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Programming Talk / The Fluffum War (2d action/strategy)

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n008
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Posted: 23rd Dec 2007 02:27
You should convert this to C/C++ w/Allegro & mabey Winsock, that way you could get good blitting and be able to go Multiplayer. As in P2P and Server - Client.

SunnyKatt
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Posted: 24th Dec 2007 02:40 Edited at: 24th Dec 2007 02:45
GML actually can do internet connections and set up servers etc. I just never ever worked with it and have no idea how. Multiplayer is amazing as-is, and maybe on future projects I will learn those functions.

Crystal stabalizers fixed finally... Release date info..
Tomorrow is chrismas eve, and the next day is christmas, so I cant get to a fast-internet computer until the 26th maybe, and by then it will be done. So the 26th is a good guess, but heck, something may come up.

Look a screen of the new menu!


ALSO: on the first post i put a little message for mods to move this to programming talk if they see it. Just so you know where to look if this thread suddenly dissapears from WIPs.

The Fluffum War - Multiplayer Demo coming soon!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
n008
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Posted: 24th Dec 2007 02:57
Well, you get more flexibility w/ C/C++...

SunnyKatt
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Posted: 24th Dec 2007 03:02
with the multiplayer options... of course, but for 2d games, I am a gm junkie. Yep. Love the language, love it all. One day I hope to surpass Darthlupi (who also uses GML).

The Fluffum War - Multiplayer Demo coming soon!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
n008
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Posted: 24th Dec 2007 03:34
Ok. But you do lose a little respect from most programmers when you announce you use GML. No offense.

tha_rami
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Posted: 24th Dec 2007 05:51
If he can make something as awesome as this, I don't give a damn what he creates it in. In the end, the creativity, time and devotion this guy has shown earns him more 'respect' from me than some guys around here.

Not that respect is such an issue on these forums. It ain' GTA, y'know.


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n008
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Posted: 24th Dec 2007 15:52
Ok. But do you consider FPSC users to be programmers? I don't. They script things. Difference...

tha_rami
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Posted: 24th Dec 2007 15:58
Who says this was a programmers forum?


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n008
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Posted: 24th Dec 2007 16:12 Edited at: 24th Dec 2007 16:12
It's the showcase forum for DGDK and DB/P...

You don't see any FPSC games here, do you?

BMacZero
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Posted: 24th Dec 2007 16:21
Well said, tha_rami. I can't wait for the next demo!


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
SunnyKatt
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Posted: 27th Dec 2007 01:50 Edited at: 27th Dec 2007 01:54
Thanks tha_rami. Ill have to quote you sometime.

And I dont care how much respect I lose!

Anyway, I bet your all saddened to see that here on dec. 26th the demo isn't released. Yes... An issue I encountered when a massive code that controls the crystal stabalizer things with malfuncions at the end - when a player controls all the crystals it wont say "player whatever has won" and end the game. And because all day today and yesterday I was playing crysis. Anyway looking great, happy to see your checking up here, and on the 24th I completely finished the actual level for the multiplayer demo, pretty sweet. Just letting you know, with a larger map, two players and tons of units, the system specs are much higher for multiplayer (1gb minimum, 2gb or more rec.) you can go lower but expect to see about 8 fps sometime halfway through.)
Now, this is why I dont set release dates, everything comes up in the end and I'd rather not stay up till 4am trying to get it out on time, it would end up buggy anyway.

Now, the attachment shows a beaten in, under seige multiplayer base for the humans. You actually start out with a good-sized base protruding from the wall, and this is about 4/5ths of the walls but without most the units, except for the guys hiding in the crystal room guarding it for their life.
NOTE: with new line of sight a.i., soldiers can actually be positioned deep within bases and wont lag up your game by shooting into the wall.

