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MSGhero
Free time is nice time.

Nick @MSGhero

Age 30, Male

Somewhere in the North

Joined on 12/15/10

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Posted by MSGhero - August 7th, 2013


I caved and made a twitter account. I wanted "msghero" but that was taken by "message hero," so I went back to my PSN roots and added the "16." I'll probably post updates and screenshots there, not that I have many updates. I'm sure no one wants to hear me vent about my coding frustrations.

I got my workload down to 2.5 projects in the works, so I figured I'd start on Juggernaut 2 a few weeks early since I'm at the boring parts of the other games. Level design: boring. Waiting for or adding art: boring. That weird moment when there's a hundred things to add to a game but nothing to work on: boring. I animated a guy so far, and the code is already better than the entirety of the first game. I would say it only gets worse from here, but I feel like it'll stay constant for a long time. Adding saving/loading/API, new menus, and voice acting will be where my sanity gets tested.

The iso rpg is coming along. The art is looking sexy so far. The code isn't half bad either. I had to rewrite a couple thousand lines into something readable, but it's looking good now. There are a hundred things to add, but there's only a few things I can do that don't rely on something else being completed. And very little is completed. But there's progress.

The color-based bullet hell game with whatever his name is now is...I don't know. We usually have a week of ideas, art, and code and then a couple weeks of not much. At first, it was going to be a short game, but now it's looking like a paid app. Considering it's being written in haxe/openfl, I could publish it as an app, but there's a small chance we'll be thinking about redoing the UI to fit mobile screens before the game is close to being finished. Maybe next time.

Typing game on hold for a while. Kinda glad since uni starts in a few weeks.

This spritesheet is about as organized as my code used to be, but with the sheet's data file, I figured out a way to reduce the memory usage and coding pains by a lot. Why store multiple copies of each image per npc, ally, and enemy when I can just have one big image that everything gets copy-pasted from? Thanks to TexturePacker, Jordan won't have to try to understand what I want him to do, the game won't run with extra memory usage, and my code gets simpler. I have just enough in my NG bank account to purchase a full license, plus my birthday is soon. It'll be worth it considering the trial version has saved me a ton of headaches already and it's just day one of coding.

...day one of probably 2-3 months (I'm very optimistic about this estimate)...ohboy.

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Comments

No white spaces overlooked amongst the sprites? That's awfully unlike me.

You still have more opportunities with the rest of the sprites.

Good luck! Juggernaut was pretty hard, but damn fun.

The next one will be better. Also I'm not really sure what to do with your game right now =S just have movement

Its cool dude, I'll let you know right now that rough animations and shit is coming in soon