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Messages - Bamboy

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1
Promotion Project / Re: A Spiritual Successor to W:A
« on: July 05, 2023, 06:56 PM »
Still working on it! I post more frequent updates on my Asteroidians discord: https://discord.gg/wSJqhFe

2
Promotion Project / Re: A Spiritual Successor to W:A
« on: December 13, 2022, 10:15 PM »
I fell into the yearly release hole again, but I'm still slowly chipping away at this project!

Update v0.5.0.213

The most prominent feature of this release is the introduction of multiplayer matchmaking! Now when looking for a game to join you no longer need to know the server's IP - a list of available game servers is sent to you instead.

There are far too many changes to list here, so go look at the changelog: https://bamboy.itch.io/asteroidians/devlog/463057/multiplayer-matchmaking-asteroidains-release-v050213 (That changelog took me like two hours to write, lol)
Download: https://bamboy.itch.io/asteroidians

And if you want more frequent access to test builds, join my discord.

3
Promotion Project / Re: A Spiritual Successor to W:A
« on: May 19, 2021, 10:02 AM »
Breaking the yearly mould! It's another update!

Last week I had a successful multiplayer game with 6 people! I'm ecstatic to bring it to you all!
While not fully finished, also included in this build is WIP rope wrapping logic:



The majority of this update, however, is multiplayer and misc polishing!
Windows tray will flash when it is your turn and the game isn't selected, and I added keybind presets to the options menu, for those who have been requesting controls similar to W:A. The game also no longer requires a mandatory restart after a match is finished! Jumping behaves much more like it does in W:A too.

Update v0.4.1.140
Download: https://bamboy.itch.io/asteroidians
Changelog: https://bamboy.itch.io/asteroidians/devlog/255054/successful-6-man-multiplayer-match-asteroidains-release-v041140

4
Promotion Project / Re: A Spiritual Successor to W:A
« on: April 30, 2021, 04:50 AM »
I need to stop with these yearly releases, buut it's that time again.

I spent quite a lot of time with front end and polish this time around. Hopefully it shows!
Overall, increased game speed and gravity.
Added a new weapon "Rocket Jumper", which is exactly how it sounds: Utilize explosions as mobility!
Also I'm experimenting with controlling grapple hook (rope) with the mouse. Let me know what you all think of that.
Non-QWERTY keyboards are now supported, as well as 4k monitors!

Random levels are now a thing too:



Update v0.4.0.125
Download: https://bamboy.itch.io/asteroidians/
Changelog: https://bamboy.itch.io/asteroidians/devlog/248240/level-generator-more-asteroidians-release-v040125

Also, I post more frequent gifs/builds on my discord, as well as WIP! https://discord.gg/wSJqhFe

5
Promotion Project / Re: A Spiritual Successor to W:A
« on: May 18, 2020, 12:45 PM »
Finally got off my lazy ass and uploaded a new build! Images on the download page are also up to date!


This is the first public build with the Grapple (rope)!
First unique gameplay weapon, Cluster Grenade, which very quickly explodes into frags after thrown, creating a sort of shotgun. (This needs a better name lol)
Also teleporter and medkits.

Singleplayer lobby's map load will now treat Black as open space if no alpha is detected in the selected image. TL;DR you can open W:A compatible maps.
Pretty sure multiplayer does not work at all right now. It's been long enough since a release I just needed to push something out for people to play. Lots of polish done since last release.

Yes but any rotation while roping would help.
Done. Also, RIP deformable bodies. It will be worth it in the long run.

Update v0.3.1.76
Download: https://bamboy.itch.io/asteroidians
Changelog: https://bamboy.itch.io/asteroidians/devlog/147293/grapple-and-tons-more-asteroidians-release-03176

6
Promotion Project / Re: A Spiritual Successor to W:A
« on: February 04, 2020, 06:02 AM »
I agree completely. For technical reasons my character visuals are in a weird state right now.

7
Promotion Project / Re: A Spiritual Successor to W:A
« on: February 02, 2020, 05:59 AM »




Terrain bending coming Soon™

8
Promotion Project / Re: A Spiritual Successor to W:A
« on: August 07, 2019, 06:01 AM »
Another year, another bump...


Multiplayer is now more stable than ever, and now uses a server executable! It still has a few desyncs that are difficult to reproduce, but I have been able to play an entire game with someone! Nailing down the multiplayer and backend has still been my primary focus. Without it, the game is meaningless... Trust me, I'd much rather be working on gameplay.

