2017 Game Dev 001: Wild ideas coming to life

After less success with learning C++ I decided to follow my intuition and I tried out a game engine called Godot.

Godot uses a simple Pythonic scripting language that is very intuitive.

The original plan was to recreate my Laser Cats game. However, I decided to follow another idea that came to me very randomly after drawing some pixel art of a character to test out the engine.

I wrote a bunch of designs on paper and things that I wanted. Then I started to build it out more and more. I am doing the art, the programming, and eventually the sfx and music.

I started out doing little animation, but this weekend I learned how to use the animation editor and I made a good boss animation.

More to come.

I am starting C++

It is late at night and I’m here at the kitchen table scratching my head over a bit of code. I am coding in C++. I am getting good at it. My confidence in the language is building. Everything seems very familiar to the C#, Python, and Javascript I’ve used in the past.

I am stringing together a game engine. Just like I did a few years back in Javascript and Python. It seems to be working.

And yet, after many attempts at moving things around and playing with SFML, I realize that I need to figure out the basics. Back to basics. Back to the drawing board.

When I first started learning Python, I got up and running with the basics quickly. I used Python the Hard Way. I learned all of the basics first. Then I went through a ton of tutorials on Youtube.

I build up a lot of confidence. So much that I went on to build my own game using Pygame and my knowledge of building classes. Object orienting programming in Python is a breeze! If Python could compile easily, I would still be using it.

Now I am stuck learning C++. And I am loving it! But there is a whole other layer of complication that comes with it. It is a fog to me now. Review the basics and I will be just fine.

For the next few weeks, I will be glancing over C++ tutorials and building simple applications. I need to find out how to do OO properly.

That’s all for now. Time for some sleep.

May Game Dev 013: Download and Play

Get the game here.

Rag Doll Fight 1

You can download it for Mac OSX, Linux, and Windows.

I love how easy it is to build for other platforms in Unity!

I got rid of the control screen and figured out how to just use the Unity Input Manager. So now when you start the game, you can set up the inputs however you like. I would like a custom in-game input manager, but that’s for another game and another time.

Enjoy! Tell me what you think! Remember, this is a game that I threw together in a month. Don’t expect anything epic or unbreakable. 🙂

May Game Dev 12: Finished!

Rag Doll Fight 1 Fight Stage by Zachary Sarette

Yay!

Everything came together there for me in the end. For a simple fighting game getting things up and running from scratch is quite a challenge.

There were many times at the end where I wanted to quit because the problems that I ran across seemed too complicated.  I had to redo most of the art as well as the bone animations.

If I ever plan to do another fighting game, I’d want to work with a small team of animators so I could focus on the design and coding aspects. Fighting games really need proper animations to make them interesting.

Sprite animations are better than using sprites and bones in my opinion for a 2D fighter. But it does take more time.

Tomorrow I’ll finish up the bits and pieces and put it out there for people to try. I’ll also update the One Game A Month website.

That’s all for now.

May Game Dev 011: Nearly there but gotta work out the kinks.

I’ve worked on it quite a bit, but I’m at a place where I think I should leave it.

I really don’t like the way the animations play out. Next time if I’m doing a fighting game, I’ll have to draw out all of the animations with sprites. I can see why it’s been done this way more often. Obviously 3d is a different story, but still the animation can’t be done with bones alone and look nice.

Tomorrow’s the last day. I’ll fix up a few bugs here and there and then post it. Not bad for a month’s work for a fighting game. It’s really a lot to think about in terms of hitboxes and interactions. Not as simple as you might think.

I think I’ll call it “Rag Doll Fight 1”

 

May Game Dev 010: The Start of a Game Controller

I’ve been working a little bit to get a main game controller and the text up and running to the game with a countdown timer.

So far so good!

Again, learning more about unity, and how easy it is to talk to each component and set things nicely. It feels like writing a web page… except better.

May Game Dev 009: Getting hit animations working!

I managed to solve a few more problems and figured out how to test which side the character was getting hit. The answer was so simple, yet my online search lead me to all kinds of complicated ways of doing it.

My way was simply using the “bounds” of the box colliders and comparing their centers. Easy enough. I’m only testing for right and left right now, but it’s easy enough to extend it out into 4 or 8 directions if I want to really get jazzy. Right now I’m happy with what I have.

I’ll have to extend out the animation to the rest of the parts of the body. Right now I simply have the torso hit working. Easy enough to extend out the player controller.

Here’s what it looks like so far. Its starting to shape up.

Up next is building out the getting hit animations. After that, I’ll build a few combo moves and build a KO animation.

Then, I’ll build a simple 3 round game system with a win and lose case to make a real game.

After that I have to create a simple character select.

And finally, I’ll rework the art to make it pretty.

I’m a little past the halfway mark for the month. I’ve learned lots so far, and can’t wait to dig into Unity deeper.