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Messages - R.A.V.S.O

1
AudioBreak

Smash your Music

By: R.A.V.S.O.



AudioBreak is a videogame app I've been developing under the Unity 5.5 engine with the Android OS in mind.



It's a game with simple mechanics, that lets you take whatever music you may have on your phone (.mp3 format) and generates a playable level from it, users with lots of music in their smartphones can make the most of this app.


GAMEPLAY:

The core gameplay is simple: you get to control a player character (under the name of Joe) who can move around the playing field with the corresponding arrow buttons, during the gameplay, musical notes will spawn from the track the player selected at the start, it's up to Joe to smash these notes before they reach the top, so time your jumps accordingly to ensure no notes get away.

Gameplay Demonstration Video:
https://www.youtube.com/watch?v=vcn3tjKrlUM

Aside from moving about smashing notes, Joe can also use his customizeable abilities to help him out provided you have enough power to trigger them up.

FEATURES:

(while the game is fully playable on android devices of 4.2 or higher, bear in mind I still have some extra features planned, and will continue to edit this list.)

Spoiler: ShowHide

WHAT I HAVE SO FAR:

+ Placeholder working main menu.
+ Main Menu Options for side adjustments.
+ Core gameplay 100% done, (still room for improvement ;D but at the moment, works as intended)
+ Difficulty System, select a difficulty that suits your playing skill.
+ 2 in-game tutorials covering the basics.
+ Working music browser, browse for your favorite tracks, anywhere in your device :D
+ Reactive Background (the background reacts to the BGM to give it a more active feel)
+ Endgame Options (the basics but works)
+ Powerup System (choose between 3 different powerups + 1 built in powerup)
+ Combo system, the better your combo, the better the multiplier at the end of a chain.

INCOMING (or at least heavily considered):

- A special Endgame Event (still considering this)
- Extra abilities to select at the start.
- A better streamlined main menu.


WISHFUL THINKING (stuff I'd love to implement but can't right now due to either not knowing how to properly add it or lacking the components to do so):

- Global Scoreboard (highly considering this one once I get a proper google dev account)
- IOS support (this game would need to be popular at least in order to even consider this option.)


The game itself works for the Android OS at the moment, but should it enough popularity, I'd heavily consider porting it to IOS (granted I get a proper license, but that's still under wishful thinking) the minimum required to run the game at the moment is Android 4.2 or higher. (Android versions above 6.0 might be experiencing some issues, but I'm working to fix these ASAP, sorry about that)

Feel free to give the game a shot:

DOWNLOAD LINK:

Current Version is: v1.1
LINK: https://www.dropbox.com/s/cbgj3bglvwvux4r/AudioBreak%20Demo%20Version.apk?dl=0

The .apk weights approximately 34 mb and should run at a stable 30 fps on old phones, and a smooth 60 fps on newer phones, just
download the .apk to your phone and install to play.

CLOSING COMMENTS:

The AudioBreak Project as of right now has been completed for a demo release, but I will continue to keep working on it from time to time, either by adding more device support, additional music or overhauls to how the system works, bear in mind that this is by no means the final product and might suffer some drastic changes from time to time.

Hope you guys enjoy the game ;D
2
GridPlane

Portable Plane Survival

By: R.A.V.S.O.



GridPlane is a game project I'm developing under the Unity 5.4 engine with the Android OS.




While it started at first as another attempt to enter a game developing contest, I decided to take my time and flesh it out properly
for a proper release afterwards


GAMEPLAY:

The core gameplay is simple: you get to control a (rather vitriolic) paper plane which you have to guide through an endless stream of obstacles while avoiding any form of obstacle collision as even slightly bumping the plane causes it to violently explode and respawn again, your main objective is to survive for as long as possible while collecting points for every obstacle avoided, the plane has 5 lives in total, and can gain some extra lives along the way.

Gameplay Demonstration Video:
https://www.youtube.com/watch?v=LToScAWjnkc

You can control the plane via 2 different styles of control, either by classic UP/DOWN buttons or by tilting your phone in accelerometer mode, the longer the player survives in the game, the harder and faster the game gets, pitting the player against harder and more complex patterns.

FEATURES:

(while the game is fully playable on android devices of 4.2 or higher, bear in mind I still have some extra features planned, and will continue to edit this list.)

