Hahaha. I thought I'd have more free time outside of the weekend to work on my projects. But quite honestly, I'm just way too exhausted to stay awake at the end of the day when I get back to my room around 2145. This is how my schedule goes Monday through Friday:
0600 - Wake up and chow
0730 - Morning muster, then misc. (laundry, mail, etc.)
0945 - PT for an hour and a half (that's right folks, an hour and a half workout)
1130 - Shower, get spiffy, grab chow
1315 - Muster for watch
2115 - Go back to room, shower, pass out
The good news about this schedule is that I'm gonna be in hella good shape in no time. And I have something to look forward to when the weekend finally comes around. I'll have some good material up every weekend. And since I won't have burnt myself out during the week, I'll be motivated to get some awesome stuff up instead of a constant stream of crap. Haha. And hopefully if I keep putting stuff up, by the end of the month I'll have a few people that actually read this stuff ^_^
Saturday, November 12, 2011
So I was browsing the GMC once, and I noticed someone having trouble with their virtual pet's artificial intelligence. After looking through the code and providing suggestions, I decided that I would make my own finite state machine demo. Everybody, meet the Hungry Bastard:
Controls are simple:
Green bar is hunger. Purple bar is food. Up - refill the food.
I recently started work on a platform style game. I have titled it Alma for the time being, but that may change as my concept of the game develops further. The inspirations for my project include Seiklus, An Untitled Story, Knytt Stories, and heART. My goal with this is to combine simplicity with an environment that comes to life.
So far, I have created a total of three power ups for the player to get and have created 2 different enemies. There are ladders to climb and platforms to jump on. This is a very early stage of development, but everything that is inside this game has been entirely created by me using GameMaker 8.1 and Music Creator 6. Although it is still in it's infancy, I have decided to put up an engine demo for any feedback.
Here is a screenshot of the game. Here you can see the player in the rain with a ghost nearby. When you play, don't worry too much about getting hurt. I haven't programmed death yet, but the character still doesn't like to get hurt.
The controls are simple:
- A - go left
- D - go right
- W - jump or double jump with the appropriate power up
- S - duck or smash if in the air
- Up - shoot fire with the appropriate power up