There are a few new gameplay features though! Check out the changelog link below.  ;)

I'm hoping to eventually be able to hire some other developers to help out in the areas that I'm struggling in, at least a tiny bit. Right now I don't see that happening due to cost. I've been working purely solo. I hate asking this, but if you can, maybe consider throwing me a few dollars?

Update v0.3.0.27
Download page: https://bamboy.itch.io/asteroidians
Changelog: https://bamboy.itch.io/asteroidians/devlog/93745/multiplayer-more-stable-than-ever-asteroidians-release-03027

9
Promotion Project / Re: A Spiritual Successor to W:A
« on: October 22, 2018, 05:25 AM »
Mega bump!

No, but really, I updated Asteroidians for the first time in over a year. I still really want to complete this project, and I just took a major step in getting the networking solid in just this past month.
The entire game system now uses fixed point numbers instead of floating point numbers. (Floating point numbers are NOT deterministic and cause desyncs)

Also, I discovered the system both W:A uses and what I unknowingly was implementing is called Lockstep Synchronization. (For any other developers who might be reading this) A lot of older games used this and fixed point numbers due to how expensive floating point numbers were to compute at the time.

In terms of new front end features, there isn't a whole lot as of now. Mostly network stability and bug squashing. Some weapons that have still caused repeated desyncs have been restricted to single player until I can fix them. That said, I'm fairly confident in the reliability of the new networking system. I'm sure there will still be issues, but compared to how it was, it is much better now.

Major Update v0.2.00
Download page: https://bamboy.itch.io/asteroidians
Changelog: https://bamboy.itch.io/asteroidians/devlog/52965/major-engine-rehaul-asteroidians-release-v0200

Thanks for reading!

10
Promotion Project / Re: A Spiritual Successor to W:A
« on: March 28, 2017, 07:16 PM »
New build just went live! I didn't goof it up this time. (Tool I was using had an improper path)

Ninja rope is there (Grapple weapon) but is very basic. The math required was a bit more than I was expecting. It will get there though!
Go play it now! https://bamboy.itch.io/asteroidians

I really tried to get multiplayer 100% desync free, but you might come across issues such as turns not transferring correctly. Make sure to restart your client in-between games.

11
Promotion Project / Re: A Spiritual Successor to W:A
« on: March 23, 2017, 10:32 AM »
That... is a very good point. I can't seem to locate the last release build v0.1.46 on my local drive, so I don't think I can fix it until I get the next build out. Be ready for it in a few days, if not sooner.

12
Promotion Project / Re: A Spiritual Successor to W:A
« on: March 23, 2017, 08:28 AM »
Holy crap why did nobody tell me that the downloads page on itchio only links to v0.1.22???

13
Promotion Project / Re: A Spiritual Successor to W:A
« on: March 11, 2017, 05:59 PM »
The quality of vector math done against polygons will be a lot better than those done vs pixel perfect, however getting the polygons to accurately conform to the pixels while also balancing performance is a challenge.

14
Promotion Project / Re: A Spiritual Successor to W:A
« on: March 11, 2017, 05:43 PM »
Bamboy, do you implement pixel-perfect collision detection or just creating collision polygons based on images?
Earlier builds used polygons, but I went out of my way to create my own pixel perfect collision system after discovering polygons just wouldn't cut it.

15
Promotion Project / Re: A Spiritual Successor to W:A
« on: March 07, 2017, 01:23 AM »
Hey guys its been a while. I had a seizure on the 13th of February and the meds they put me on made it near impossible for me to have decent work sessions. That said, they're taking me off of it and I have been able to get a few things done.



You'll notice timers and two new weapons - Grappling hook and Pickaxe.
Pickaxe is the replacement for W:A's Blowtorch - The functionality difference being it digs in multiple "Shots" rather than you automatically walking forward when you use it.
Grapple is the ninja rope except it is very much still WIP. I think I only spent about a 6 hour day on it. (Super big thanks to Lex and Deadcode from IRC for the math help behind this!)

Other new stuff: Eye animations, in game keybind menu, and numerous code backend improvements.

No new build out just yet. Just wanted to give you guys a status update.

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