Spoiler: ShowHide

WHAT I HAVE SO FAR:

+ Fully working main menu.
+ Main Menu Options for side adjustments.
+ Core gameplay 100% done, (still room for improvement ;D but at the moment, works as intended)
+ Randomized Audio Tracks (6 possible tracks to keep .apk light)
+ Reactive Background (the background reacts to the BGM to give it a more active feel)
+ Endgame Options (the basics but works)
+ In-game options menu (with an additional set of options to check FPS and such)
+ 2 different control styles for gameplay.
+ Local High Score (similar to flappy bird's)

INCOMING (or at least heavily considered):

- Single Life Mode (for those who want a harder variant of the game)
- Additional Enemy Patterns (there are approximately 18 different boss patterns at the moment, I wish to see more.)
- Combo counter (breaks when you crash the plane)

WISHFUL THINKING (stuff I'd love to implement but can't right now due to either not knowing how to properly add it or lacking the components to do so):

- Global Scoreboard (highly considering this one once I get a proper google dev account)
- Music File Loading (use the player's stored music as BGM, be it as .ogg or .mp3)
- Gameplay based around Music (obstacles spawn by synchronized music beat, movement increases or decreases with tempo.)
- IOS support (this game would need to be popular at least in order to even consider this option.)


The game itself works for the Android OS at the moment, but should it enough popularity, I'd heavily consider porting it to IOS (granted I get a proper license, but that's still under wishful thinking) the minimum required to run the game at the moment is Android 4.2 or higher.

Feel free to give the game a shot:

DOWNLOAD LINK:

Current Version is: v1.1
LINK: https://www.dropbox.com/s/agzon0jsi0up45h/GridPlane%20v1.1.apk?dl=0

The .apk weights approximately 45 mb and should run at a stable 30 fps on old phones, and a smooth 60 fps on newer phones, just
download the .apk to your phone and install to play.

CONTROLS:

The game has 2 different styles of controls for moving the paper plane:

[CLASSIC BUTTONS]: Move the plane by pressing the UP / DOWN arrow buttons in succession to keep the plane stable.

[TILT MODE]: Tilt your device either left or right to control how much the plane ascends or descends.

CLOSING COMMENTS:

The GridPlane project as of right now has been completed for a proper release, but I will continue to keep working on it from time to time, either by adding more device support, additional music or overhauls to how the system works, bear in mind that this is by no means the final product and might suffer some drastic changes from time to time.

Hope you guys enjoy the game ;D
3
out of curiosity, who's the guild leader of CP's team in-game?

I've been doing some team missions on the guild counter to rack up some score, (this is how you raise your guild's rank + get
access to a guild room and other functions) but then I realized only the guild leader can level up the rank and
purchase a room with the current guild score.
4
Video Games / Re: The Video Game Nostalgia Thread
March 24, 2016, 10:51:01 pm
Quote from: Blizzard on March 24, 2016, 10:13:19 pm
Quote from: Spoofus on March 24, 2016, 01:56:14 pm
@Blizz: SoE is the same engine as SoM just that they locked the multiplayer out of it, cause people didn't use it much in SoM back then.


Not entirely. There are a couple of modifications, one of the most obvious probably being the alchemy system. Another one that I can name from the top off my head is the different running system with stamina and the fact that you can run much longer if you first charged your weapon. Enemy and boss AI are also quite different. There are also subtle modifications in how hit boxes, collision and evasion work.

I used to play SoM with my sister. xD I was really disappointed when SoE didn't have the multiplayer so we could play together.


SoE and SoE are awesome games indeed, one of my friends actually gave me a modded SoE cartridge with the multiplayer mod + difficulty patches enabled
(2 player mod let's player 2 play as the dog, you can toggle this on and off, the difficulty patch, reworks some of the alchemy damage formulas, makes some cool items more frequent and available, levels all weapons of the same family instead of individually and made the dog not-so-OP at the endgame)

I gotta say, it's quite a contrast from SoM, but all in all both are some really good RPG's,

moving that aside, the same guy who gave the modded SoE cart, also recently obtained an english copy of little samson, I'll probably play it a bit on the weekend and check it out.
5
Quote from: Spoofus on March 23, 2016, 06:51:13 pm
So i am able to change my main class at any point right? cause I would like to test out how the classes play to see what I want to main etc.


here's a heads up on how classes work:

