Avatar

admung's devlog

@admungdev / admungdev.tumblr.com

the devlog of a coder, who isn't really too good at coding but he tries his best.
Avatar
reblogged
Avatar
blabberf

Sorry about the lack of updates! We’ve been busy working on a bunch of new features. admungdev has gotten stages working, and it’s pretty cool to actually play the game! This gif shows off stages and waves, as well as enemies changing colors depending on which stage the player is in. Please ignore the lack of ability to play our own game that we demonstrate in the gif. Stages work like so: when the player starts a stage (in the case of the gif, the “Spooky Mansion” or “Shady Village”), each screen full of enemies acts as a wave. When the screen is cleared, the player enters the next wave. In the finished game, rather than going straight to the next stage after finishing one, the player will be taken back to the overworld map and will be able to decide what do do from there. On a side note, we are making lots of progress on this game! We should have a cool gameplay video ready to show pretty soon :D

Avatar
reblogged
Avatar
blabberf

Hello everyone,

Enjoy this gigantic dump of GIFs and PNGs! And for our mobile viewers, enjoy these still images! These are all images you can find on the 2 new devlog threads on Tigsource and Touch Arcade that admungdev and I have made. Check them out for updates, information, more GIFs, beta testing information, and other stuff! The links are below:

Also, if anyone is curious, the enemies shown on this post are (from left to right, starting from the second row): cockatrice, dragon, frog, skeleton, and goblins. As always, thank you for your continued support and following! :)

Avatar
reblogged
Avatar
blabberf
Image

Hey everyone, here is some art I’ve made for a game admungdev and I will be releasing this summer. It’s called TossQuest, and is centered around catching stuff and throwing it!

In the image, the first 2 rows are a few of the enemies you can encounter. The 3rd row shows you, the player! There will be a few different skins you can use. Finally, the last 2 rows are a bunch of weapons!

Avatar

Hello! We’ve been working on a game called TOSS QUEST, which should be out before the summer is over. Here we demonstrate a spooky ghost enemy, and the very cool ghost particles blabberf and I got working! 

Note that despite the ghost and its attacks being green here for demonstration purposes, the default color scheme will be monochrome with the background and player colors. 

Avatar
reblogged
Avatar
blabberf

Hi everyone, here is one of the bosses you can encounter in Toss Quest, the game admungdev and I are making (for release this summer!). The boss is, as you may have picked up, Death itself. Death has 2 different types of scythes to kill you with so watch out! It can also summon its lich minions during the fight (far right image), so you’ll have to take care of those too. That’s all for now!

On a side note, animating these 2 was a huge pain in the butt. Making things look like they are flapping in the breeze is so dang difficult for me. Another thing I meant to say is that although in these gifs and the last image I posted the sprites are pure white, that won’t be their final colors in-game. The actual sprites I save are white so that admungdev can change them himself with his code, so he can make cool palette swaps without me having to recolor and re-save every sprite! Very handy!

Avatar
reblogged
Avatar
blabberf

I’m now working on boring technical stuff, like the HUD and menus. It took me a hilariously long time to come up with a design I liked for those simple little health bars! Anyway, a ton of stuff in this image (background, flames, little demon guy, ground) is temporary/filler art, so ignore its sloppiness! As always, we are close to finishing this game. But this time for real! Also this is iPhone 6 resolution, in case anyone was wondering. But don’t worry, the game will be available for other devices too!

Avatar

a simple build script for C

I've been taking a C class for my major, and since punching in the gcc stuff every time was annoying, I tried my hand at making a shell script to do it for me. I named it 'build', and threw it into /usr/bin. Works great! It drops stuff into a folder called 'builds' in your home folder.

#!/bin/bash # My first script. if [ "$#" -ne 1 ]; then     echo "usage: build [file w/o ext]"     exit 1 fi if [ ! -d "$HOME/builds" ]; then     mkdir "$HOME/builds" fi echo "building $1.c ..." gcc $1.c -o $HOME/builds/$1 $HOME/builds/$1
Avatar
reblogged
Avatar
blabberf
Image

Here is exciting thing I was talking about! As an apology for a huge period of being inactive, I wanted to show off some sprites from a little game admungdev and I have been working on for the last month or two. You play as a knight, and duel with other knights to bring glory to your employers.

