[GRdev] Hobbyist game development

Anything to do with games at all.
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Karl_
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PostRe: [GRdev] Hobbyist game development
by Karl_ » Wed Sep 02, 2020 10:18 am

OrangeRKN wrote:
Karl_ wrote:I managed to glitch out the map! It's really cool!

...

How to reproduce: stand in the empty tile immediately diagonally top-right from the portal to the kennel; hold down A and S to move diagonally bottom-left into the portal.

I guess that approaching the portal from the wrong angle messes up the code that transports you to the indoors world.


I think you'll find...

https://www.zeldaspeedruns.com/la/dogho ... use-glitch

It's a feature :datass:

You're not wrong though, entering the door from the wrong angle is the cause of the glitch in Link's Awakening - although it behaves a little differently to my recreated version here! It's not the only "glitch" I've replicated either - you can also screen warp by pressing "-" as you transition screen. I'm even fairly certain you won't actually break anything with either!


Wow! Cool attention to detail.

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PostRe: [GRdev] Hobbyist game development
by That's not a growth » Wed Sep 02, 2020 11:08 am

Karl_ wrote:
That's not a growth wrote:Eh? Where the hell is this, I couldn't see this area?


Stand here, then hold down both A and S:

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Ah cool, cheers.

Seems my complete lack of knowledge of Links Awakening is working against me.

Cool that you're adding these easter eggs OR.

And it's interesting on the your replies to my points about how your inspiration (LA) does things. Looking forward to see what you end up implementing.

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PostRe: [GRdev] Hobbyist game development
by Karl_ » Wed Sep 02, 2020 12:09 pm

Just used the "-" warp to skip the owl, and the dog woman says, "What are you doing here?! Get back to the beach!". Very nice!

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PostRe: [GRdev] Hobbyist game development
by Jenuall » Wed Sep 02, 2020 12:10 pm

Karl_ wrote:Just used the "-" warp to skip the owl, and the dog woman says, "What are you doing here?! Get back to the beach!". Very nice!

Haha, spotted that one in the dialog strings and was going to have a look at triggering it myself! :lol:

This is looking really good now OR, keep it up! :toot:

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OrangeRKN
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Thu Sep 03, 2020 2:03 am

https://orkn.uk/unawakening

Two big changes in the current live version:

- There is now a 2 pixel "overscan" for screen transitions where the player walks beyond the screen edge before transitioning. I think this has the desired effect of making screen transitions feel more deliberate. (It was also quite a change given how I have collision detection working, but I think I've ironed out the bugs!)

- Diagonal movement is now ignored every third frame to slow it down. This is a quick test so at the moment it applies whenever holding keys for orthogonal directions regardless of if you're actually moving diagonally (e.g. when pushed up against a wall but still holding multiple keys). I think I need to come back to it tomorrow with fresh eyes to get a better idea of how it feels - at the moment I think it drags and potentially judders, but I've just been playing lots without it so the difference is obvious. Any opinions are greatly appreciated!

(I also added a couple more NPCs and I'm pretty happy with how the witch sprites turned out!)

Karl_ wrote:dog woman


Bit rude! :P

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PostRe: [GRdev] Hobbyist game development
by That's not a growth » Thu Sep 03, 2020 6:48 am

I think the overscan works well. Even on sections where you're walking around something that is one block from the edge* I wasn't accidentally moving to the next section accidentally. And it feels more deliberate when you do transition, too.

*like here. Going from bottom, to right, to top without stopping required you to be a lot more precise before but is a lot more manageable now:

Image


I think the diagonal works well, from a speed point of view. I think I could tell it judders at first because I was looking for it, but after a few mins forgot about it so it's probably not as noticeable as I first thought. But when I keep thinking about it then it is still noticeable. Actually, I think it was less noticeable depending on where I was - certain parts of the map you can only really do diagonally one or two squares so you don't really have time to notice it, but it's a lot more prominent in open areas, which are less common, since you have more time with the effect. And then I was specifically using these open areas to test it, which is really looking for an issue that might not be too obvious in most circumstances.

And with the introduction of more NCPs it's feeling more and more game like.

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Thu Sep 03, 2020 2:47 pm

Thanks again TNAG! This is really helpful :D

I'm coming round to the new diagonal movement, I think I was just suffering from the adjustment. It definitely fixes for me the feeling of being too fast it previously had. I've just pushed a slight tweak addressing the speed of movement when moving diagonally against a wall - it's still 2/3rds speed when moving into a vertical wall, but now you move full speed when moving diagonally into a horizontal wall. The difference is because of the difference in animation - diagonal movement uses the horizontal movement animation and it's only when moving into vertical walls you get the push animation while still moving. It makes sense to me that when in the pushing animation you should be slowed down, but not when in what appears to be regular horizontal movement.