PSO2 has NO player levels, rather class levels, all the EXP you earn goes towards your class level, however, as you progress through the game,
you will eventually obtain the ability to equip a secondary class, which grants you the benefits of using that class' photon arts and universal weapons
with the only downside of having the secondary class take twice the amount of EXP to level up. PSO2 allows you to mix and match classes as you see fit.
which brings me to explain leveling up.

leveling up has 2 phases, when you level up, obviously your stats increase by a certain amount, but you also earn a skill point per each level up,
once you have a good enough amount of points to use, go to the class counter (located in the gate area, on the back section) and you can
spend your skill points on class-specific abilities, be mindful of how you spend them, since these make or break your character on the long run

(example: my alt character Rose is a Force, so I'm doing a Force/Techer build so I'm relying on this skill-tree in particular: Your standard beginner's Force build)

PSO2 starts off with weak damage, but eventually piles up (this is more significantly seen once you stack your skill points) into hundreds of thousands of damage per second, and is also one of the few RPG's where target locking the weak point deals considerably more damage than a standard all out attack, long story short: not doing enough damage? attack it's weak point.
6
I did some tests on the new laptop for PSO2, at the highest settings possible, still run it at 120 fps, it's..... beautiful  :twitch:

of course, add too many explosions, and it dips back to 30 fps, but only if ALL 12 people decide to detonate grenades at the same time.
7
Quote from: KK20 on March 18, 2016, 03:52:02 pm
> Rose
plz cum bak ;-;


Aw man... now I feel bad, especially because I totally forgot about the CP the coincidence, oh well, at least I can still
re-class if force doesn't feel like my playstyle, the only thing that gets to me is how female clothing is easily 5x more expensive
than male clothing, and plain skyrockets to absurd amounts if it's full of fanservice.
8
I managed to create a female character (alias: Rose, love to keep things short for a change) and tried my hand at the force class,
compared to the braver/hunter build I was using before, it's an entirely different ballgame so far, I've got mixed feelings about it.

on the plus side, I've got a few of those EXP + 30000 tickets, and just popping one of those bad boys was enough to reach lv 10+ on
my force class, then I realized it's best to use them for leveling sub-classes, but the twist is, in order to do that, you have to basically
equip the desired class to level (the sub class) as your MAIN class, THEN use the EXP ticket.
9
Quote from: Spoofus on March 17, 2016, 08:06:24 am
I been wanting to get this game, but my dumbass thought hey there is no english text and after looking at the screenshots here my mind has been changed, so you all may see me on it soon.

It is still a shame thatthey won't release for "western" regions, I think the game would be a big hit, where people are still wanting an official US release etc.


The patch isn't 100% done yet (and some items & text that is server-sided is impossible to translate with the patch) but other than that, it's fully playable, they even removed the IP bad on non-Japanese IP's since 2015.

and if memory serves correctly, KK20 created Chaos Project as a guild, if we do certain guild quests we can get a shared room, and probably decorate it,
guess I'll do some of these quests on my new alt.
10
Raising this topic from the dead, because apparently the game refuses to die, and received massive updates recently.

So after getting my new laptop and playing some of the oldies, I decided to give PSO2 another chance (especially since I never got to do a solid 60fps run
on my previous laptop beforehand, and wanted to see how well it performs over here), and I gotta say, man is the game
still active, with additional loads of missions and changes (like an apparently well needed braver/gunner nerf, and some buffs to the hunter/ranger)

But the biggest highlight of them all was that PSO2 recently released (as of January 2016) it's long awaited continuation to the plot:

EPISODE 4 [RENEWAL]

<Trailer for relevance>
PSO2 - EPISODE 4 [RENEWAL]

Highlights include:

it's quite a list so I'll just shorten this part a bit:
Spoiler: ShowHide


-A new weapon type resembling a conductor's baton which is used to control summoned creatures.
(to emphasize: you have this one creature that looks like a pokemon (let's call it pseudo-mon from now on) and you get to
   control it via conductor's baton in what appears to be a weaponized mix of pokemon amie & the wind waker)

-Skill Chain Combinations
  (you can now do some sick follow-up combos regarding both of your chosen classes, Example: doing a Braver photon-art then following up
   with a gunner skill or photon-art and ending with a Force technique, assuming you have the proper build for it)

-The (now fully working) inclusion of the new Race [Duman] & [Bouncer & Techer] classes.
  (these were available since EP:3 but were limited in terms of skills & weapons that were not considered good enough to make a decent
   build, as of EP:4 they're as viable as any other classes in-game, as for the Duman class, it's basically a glass cannon, you get to do insane
   damage at the cost of being taken down in 1-3 hits, you MUST rely on perfect blocks in order to survive sometimes.)