So, the top chain of sprites is basically the evolution of the characters’ artwork. Admung once told me the eyebrows make the man, and thus there are large eyebrows. The 4 sprites in the middle show off the sword, spear and shield, gauntlets, and rapier and parrying dagger weapons. These are a few of the several weapons you’ll be able to purchase and use against your opponents! Then, those guys on the bottom there are just two of the many guys you’ll need to battle through the course of the game.

We’re pretty close to having this game finished, with admungdev having finished lots of important code (such as weapons and AI). Meanwhile, I have quite a bit of spriting left to do, but that shouldn’t take too long. Here’s a link to admung’s twitter in which he shows off a cool GIF of some of the coding he did in action, in the form of AI guys killing each other! http://tinyurl.com/l3zhqx5 

Anyway, while admung works on another project, I finish up these sprites. The game is gonna be ready for release pretty darn soon!

*EDIT* PS, for that guy on the bottom right, if anyone has an opinion on whether with eyes or without eyes looks better, feel free to let me know! I’d appreciate it! :)

Avatar
reblogged
Avatar
blabberf

Here is a mossy rock with a mushroom on it that I doodled during statistics. Sorry for the massive period of inactivity, but admungdev and I are still working on game and will have something exciting to show off very soon!

Avatar
reblogged
Avatar
blabberf
Image

Woops! Sorry for not showing anything in forever! admungdev and I have been working on the game lately, I just haven’t posted squat. SO here is something I’m particularly proud of: the tripod fish!

Hilariously enough, even though the tripod fish seems to have one of the most bizarre methods of attack (whipping the player and then biting), it is actually the closest thing to reality. There is indeed a real tripod fish, and it does in fact whip its prey with the whip things on the ends of its fins.

Avatar

TUTORIAL: Enumeration in Game Maker: Studio and Faking It

For those of you who don’t follow the Game Maker news, YoYo Games has recently added enumeration in the Early Access release! It’s a valuable feature, but I fear it may be some time before it hits the stable versions. Thus, I have put together a forwards-compatible fake enum that uses different declaration, but identical access syntax.

In this post, I shall explain how to start using some of the new enum syntax, and how to fake it until it reaches the stable versions.

WHAT IS ENUMERATION?

To put it simply, enumeration assigns integers to a set of named constants. Thus, instead of setting your mode variable to 1 or 2, you can set it to MODE.play or MODE.pause. It makes it easier to distinguish different states, or can help keep track of array values, and things like that. Enumeration in Early Access is pretty easy. It works similar to a var declaration, so you would simply do

enum GROUP { itemA=1, itemB, itemC };

This will assign 1 to GROUP.itemA, 2 to GROUP.itemB, and so forth. Those values can be accessed just like that. Now, with our fake enumerators, we can use the same access syntax, but we’ll have to declare it a little differently. This will let you use enums wherever you want in the stable version, but will be easily upgradeable once enums reach the stable versions.

"FAKE" ENUMERATION

NOTE: All names provided can be changed, but remember to change them in the provided code if you use it!

Start by creating a blank object and calling it fake_enum. Make it persistent, and then close it. Next, create a script called init_enums. Here, we’ll put all the declaration. The declaration for each enum goes like this:

globalvar GROUP; GROUP=instance_create(0,0,fake_enum); with (GROUP) {    itemA=1;    itemB=2;    itemC=3; }

If you don’t already have a controller object that’s present in the very first room, go ahead and make one now. In your controller object, run the script init_enums in the Game Start event.

Now you can use your enums!

WHAT DO I DO WHEN ENUMS COME TO STABLE?

All you have to do when enums come to stable is change init_enums. Use the syntax as listed in the first section, and everything should work the same way.

WHY NOT JUST USE CONSTANTS?

You could just use constants! There’s essentially no difference in access times between real enums and constants, at least on Windows, so it’s really up to preference. Fake enums do have a speed disadvantage (they are about 60% slower on Windows), but will receive the speed boost once they are switched to real enums.

THAT’S ALL!

If anything doesn’t work, feel free to hit me up on Twitter or message/ask me on here. 

~ admung

You are using an unsupported browser and things might not work as intended. Please make sure you're using the latest version of Chrome, Firefox, Safari, or Edge.