The Fluffum War - Multiplayer Demo coming soon!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
SunnyKatt
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Posted: 28th Dec 2007 20:05
THE MULTIPLAYER DEMO is finished and uploaded and attached to the second post! woo! download now! WARNING: that troubling unexpected error glitch has erupted again on one of the "problem pc's"

download the demo now.... 2nd post...

The Fluffum War - Multiplayer Demo coming soon!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
BMacZero
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Posted: 28th Dec 2007 21:07
Yay!!


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
SunnyKatt
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Posted: 29th Dec 2007 01:20
Yay indeed! You will notice tons of other things that have been added, like v-sync and the option to turn down the graphics. Please tell me what you think.
I hope the other guys find their way here from the work in progress board...
2nd post!

The Fluffum War - MULTIPLAYER DEMO RELEASED!!!!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
BMacZero
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Posted: 29th Dec 2007 15:50
I love the new graphics, especially the explosions. Those are really cool. As for the gameplay, well, it still seems all to easy for me to completely dominate by spending lots of money on gatling turrets - those things are really overpowered. Also, there were supposed to be 3 stabilizers, weren't there? I only saw two - one in the middle and one in the fluffum's base.

Excellent game, I'll have to find someone else to play it with.


"Ok, so that wasn't funny. I don' have any good Christmas jokes."
SunnyKatt
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Posted: 29th Dec 2007 21:23 Edited at: 29th Dec 2007 21:29
The third one is in the humans base, right in the center.
I completely forgot about testing the gatling guns for balance, I tested everything else for side balance. Ill increase the cost and lower the firepower of the gatling turrets now, but I wont be-able to post an update. Known glitch - AI ships can be built outside of boundary lines, so just play fair and build them inside of them.

The Fluffum War - MULTIPLAYER DEMO RELEASED!!!!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
Dr Schnitzengruber
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Posted: 30th Dec 2007 05:30
ERROR!


Quote: "___________________________________________
ERROR in
action number 1
of End Step Event
for object Bigfluffum:

Error in code at line 42:
{if distance_to_point(target[1].x,target[1].y) > 60 then gravity = -1;

at position 46: Unknown variable x"


SunnyKatt
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Posted: 2nd Jan 2008 01:47
NICE ERROR! this must have happened when the last human died when a fluffum was flying right at him! Fixing now!
THANKS FOR FINDING IT!

@bmaczero: Sorry, There actually isnt a crystl in the humans base (i know why now, fixed). When I can Ill update it to v1.3.
OTHER GLITCHES THAT HAVE BEEN BROUGHT TO ATTENTION AND FIXED.
- if a long range turret is killed by a fireball it turns into a gatling gun! woah!!! - fixed
- clouds are too bright at night - fixed
- no human stabalizer - fixed (its actaully below the game feild in 1.00)
- other ones I cant think of now
CAMPAIN STUFF:
Done sweet lighting engine (campain only, processser consuming)
Adding main character animations like running etc. Head faces where the gun faces, looks sweet.

The Fluffum War - MULTIPLAYER DEMO RELEASED!!!!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
SunnyKatt
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Posted: 10th Jan 2008 01:47
WOO! havn't replied in a while; I've been hard at work. The physics for the main character had to be completely re-written to prevent the space from appearing under him (it was easy to do with regular soldiers because they don't move and jump). Also I completely animated the main character. Now he runs, jumps, and stands still. I added in the weapons engine, now I have to add in the different weapons such as pistols etc. In-game you can switch from using clips or from recharge mode (from base defense demo). I added the HUD with the health and ammo numbers. Here is a screen that shows both the lighting engine and the HUD.
still working on tons of things, once everything is all ready I can start programming the actual missions of the campain.

The Fluffum War - MULTIPLAYER DEMO RELEASED!!!!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
NeX the Fairly Fast Ferret
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Posted: 14th Jan 2008 20:40 Edited at: 14th Jan 2008 20:41
I was thinking of something to test using different kinds of characters in darkSMASH, and a Fluffum seemed easy enough to draw. I'm thinking of leaving it in. What do you think?



