Apr 17, 2016

WE ARE THE SECONDS!


With great delight and happiness i want to share the news: GameDL8, the small team i created along with Bruno Sxs won the seccond place of the GodotEngine Jam March2016!
Special thanks to Elias Navarro who joined the team to make these wonderfull graphics!



What's a Game Jam?

It's a competition where the you have to make your own videogame! Some rules are set for this, like deadline, theme, sometimes a lisence and souch.

In this case the time spawn was two wheeks, the theme was <MOUSE>, there was no restriction on the number of members for the team. Since the spirit of Godot is for Open Source, publish the source code was requered, not big deal.

So, what are you waiting for? Play the games!

What is Godot?

Godot is a FLOSS (Free Libre Open Source Software) Game Engine. This means you can use full features for free, the source code is available so anyone can know how it works, and people can contribute code to it.

I myself am a Godot developer, i worked in many features for the Game Engine myself, just a little showcase so you know what i did:



Why to contribute? Why not! didn't you ever think you'd like some software to work other way and feel down because that desition where made by some company instead of users itselves? Well, guess what, Godot is not just Free, it's Open, so you can contribute too!

What is Mice A Ball?

Problems starts when Rubber, the pet mose the doctor often used as a subject for experiments (don't worry, just some hairs or saliva), felt the urgency of having a meal... After all, the cheese the doctor used for experiments was right there, wasn't it? He escaped from his cage and stumbled. In the hurry the turned on the Clone Machine, creating hundreds of mice of different colors spreading all over the place!


Nyan was watching from the window, as all cats usually does, he couldn't belive his eyes. Tree mices fell to ground toguether and banished with a flash. That was the answer, if he wanted to keep his house clean of mice, he would have to get rid of them himself. He broke in the room, stole the hand clonator and took Rubber away, he would use him to produce ammo... The war was about to start...


Play the game over and over, with increased speed, and gess what, if you beat the game maybe you will be awarded with a Cheat Code!

What are you waiting for? Help Nyan!




Do you want to help me keep creating amazing mechanics and share my knowledge? Maybe you want to make a donation, or maybe you dont, For sure i want and will keep sharing my work, so feel free to support or not, after all, it's free and will always to be free.

Apr 7, 2016

CODENAME: Godot Gear Solid


You might be wondering what have been up to lately, and i don't blame you, i'm wondering it too, i just have tryed so many things this past weeks that i want to share some of it with you, this time is a Devlog of a project being developed on Godot Engine: The project's CODENAME is:

Godot Gear Solid


This is a project i started recently. I have wanted to recreate Metal Gear Solid's mechanics for so long, but didn't dare for some reasons:
  • First, i didn't have any 3D resources and didn't feel skilled enough to make my own
  • Second, I didn't want to steal (or borrow) the original resources, this is related to the first one
  • Third, i was a little scared to mess with rotation on 3D since i filed to do it in the past
  • Four, i didn't feel i had enought time to face a project so complex

I ended up solving all these problems the only way a project arises: stop complaining and work. I want to tell you the history using images.

First of all, i actuallyu wanted to see how dificult was to setup a gridmap, so when i had to decide kind of meshes should i use, i shorly decide some simple walls with some metallic and granite would do, always inspired by metal gear's simplitic level design.


It worked so well that i wanted a character walking on it, but i didnt want any character, i wanted my own G-Chan, so i decided to look around on google and finished finding this t-pose drawing:



i started modeling it myself, there was many problems and i'm obviously not a profesional on blender:



But ended up with something usable with an idle and walk animation:



it just worked so well:



that i wanted to make it walk against the walls:



So far this was amazing, setting up the animations took mi a hole day, but a much more difficult task was waiting for me: Setting up the camera system, allowint to interpolate the camera positions in a flexible way, so i could edit de level in a way i can have different camera locations and still be sure the system is flexible enought for future uses in spaces where a default placement will not improve the player's perception of the map:



Since this state this project have been waiting for a new burst of inspiration. Next step could be neighter make a real polished G-Chan or add a Robo-Sentry patrolling the test_room corridors... in case i do the seccond i'm prepared, just in case...


Like everyone else i wonder what's waiting for G-Chan in the future....


Do you want to help me keep creating amazing mechanics and share my knowledge? Maybe you want to make a donation, or maybe you dont, For sure i want and will keep sharing my work, so feel free to support or not, after all, it's free and will always to be free.

Mar 16, 2016

Zelda Game Mechanics: #0.2 "Link Says I Collide"

Link Says: "I Collide"

 Link's body has a size of 16x16 pixels, but Link's body overlaps with the blocks in the map:


However, this is not Link's real size, he ocupies the bottom center of the sprite with a size of 10 pixels width and 12 pixels height:


This is not the same to NPC, wich doesn't allow an extra overlapping in the sides:


They have 12 pixels height but width is 16 pixels, (even thought a couple npc's sprites are a little bigger than 16x16)

It's looks like it's the same for monsters:



Mar 15, 2016

Zelda Game Mechanics: #0.1 "Link Says I Walk"

Hello everybody, in the next blog posts we are going to make an analysis of Link's game mechanics in the games The Legend of Zelda: Oracle of Ages and The Legend of Zelda: Oracle of Seasons.

I'm not a game designer, or a level designer, so I'll not explain why stuff one way or another, I'm a programmer and I'll focus on how stuff actually works and how to reproduce these behaviours. I'll make an introduction to every action Link can do and how to reproduce it.

Link Says "I Walk"
This is the first and most obvious mechanic, Link has a TopDown 8 directions movement with a 4 directions facing rules, taking steps of 1 pixel size:



If both RIGHT and LEFT keys are pressed, the LEFT key has priority, and if both UP and DOWN keys are pressed, the UP key has priority

If both vertical and horizontal keys are pressed together, Link will continue moving at maximum speed in both directions, this means diagonal movement is (in terms of linear movement velocity) slightly faster than horizontal or vertical:

Diagonal Speed = Sqrt(SPEED*SPEED+SPEED*SPEED)

With SPEED = 1 we have

Diagonal Speed = Sqrt(1*1+1*1) = Sqrt(2) = 1.4142

Additionally, when both horizontal and vertical keys are pressed, Link will face in the direction of the first pressed key, this gives us a tip that we need some data to calculate facing: we have to know if the other key was pressed before.

For a short and compact code, we may be tempted to simply change Link's position:

But this doesn't gives us a way to know what was the first  direction Link was facing, a simple way to have access to such information is use a couple variables to save current Speed on each axis, and apply it to the current position after it's calculated:


This meets all the needs we mentioned earlier, LEFT and UP keys have priority, and if there's no horizontal movement, vertical speed will decide the facing and vice versa.