-New photon-arts & weapons.
(the reason Bouncer & Techer are now viable)

-Character creation updated.
(SEGA added some extra customization options and now it's greater than ever, any per-existing costumes you've had are now segmented instead of being one-piece so you can now mix and match, also as a plus it gave veteran players a free makeup salon ticket (an item you only get by paying cash in real life) to celebrate the changes.)

-Added quick-character slots.
(Previously when someone wanted to change their classes into another class they previously had, you needed to re-equip and re-customize everything from scratch again which IMO takes at least 30+ mins depending on how complex your build is, with quick character slots, you can now save an existing build and
swap it without the hassle of re-doing all that customizing)

-Added more user-friendly beginner tutorials
(The game's learning curve might seem steep for newcomers but now there's proper training missions one can take that also yield acceptable items & meseta)

-Added new areas to explore
(from the trailer you can see it's a futuristic version of Japan's capital Tokyo, with the twist of having all sorts of new enemies mimicking modern-day machinery,
  and for some weird reason... a T-Rex? oh well...  :knight:   the capital itself features a Day/Night cycle, and since it's HUGE compared to the other maps, it also
  has ways for fast-travel (inb4 gotta go fast jokes))

-Added the XH (Xtra Hard) difficulty to new areas
  (thought PSO2 was easy? XH mode alters the behavior of ALL enemies into a more violent pattern, gives them stat boosts, and overall makes missions a lot
    harder, on the bright side, XH drops pretty sweet loot as well.)

-Added a new bonus for daily runs.
(Previously, doing daily missions only gave you a pitiful amount of EXP/Meseta and wasn't that big of an incentive for people to do these, from now on,
   whenever you complete your 3rd daily mission (3rd mission each day) there is a chance that it will drop you a bonus ticket (it's more of a key) that let's
   you play a bonus mission, what's special about it you ask? this mission single-handedly yields an insane amount of EXP/Meseta and guarantees rare drops
   at the end, if you pair it with a tri-boost, you easily level up 2-3 times if your character is underleveled.)



Moving on to the plot, it's a direct continuation to the EPISODE 3 finale, and does contain a nice meta-twist along the way.
Spoiler for those that actually want to discover this:
Spoiler: ShowHide


After the end of EPISODE 3 in which your character is basically placed in a cryo-container (KH2 all over again, if you ask me)
EP4 begins after a time-skip of X amount of years (the game never directly tells you how much time has passed) and upon
waking up you are presented with the realization that you (along with the rest of the ARKS) are merely videogame characters,
in a digital settings yet for some reason are self-conscious enough to have some form of free will, it's because of this that
you (for some unexplained reason) decide to manifest in reality, and of all the places you appear on, you start in Tokyo in
the year 2028 A.D. where apparently the REAL ARKS exist, now it's up to your avatar to find out what's going on as apparently
the same videogame where you came from is now possessing the machines down in Tokyo and turned the city into chaos
(hence the new area of the game),

Some people are loving this story-arc so far, some people are condemning the twist to be uncalled for, but all in all, it's fun
(reminded me of star ocean a bit)



I've figured the game has changed a lot since I've dropped it so I'm gonna pick it up again and check what's up, hopefully I should
be able to run it just fine.
11
Chat / Ideas for good level design?
February 03, 2016, 01:07:13 am
Feel free to skip this intro if you'd like:
Spoiler: ShowHide

Alright so, as I keep learning on how to use Unity 5.0+ more efficiently I've been testing out my programming and
game design skills, and I've been feeling a bit more secure on my overall skill, so I've decided to begin a personal project
with my sister (graphical designer & animator) while I tank the code (overall developer & game design),
we decided to give the classical 2D platformer genre a shot.

We more or less have an idea of what we'd like the game to be about, our character design seems fair enough, we're already
beginning to work on some test sprites, and I feel there's at least enough test materials to move on in development


So, I've got this [TEST] Working 2D character on Unity, and luckily making working 2D levels (in terms of layout and collision)
has been made EASY with the awesomeness that is the Tiled2Unity plugin, yup all the goodness of Tiled now ported to Unity
and it gives me flawless collisions as well, so long story short, level layout creation is a significantly less arduous experience
now that I don't have to design levels piece by piece inside of Unity's editor.

which brings me to my current issue..... Level Design.

