create the SLAP attack hit box and determine if it collides with another snowman, and register the attack/destroy the snowman.
…prite art. In the future it should be reasonably simple to change these things if the art changes, but I don't anticipate needing to do that. It would require some effort, but wouldn't be too tricky. NEXT: Probably render thingsin order of Y-position.
…by default the snowmen will be rendered in the correct order to preserve the illusion of depth. NEXT: Have the ducks render in between the correct snowmen.
…put all 4 ducks players into a linked list to manage the sorting/ordering based on collision_box_y2 as they move around the screen constantly.
…d lists, so now I can keep them sorted in order based on Y position. NEXT: Sort ducks in order based on Y position.
Right now there's a consistent crash when adding the 10th snowman. It happens at detect_collision, probably with how I'm accsesing the collision boxes for the ducks, because I'm usinga rrays again. Oops.
… I think it's pretty damn clean/efficient. There's PLENTY of refactoring to do, to put functions into appropriately named files. But for now I'll just savor the victory. NEXT: ADD THE ABILITY TO SLAP & KILL SNOWMEN!!!!
…can fix that. I've got slap/hit/collision boxes rendering again to help in the development process for deciding the best hit boxes.
NEXT: Add timer, have it actually pause & announce winner & end minigame. ADDITIONAL: Add stun locks to ducks taking damage and an invincibility window. Add sound effects for hits on snowmen & ducks. Add damage animations with frame locks for both. Add health to snowmen. Add death animation. for snowmen. Add little matching color indicator above each duck for real players.
…ith all this fine-tuning and quality of life tweaks. I introduced some computer player easy-mode decision making. NEXT: - Add health & damage animation to snowmen. And add death animation to snowmen. - Add a countdown timer. - Have a countdown timer to start the game. - Fix scores for player #2 & n64brew#4 to not go off the side of the screen. - Add sound effects for slaps + hits. - Add sound effects for timer countdown. - Annouce a winner at the end of the time limit. - Properly end the minigame after a winner has been annoucned. - Add more difficult AI for harder modes. - Center the "Start to Pause" UI at the bottom of the screen. - Add a UI element that says "Hold Start to Quit" & "Press Start to resume" - Add a player indicator above each duck with their matching color (???)
…s. Next bit right now is to implement health and stun lock damaged animatinons for snowmen.
…layers. That's the last finishing touch now.
Thank you for your submission! |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Thanks for organizing all of this and being a welcoming community! I'm excited to learn more and do more moving forward!