By putting a signpost in the middle of nowhere, you're making it somewhere.
SunnyKatt
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Posted: 15th Jan 2008 03:58
good, but if you are going to use it in your game, ya have to credit me. Not in a huge way, but just a little something in the credits that confirms the fluffum idea as mine. other than that, i'm fine with it.

The Fluffum War - MULTIPLAYER DEMO RELEASED!!!!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
Roxas
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Posted: 19th Jan 2008 14:10
This is really good


Click For Details!
SunnyKatt
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Posted: 20th Jan 2008 01:48 Edited at: 20th Jan 2008 01:51
Thanks alot!
Lately I've been making tons upon tons of changes etc. Remember that campain HUD 2 posts ago? That is considered "old" now because the new hud has numbers that properly line up AND it show how many clips you have for switching in-between modes AND it shows what weapon you have (cause there are more than one). Now programming cutscenes, which I am taking my time on so they look good, took me a whole day to do the first one. I'll post a shot when I can.

Also, Intense planning has begun between me and my team (not working on this game) for our next project, which is huge. Beyond proportion. Rediculous. No I cant tell you. (note: work will actually not start on the coding until the fluffum war is finshed. It's a thing i do so that I finish my games, so you can be sure this one will be finished. It's still my TOP priority.)

The Fluffum War - MULTIPLAYER DEMO RELEASED!!!!
http://forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0
SunnyKatt
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Posted: 1st Feb 2008 12:17 Edited at: 1st Feb 2008 12:19
Yay Update! Ive added certain objects to the game like lights etc. And am working on new gameplay features such as a rechargable energy swordish thing that flies after your cursor and you can make it attack people. Also included: A shotgon mode of the Assualt Rifle.
ALSO:
WE NOW HAVE FORUMS!! I just put up brand new - 0 user forums on the internet for us ZekeGames. it's at [URL] http://www.createforum.com/zekegamesforum/index.php?mforum=zekegamesforum[/URL] SO go and post once or so and be special!
SCREEN ATTACHED: This is the first level, still inside the ship where you learn how to move. Just wanted to show you that light. Notice how the light particles at the bottom conform to terrain.

The Fluffum War: A WIP
[URL]forum.thegamecreators.com/?m=forum_view&t=115938&b=8&p=0[/URL]
Roxas
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Posted: 1st Feb 2008 12:46
I like it


Click For Details!
SunnyKatt
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Posted: 2nd Feb 2008 18:48 Edited at: 13th Feb 2008 01:44
Good!
UPDATE!!! guess what? I don't have dial up anymore, I now have hi-speed internet. So posting demo's is a snap! I'm going to update the Multiplayer demo to 1.3 RIGHT NOW.

EDIT: DONE! now with my new internet, I can upload demos in a snap. So the early campain demo will be available shortly.(half a month or so)

EDIT AGAIN: I posted 2 videos (that accedentally have a framerate a bit too high) on youtube. These were made with a piece of code that records a video by taking a screen every frame. Then you blend em together with virtual dub, and reduce the file size with windows movie maker. They have no sound, though....

EDIT AGAIN AGAIN: I have a great new walking animation for the main character! now he looks like he's running! yay!

EDIT AGAIN AGAIN AGAIN: I am working on ladders and ladder systems for the new game mode, survival. When finished I'll post a demo, so you can play with the character again (you didn't get to be him since 1.61!!! AAA! SO OLD AND CRAPPY!


EDIT AGAIN AGAIN AGAIN AGAIN: wow! so many updates... soon I'll have to just post again.

SunnyKatt
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Posted: 21st Feb 2008 00:45 Edited at: 23rd Feb 2008 01:51
Update! I'm getting really far on the survival demo... which I will post before the campain demo. A half month or so is all I need. Ill post more data and screenshots soon. Polishing now.
EDIT: here's a screen from the survival demo!
also this thread now has over 2000 views! Actually not impressive, but I thought I would mention it...