I've now reached a point where I'm not sure if I need to change anything else about movement! (Although I'd obviously welcome any other feedback, especially on the diagonal feel.) It's interesting to note all of the shortcomings of the first naive implementation - I think the big points are:

- Buffered/delayed transitions
- Overscan
- Corner nudging
- Diagonal movement speed
- Turning on the spot

Although there have been plenty of more minor adjustments and nuance on top of those! It's definitely been an informative exploration of top-down movement gamefeel so far.

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PostRe: [GRdev] Hobbyist game development
by Jenuall » Thu Sep 03, 2020 2:48 pm

Looking at the Javascript behind this all you can tell that movement has been a big area - input handling and player movement is easily the largest chunk of the code!

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Thu Sep 03, 2020 3:14 pm

It's not pretty :lol:

Early on I refactored movement from four mostly duplicated functions to a single function, but that abstraction has subsequently fallen apart a little where behaviour when moving along the x or y axis has diverged. There is definitely still lots of shared functionality but maybe it could be neater with another refactor now given the differences!

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PostRe: [GRdev] Hobbyist game development
by Karl_ » Thu Sep 03, 2020 8:02 pm

@RKN: Is it possible to clip slightly into doorways before triggering the portal too?

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Thu Sep 03, 2020 10:50 pm

Karl_ wrote:@RKN: Is it possible to clip slightly into doorways before triggering the portal too?


It is both possible and I've done it! I think it is so very obviously better in retrospect too, so thanks for the prompt!

Let me know what you think :)

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PostRe: [GRdev] Hobbyist game development
by Karl_ » Thu Sep 03, 2020 11:35 pm

OrangeRKN wrote:Let me know what you think :)

Much better!

I've been working on a small mod.

Type this into your address bar at the start of the game:

Code: Select all

javascript: void(document.getElementById("tileset1").src="https://i.imgur.com/e2raV4x.png"); void(document.getElementById("tileset2").src="https://i.imgur.com/ZZCe1x2.png");


(You can copy/paste it but make sure the javascript: stays at the start.)

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OrangeRKN
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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Thu Sep 03, 2020 11:47 pm

Karl_ wrote:I've been working on a small mod.

Type this into your address bar at the start of the game:

Code: Select all

javascript: void(document.getElementById("tileset1").src="https://i.imgur.com/e2raV4x.png"); void(document.getElementById("tileset2").src="https://i.imgur.com/ZZCe1x2.png");


(You can copy/paste it but make sure the javascript: stays at the start.)


This is genuinely amazing :D

It's Unawakening DX! :wub:

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PostRe: [GRdev] Hobbyist game development
by That's not a growth » Fri Sep 04, 2020 6:30 am

OrangeRKN wrote:
Karl_ wrote:I've been working on a small mod.

Type this into your address bar at the start of the game:

Code: Select all

javascript: void(document.getElementById("tileset1").src="https://i.imgur.com/e2raV4x.png"); void(document.getElementById("tileset2").src="https://i.imgur.com/ZZCe1x2.png");


(You can copy/paste it but make sure the javascript: stays at the start.)


This is genuinely amazing :D

It's Unawakening DX! :wub:


Holy crap that's great.

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PostRe: [GRdev] Hobbyist game development
by Jenuall » Fri Sep 04, 2020 9:49 am

That's not a growth wrote:
OrangeRKN wrote:
Karl_ wrote:I've been working on a small mod.

Type this into your address bar at the start of the game:

Code: Select all

javascript: void(document.getElementById("tileset1").src="https://i.imgur.com/e2raV4x.png"); void(document.getElementById("tileset2").src="https://i.imgur.com/ZZCe1x2.png");


(You can copy/paste it but make sure the javascript: stays at the start.)


This is genuinely amazing :D

It's Unawakening DX! :wub:


Holy crap that's great.

Image
The tile behind the raccoon is completely the wrong colour.

Epic fail, worst upgrade ever!






j/k it's awesome! :wub:

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PostRe: [GRdev] Hobbyist game development
by That's not a growth » Fri Sep 04, 2020 10:00 am

I like to think it represents the existential dread they feel each and every moment.

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PostRe: [GRdev] Hobbyist game development
by Jenuall » Fri Sep 04, 2020 10:23 am

:lol:

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PostRe: [GRdev] Hobbyist game development
by OrangeRKN » Tue Sep 15, 2020 8:58 pm

It's not finished, but it's finishable (sic)! There is now something approximating a game, complete with beginning, middle and end. It should only take 5 minutes for a casual playthrough. Every NPC should have dialogue at every stage, and most of that dialogue is unique, but it's probably not all final (and I welcome any comments on what is there!). Similarly I want to redraw some of the sprites, but I just wanted to get a first pass done and playable!

https://orkn.uk/unawakening

So yeah, give it a play and let me know what you think :toot:

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Karl_
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PostRe: [GRdev] Hobbyist game development
by Karl_ » Tue Sep 15, 2020 9:57 pm

Why is Jenuall's post so smug? ;)

"You're stuck already?"

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Karl_
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PostRe: [GRdev] Hobbyist game development
by Karl_ » Tue Sep 15, 2020 10:18 pm

Done! I thought it was very cute :wub: I like how everyone says goodbye!


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