Tuesday, May 29, 2012

The program's coming along slowly...The last few days have been rather busy for me, so I haven't had a lot of time to update it.  I really wish I had a bit of direction with this game, I'm pretty much just flying by the seat of my pants.  Lots of things to change, lots of things to do, and only me to do them all it seems.  Things are looking pretty bleak right now, but I keep going, because I know it will go somewhere useful.

Tonight I was working on updating a few generics, and the inventory menu.  It's rather simple, but works for now.  There's nothing in it other than values for your health, and ammunition.  I can honestly say I don't know what else I should do with it right now, which is why I feel so lost with my program.  It always ends up like this...and I don't know why.  I work on an idea for a long time, hit a dead end, then 90% of the time, I just stop working on it.  I really hope things will be better soon.

Sunday, May 27, 2012

After a long couple of days, I still have yet to make any good progress on the game.  Been too distracted with Diablo 3, and my new keyboard.  Once I get some more things updated, I will post it here, however I'm not sure when that will happen.

On a happier note, I finally got to Hell on Diablo 3...unfortunately I need to grind 3 levels before I can get into it.  Apparently it's level locked for lvl 50 players only.  Sooooo....I have another long couple of days ahead of grinding and being generally awesome until I hit 50...then I will be super Lord Squishy...Oh yeah, that's my other self proclaimed nickname, Lord Squishy.  Ramen was given to me by an old friend of mine a while back. :-)

Anyway, I still need to get an inventory screen loaded on the player. I'm hoping that it won't be too difficult to set up at least a basic information screen.  Eric's got an epic idea of what to do with the game story, and some really excellent additions to the game.  I'm rather excited to hear more about it on Monday when we meet up.  I'll update my song of the day (kinda night now...but still) soon.  Peace.

Thursday, May 24, 2012

Update Impulse Strike 2 v0.1.1.3

Latest update is up on the Google sites, check it out here.  The Legacy folder is used for older versions of the game.
Looks like most of the stuff I said I wanted to do got put on the backboard...I've been working on setting up the system to use escape to not close the entire game.  That has finally been addressed, and resolved.  I didn't want to get stuck in the game in fullscreen without any means to exit...so yeah, I have it now, I'll be updating escape to load up the main game menu, and tab to load up the player inventory.  :-D  It's very exciting.

That will be my focus tonight.  If I can get more done, I will post again about it.  Otherwise, check out the download page later...today I guess.  o_O  It is 1 AM for me.  Semantics aside, the update will be up within the next 2 hours or so, whether you like it or not.

Tuesday, May 22, 2012

I'll be working on an update over the course of the day.  We seem to have acquired an invaluable asset, an artist, Summer.  I'll be posting about her on here eventually with a description of her, and her credentials for this project.

Anyway, I already have one update, but it hasn't quite been tested enough, and fixed properly.  I'll be working on updating the Menus, and their positions.  I would also like to update the program to have mods for each weapon, and will be working on that over time.  I also want to have an inventory UI show up in the next week or two if possible.  If anything it will be a black screen with white writing about player info.  :-P  I also need to update the exit functionality of the program, escape doesn't close the whole game, it just loads the screen that tab currently loads.  It's a fairly simple process.

There will also be save points in the game, rather than having an auto save feature that works with every room. I want to make a save station of sorts, think Metroid, but more of them...I think having a save station, as well as a health and ammo station where you can save would be nice.  Maybe just checkpoints.  I will figure it out eventually :-P

Also, check out the latest song of the day, I got Swedish House Mafia up on the left hand side.  Excellent song.  :-)

Monday, May 21, 2012

Alright, latest update is finished up.  It's getting late, so I'm headed to bed...

There are a few new things here.  Particularly umm...unlimited grenades.  >.>  I was messing around with the grenades, so the best way to test them was just throw them everywhere I could to see if it would give me an error of some kind.  Anyway, for the non-devs out there, the executable should be running fine.  It runs you through 3 very basic levels, the last of which is incomplete.  The game will make a file on your computer called autoSave, which is the auto save for the game.  This is the save that loads when you walk into a room.  I will be changing that to occur every so often, possibly something like..Metroid, where you walk into a chamber, and save.

Either way, the latest update for both source code and executable is 0.1.1.1.  Feel free to try it out, if you get any funky errors send me an email, or make a comment please.  Since this is in alpha stage right now I really can use the help finding those pesky bugs.

Also, I will work on adding the website link on the sides, or the top in a few minutes.
Alright, so I'm just about to get around to updating the program.  I created the website for Impulse Strike 2 downloads...It's at the following website:  https://sites.google.com/site/impulsestrike2/.  The program may or may not pop up as malicious software (I know Avast doesn't particularly like it), but it's quite legit.  If you have any concerns about it please leave a comment, or email me.  Thanks.

Anyway, as for the update tonight, I have no clue what I'll be doing.  I know I need to generic the grenades, so we can have multiple types of grenades, not just one.  The white box in the UI needs to be changed over to the current grenade selection.  I would need to make generics of both grenades, and the extra stuff that's dropped, that's a fairly simple process with Game Maker, but will still take some time to change.  I also need to set the player up to work with the stats object and grab the grenade that's currently in use.  Although, I think I could put that in the player...not sure which would be more complicated.  o_O

I need to consider xp as well, probably just like...100 xp per level, and the mobs gain 1 or 2 xp per level.  I would need to do graphs for figuring that out though.  @_@  Fucking graphs...We shall see how it works out.

In other news...I finally beat D3!  Had the help of my buddy Eric, but somehow or another we skipped the ending...-_-  So I have to go beat Diablo again tomorrow just so I can see the ending again.

Today's song of the day:  Moves like Jagger, by Maroon Five (feat. Christina Aguilera).
http://www.youtube.com/watch?v=suRsxpoAc5w&feature=g-vrec
(That one doesn't have crazy dancing ladies with their very occasional boob shot...gotta be non-adult content here, excluding language.)

As for tutorials, I think I'll be starting with simple Game Maker Tutorials...If I do any of them, I will post on here about it first thing.