EDIT AGAIN:
QUESS WHAT????
THE SURVIVAL DEMO IS FINISHED AND RELEASED!!!

it's attached onto the first post! Tell me what you think + report glitches!!!

SunnyKatt
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Posted: 11th Mar 2008 12:13 Edited at: 17th Mar 2008 12:03
The work on The Fluffum War is being postponed for a month or so while I work on a mini puzzlegame for a competition. (just need to make levels - wont take long)

EDIT:
DONE!
Here is the link:
http://www.yoyogames.com/games/show/29217

Now back to the fluffum war!

SunnyKatt
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Posted: 30th Mar 2008 02:51
Here are some new shots from the campaign.
click on em to make em bigger.
enjoy.

total carnage


lightbeams


the new (hopefully final) menu


SunnyKatt
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Posted: 15th Apr 2008 01:34
Campaign script is FINALLY done! Now I can go full steam on levels and cutscenes! Lots of discussion is going on about our next game, which I can't openly speak of. I cant wait to finish this one, because some of the code early on is sloppy, and it hurts alot of the other code, tons of conflicts. Gah.

BMacZero
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Posted: 19th Apr 2008 19:44 Edited at: 19th Apr 2008 20:29
For some reason a lot of the mailback messages I was getting from TGC were getting marked as spam . I only just heard about this, going to test it soon today!

Edit: Very fun! No complaints here.

Unterseeboot - Has you played it?
Los Mineros are on leave...
SunnyKatt
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Posted: 20th Apr 2008 21:45 Edited at: 20th Apr 2008 21:49
Good!
It's very easy to forget about this since it was moved to programming talk, but whatever.


Breaking news: I just released this on ZekeGames forums.
Quote: "Woah! Guess what? The sloppy coding has hindered progress on the fluffum war so much that we are ABANDONING (just kidding, lol), nah, we are taking out campain, the sloppy coding kept it from being very good anyway. So, we're going to go back and make base defense super super good and just have many of those levels, and throw in multiplayer. Survival mode is under discussion.
That means that Bleare Kindoms will be started even sooner! Did you just pee your pants? "


So... The coding from the beginning of the fluffum war was so sloppy it reduced the programming speed of the campain down to about 1/16th of normal speed. We're hence abandoning the campaign mode (because it wasn't very fun anyway, we couldn't do much due to the sloppy early code).
And about the whole bleare kindoms thing.. You'll discover more of that when I post in game design theory about it on the release of the fluffum war.


The new base defense mode will be pretty cool, I'm adding in lotsa things and lotsa levels. Good fun, good fun.

BMacZero
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Posted: 20th Apr 2008 23:06
Sounds like a good plan, I look forward to seeing a demo with all the modes in it at once

I found a glitch, though. I was playing survival this morning and filled all my weapons to the max (8 for pistol, 35 for assault rifle, 10 for war rifle). But then I suddenly noticed, while scrolling through the weapons, that my assault rifle had 37! I tried a few things and found out that if you scroll between the weapons at just the right intervals, you can overfill their ammunition. I got up to 50 shots in the assault rifle, lol!

Unterseeboot - Has you played it?
Los Mineros are on leave...
SunnyKatt
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Posted: 21st Apr 2008 01:16
Ah, I see. Thanks! On recharge mode you can only go to half ammo for the weapons. If you reload a clip it fills all the way. So assualt rifle has 75 bullets total!
I'll fix that. The next thing to be released is the actual game, with base defense as the main game mode. The super old 1.61 demo had 3 levels, the game will have 10 or so.

SunnyKatt
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Posted: 17th May 2008 22:55
Sigh, breaking sad news.

Okay, well, the fluffum war's old sloppy code is so over-dramatized that it is interfering with gameplay and lagging it up. There are also user reaction glitches, etc. SO, I want the community to decide weather or not the fluffum war should or should not be abandoned completely. Tell me what you think. Ill keep the demos online for people to enjoy, but the game is really hard to continue with these issues from all that sloppy code. If it will be abandoned completely, bleare kingdoms will be started with completely super neat code.

