Ok just an update of where I am so far.
I have updated some of the movement: walking on narrow surfaces and jumping back off walls
40% complete with the level 1 design
50% complete with the first enemies (The 3 partially sighted mice!)
30% complete with the second enemy (The not-so-incy wincy spider)
I’ll post an updated youtube video later today!
I want to post a test level so I can get feedback on people’s machines and the frame rates they are getting so i can determine whether the game will be playable.
Thanks! I used a shape key for the page. I made a cloth simulation of the page then exported it as an mdd file. I then imported it back into blender as a shapekey rvk file and assign this to the mesh! Its great for flags, cloth paper etc!
Sigh Don;t think I’m going to finish in time Anyway I’ll post whatever I have. I’ll probably continue working on this after the competition and hopefully complete it then.
Ok just a quick update of where I am with this:
It took me forever to figure out but I finally got my button customisation to work Yay! Being a non-programmer such victories are quite big for me!!!
I am working on my enemy AI the partially sighted mice will either be quite challenging or easy depending on which skills you manage to gain.
I am now working on a save and load system I can save positions and properties but can’t work out how to get thel load to remember which objects were added and which ones where removed from the scene. eg if an enemy dies before you save.
So not much to show on the screenshot or video front. maybe I’ll post a video of the different skills available so far!!
I don’t know if it is the best solution but for the killed enemies and removed object you could give each one a unique ID number and when one of them is killed/removed, you store this number in the globalDict so you can add it later in the save file. Then, when loading, you’ll just have to remove the objects corresponding to the ID numbers found in the save file.
For the added objects, you’ll also have to store the object type and the position.
I’m trying to get monsters saveload script to work for my game but its a little tricky. In the mean time I found a bit of a cheat work-around for my save and load script. instead of ending an object I have created a storage bin cube on the same scene and when something dies I switch its state to an inactive state and dump it in there. when you load the game its just a matter of setting its position and activating the active state!
Ok I know its taken a long time but I have uploaded a partial level just to test if the game will run on peoples computers. Please give it a try and let me know if it is playable or if its terribly slow and also let me know what your computer specs are. Its a 24MB file and can be downloaded from:
A lot of things aren’t working yet.
The controls can be customized from the menu. Place the mouse over the input you want to change and press the keyboard key you want it to change to.
The save is button 1 and load is button 2 but only works in game and clears the data when you quit
when you pick up a letter place it where it will go (there may be more than 1 option) to get back into the game press tab
the primary (top line skills) are activated by rolling the mouse roller down
the secondary kills (bottom line) are activated by rolling it up.
Hello
I would be glad to try you very nice looking game, but unfortunately, your published demo its not compatible with my Linux OS!
Bye and keep blending
Hi Guys I was really hoping for some feedback on the demo because I need to know if the game works. Please please please let me know what you think. Even if it just crashes or you can’t run it at all let me know.
Oh and I am uploading the linux runtime today!!!
Thank you for the effort but I get a weird error:
“./demo02: error while loading shared libraries: libjpeg.so.62: cannot open shared object file: No such file or directory”
and ldd gives plenty of missing libs errors too
I’ve libjpeg.so.62 installed in my Debian/GNU/Linux of course…
Bye
Same bug when I collect a letter, I get stuck because I can’t see it ^^
Apart from that, logic seems to work fine and 60 fps all the time, well done !
PS: my specs : Ubuntu 10.04, Nvidia GeForce 8600M GT, Core 2 Duo T5550 (1.83GHz)
PS2: here is what says the console when I play the game, I don’t know if it can help you :
unable to initialize image(0) in NoMaterial, image will not be available
problem with clock
unable to initialize image(0) in MAmoth, image will not be available
unable to initialize image(0) in MAtext, image will not be available
unable to initialize image(0) in MAchain, image will not be available
unable to initialize image(0) in NoMaterial, image will not be available
WARNING: Sound actuator "act" from object "timberwall.002" failed to load sample.
WARNING: Sound actuator "sound" from object "ratshoot" failed to load sample.
WARNING: Sound actuator "act3" from object "Camera" failed to load sample.
WARNING: Sound actuator "jumpbacksnd" from object "maincharbox" failed to load sample.
unable to initialize image(0) in NoMaterial, image will not be available
unable to initialize image(0) in NoMaterial, image will not be available
unable to initialize image(0) in NoMaterial, image will not be available
unable to initialize image(0) in NoMaterial, image will not be available
Thanks a lot for the feedback! I think I know what the problem is. I’ll have to unpack the text and other textures to get them to work. I’ll try resolve the problem Monster is having before uploading a bug fix version.
Unfortunately I can;t figure out why its not working for him???