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Here Comes Tom... And Some Other Things | MLP:SH Devlog #13


Rikifive

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It's been a while ~ As you may know, I've been working on the pause menu. When it was ready, I was able to configure/update existing features, as well as add new ones to make it all work properly.

So now I have bunch of updates! :yay:

First of all, let's start with that Pause Menu I've been working on for a while

Spoiler

tAQvbqS.gif

I believe everything there is self-explanatory. :mlp_icwudt:

If you're wondering how many languages will be supported - by 'default' I aim into supporting these two: English and Polish.
However! I'm programming the game in a way, where all the text is stored in external .ini files and visuals are adjusted based on the text's real width where necessary, which should make it less painful to translate, so if anybody would be ever interested in translating the game to another language, there always will be that possibility. ------ but that all will come in the right time... or not... I'll see how it goes.

 

The next thing, related to the Pause Menu is Spell Enhancing.

Spoiler

gp31Rp2.gif

1KHxxtz.png It was programmed for testing - The spell is a "WIP" and will work differently in the future.

In short, you get some-kind-of-magic stars through leveling up. These stars are used to enhance (upgrade) spells.

Enhancing may:
- increase damage
- amount of projectiles
- their duration
- their speed
- their size
- "Area of Effect"
- add special effects
- or even change spell behavior
- etc..

Each spell is different, so are their upgrades.

For example, I've prepared a some kind of a tier table for the basic spell, the magic projectile:

Spoiler

Xb38aVg.png

1KHxxtz.png Though note, that the information here may also be irrelevant in the future.

 

And now the recent thing I've been working on... Leveling UP now raises stats and stuff.
Previously leveling up wasn't doing anything other than increasing your "Level" value. Now it does have an effect, as seen below:

Spoiler

8UJSGH6.gif

 

I also did some smaller adjustments in meanwhile, like optimizing the code here and there (including collisions ... again -- and I'm sure I'll still have to adjust these once again in the future..) ~ but that's something you won't find interesting. :mlp_icwudt:

 

Oh and I also started working on the Everfree Forest. It's too early to show anything though, but sooooomething is happening there. :mlp_icwudt:

 

And that's all I think...

Well for some testing I also made Tom

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...If Tom could throw a party, it would ROCK! :love: 

An amazing addition, I'll throw it in the title.

wwVNt9j.png

 

So now it's all I think. ^_^ 

Thank you for visiting!

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From a 4 rounds burst assault rifle

To an automatic belt-fed shotgun with birdshot

Nice work on the progress!

How far is your development progress before you release the alpha? (In percent)

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@Kevin Tang It may get even better. dfEG13d.png

It's hard to tell in % to be honest. Most of the mechanics are done, there are just some smaller things to add/tweak, which will be done along with progress. So code-wise, it all works now. ...But that itself isn't enough for any kind of public release, as at the moment there's like... one minute of gameplay without any goals...

What prevents me from releasing the alpha now is the level design and audio.

Level design: I need to make graphics (tiles) and that surely takes some time. Building the levels should be relatively quick once I'd get the tiles done. Along with levels, I'll need to draw, animate and code AI of enemies and bosses, as parasprites only would be too cheap, even for an alpha release. :mlp_icwudt: If I was a decent artist, it wouldn't take long ~ it would be a relatively quick process I believe.

Audio: Legit NES chiptunes. I've toyed with it in the past, so I want to at least try to make these myself, rather than shamelessly using whatever I'd find online (as commonly seen in other pony fangames). So everything will be original, sounds and music made by myself, I suppose. I've got some sounds done, but there's still so much work before me, especially music (as I have nothing :love:). ---And again, I'm not really experienced at this, so it may take a while for me. I also need to establish a style for soundtracks first, so I'll be toying with different sounds. Though on the other hoof, there will be always time for improvements, so at first I may just put some silly placeholders I'll come up with. :mlp_icwudt:

 

I really cannot estimate how long it will take, but if I really had to blindly guess the % of the progress towards the alpha release... I'd say about 50%. The amount of code I wrote is relatively high already and considering how much time I have spent on programming, the rest should be much faster to do, but all combined, I suppose it will make that other 50% in total. If I was decent at art and music composing, everything would be nicely working in max 2-3 weeks I believe. However, the lack of experience will multiply that time. :adorkable: Also *cough* *cough* if not job... *cough* cough* ~ yeah. :mlp_icwudt:

In fact, I coooooould rush with it just to release *something*, so there would be a working game with 'acceptable' assets in about a week, but that's not what I like to do, unless there's a deadline. An example of poor result compared to what I had in plans is the "The Bookhorse" minigame I've made for the Twilight's Day. Even though it was just a silly project made in about 4 days, I cannot really say, that I'm proud of it. :P

TL;DR - About 50% ~ Now I need to make actual levels, more enemies, sounds and music.

@Passion That language makes things nicely polished, so that itself is a good reason to upvote. :love:

wwVNt9j.png

jk

@Sparklefan1234 Yeah, he is the only one patient enough to not run all over the place. :mlp_icwudt:

@Phosphor Rapid fire! Explosions! Total Destruction! :love:

uWGh9R2.png

jk! jk! :mlp_icwudt:

 

1 hour ago, Phosphor said:

And Twilight looks so cute when she's laying down  ^_^

I know, right? :mlp_yeehaa:

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Looking nice as usual.  It definitely gives me the vibe of a game on the NES or SNES. Can't wait to see more :-D.

Wait. What if Tom was the final boss :love:?

 

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2 hours ago, Cash In said:

Looking nice as usual.  It definitely gives me the vibe of a game on the NES or SNES. Can't wait to see more :-D.

That's good then, NES is the best Nintendo's console in my opinion. :ticking:

2 hours ago, Cash In said:

Wait. What if Tom was the final boss :love:?

dfEG13d.png

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For a minute, I thought you were talking about me!  :P

Eh, it's great progress in any case!  If you're doing a level in the Weather Factory, I have a bunch of graphical assets I could give you, but it looks like that's not the direction you're going in.

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I knew you'll think that way ~ I was thinking about you myself, when I was adding that entity to game and throwing that title here. :D 

Yes it is. :P The game is kinda enjoyable already, so I'm looking forward to giving it some legit gameplay. :ticking: Nice, thanks! ^_^ ~Though yeah, mine has a totally different style, so I'll have to come up with something on my own. :mlp_icwudt: Thank you for offer though. c:

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On 2019-02-06 at 11:11 AM, Rikifive said:

That's good then, NES is the best Nintendo's console in my opinion. :ticking:

dfEG13d.png

I like the NES a lot as well. 

...That wasn't denial! I knew it!

 

Edited by Cash_In
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