BMacZero
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Posted: 17th May 2008 23:43
I actually agree that it would be nice move on to something else now, you've done so much on this and you now have to decide "How much is too much?" I think the game is great as it is. Just put all the demos together into one game first, ok?

Unterseeboot - Has you played it?
Los Mineros are on leave...
SunnyKatt
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Posted: 17th May 2008 23:53
Actually, that's what I've been trying to do. But they conflict with each other due to the crazy amount of sloppy code. Remember that really old, 1.61 demo? Well, the game changed A TON from then, and base defense mode is all busted. If I do abandon it, I will store all three game mode demos on my site permanently. Not sure still.

So, would that be a "Yes, abandon!" or a "NO, don't abandon" vote from you?

Aertic
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Posted: 18th May 2008 01:01
No, dont abandon this, I played the demo and loved it to bits.

SunnyKatt
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Posted: 18th May 2008 02:28
Alright, Ill add you to the list. Thanks for caring.

BMacZero
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Posted: 18th May 2008 03:30
Not an abandon, but a strategetic retreat . After trying something else you may feel like coming back to this someday.

Unterseeboot - Has you played it?
Los Mineros are on leave...
SunnyKatt
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Posted: 18th May 2008 13:59
Hmm, that may be hard, considering my next project will take maybe 4 or more years to complete.
If the abandon is chosen, I'll move this from the "High Priority Projects" to the "Low priority projects" Folder instead of the "Abandoned projects". This way I'll get back to it someday.

Ill but you down for a yes then.

tha_rami
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Posted: 18th May 2008 15:56
I won't vote anything here. I'd think it'd be an utter and complete shame if you abandoned it - as its really uberfun -, but if you feel its a better choice, hey, you're the one working on it.

Also, I'd like to apologize for my harsh stance for back when this game was moved to Programming Talk - a game this good can be an exception, I think.


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SunnyKatt
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Posted: 18th May 2008 20:50 Edited at: 1st Jun 2008 20:25
Yeah, I started to notice how the sloppy code was affecting things back when the multiplayer demo was released, and since then I knew I just HAD to finish it. I would have ashamed us by deciding to abandon, but the other day it went too far. Me + a teammate wanted to play a quick round of multiplayer. Since the survival demo, the sloppy code conficts rendered it unplayable. So I figured I could quick patch up the code. The more I patched, the more holes opened up. An hour went by. Then, when it should have been finally playable, it would suddenly refuse to respond to user reaction - the mouse wouldnt even move for periods of 20 or so seconds at a time. It was then that we had to deeply consider abandoning. I wont have to do this for any game in the future, now because of that I'm a neat freak with my code. It's perfectly structured.

Anyways, what harsh stance? I dont remember you having anything negative towards this game. And even if a game this good could be an exception, I wont whine/ask. The next game I'm making will be 10 times better, at least. I have fun just thinking about it. When I can talk about it, you'll see a thread in game design theory about it.

The current votes are
4 - abandon
1 - dont

And by the time I need to make a decision, It will be a month or so, as I need time to work on a sweet game for a competition. Great stress relief.

SunnyKatt
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Posted: 10th Jun 2008 01:17
Abandonment decided, however I released the new base defense game!
I will soon release a pack of all the versions of The Fluffum War ever released.
Link to new TFW base defense:
TFW Base Defense

Find the link on that page somewhere.

SunnyKatt
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Posted: 9th Jul 2008 02:22
And so the final demo pack "SCRAP" is released, now you have access to even the first demo. Until we eventually make a sequil, goodbye, fluffum war. You guys will see me soon with another WIP thread for another game (10x better!!!)

http://www.yoyogames.com/games/show/40836

Favorite Quote: Dramatized code? Code Drama!

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