Although now making a level itself isn't hard, it's coming up with ideas that gets to me, while I do know that overall fun
levels aren't just a simple stroll from point A to point B with some gimmick along the way, I do believe I lack a creative side
for proper level design, so I've gotta ask the mapping veterans around here,

What are some good ideas or tips for good level design?

now you're probably wondering, what type of platformer are you developing, some level designs are only good for some
types and vice versa, well overall, I'm aiming for the following aspects

-Seemingly Simple: levels where there's a clear sense of direction but encourage the player to take detours.

-Revisit Friendly: levels that present alternate "off-road" routes if the player has the proper skills to traverse it

-Connected: Have some places connect to a HUB while keeping a few shortcuts connecting levels between themselves.

all in all these sound like a Metroidvania oriented mapping style, but all in all, I'm aiming for mapping that grants replay value
and doesn't feel tedious.

so, what are your thoughts everyone?
12
well, I kinda remember this old post from the unity3d forums:

http://answers.unity3d.com/questions/318337/replacing-letters-with-images.html

but the concept is still the same, use a bitmap font to basically replace any numbers (or any set of letters for the matter)
with your desired text,

just as a heads up, if you're using unity 4.6 or higher it's most likely that these forms of GUI texts are now handled as
UI components, therefore you gotta handle them in the UI layers, mostly through the text objects.

here's a page containing most of Unity's UI functions, you'll probably find the snippet of code required under UI.text

https://unity3d.com/learn/tutorials/topics/user-interface-ui

good luck :D
13
Alright so updating on this topic,

I decided to go ahead and get that laptop (it also helps that amazon for some weird reason decided to bump down the prize by $60)
and if all goes smoothly should be arriving next week. S&H is still a bit crappy when it comes to Mexico so I managed
to get an acquaintance of mine to order it on his PO box, (yay free shipping!)

as an aftermath I've got around $20-30 remaining possibly for a game, any recommendations from you guys?
Battlefront atm is out of my league but I'm pretty sure they'll be offers around the corner sooner or later.
14
General Discussion / Re: vgvgf Encryption help!
November 16, 2015, 01:24:15 pm
trust me when I tell you this,

the unique scripts and sprites (at least some of them) your project has most likely came from pre-existing unfinished or scrapped projects, in the
end some released RPG Maker projects that may seem way too different between them may end up sharing some scripts and systems
(maybe even sprites) not because one stole from the other, rather because such resources were open sourced and easy to get on the first place.
(case in point: steam's various resource packs and users who upload their own scripts, you CAN however credit them and edit them to your project)

the thing is, at the moment there is no proper encryption system that can protect your files without compromising stability
and if you ask me, there's no point on making a fancy RPG if half the PC's out there will struggle to even open the game exe to run it.
15
Welcome! / Re: Zeriab is back, this time with hugs
October 22, 2015, 01:18:22 pm
Welcome Back :D

well, as of right now....

-we've been discussing RPG Maker MV and what sort of potential it could have with future tweaks and whatnot,
-we've also been talking about good programming languages to start with, heck I think we also had a nerdy joke session with those.
-attempting to guess who will post next while KK20 became Soulshaker3's sex toy and I accidentally ascended and descended from godhood.
-KK20 scored a pretty sweet job and will most likely develop even more badass programming powers.
-I cleared genocide route in Undertale without remorse and no-damaged the route's final boss.
-Blizzard recommended me some good laptop specs + a crash course on PC selection (mine's dead)
-while you were absent we tried training spoofus to hug people using a body-pillow with the picture of a taco..... it just wasn't the same D:
-my Unity project won 2nd place at a national game development competition, I'm determined to learn .js at all costs.
-We've been daydreaming about the ARC a bit.
-Our overall hugs stock has decreased but thankfully you arrived :D
-Gameus earned 25+ beauty points.
-Zexion learned the meaning of Christmas and bullet hell
-Ryex..... well he didn't change but he's still pretty cool.

that pretty much sums it up,
many have come and gone but it's nice to see veterans return.

16
I'm kind of a noob on this one but bear with me please,

when searching for a laptop, should I prioritize on the CPU (number of cores, i5 vs i7) or GPU? (such as nvidia graphics)

then again I could also take the distant third option of getting a good desktop PC and settle for a mild laptop for
work related programming.

but all in all I'm still willing to look for a good gaming laptop should I find the opportunity to look for it,

this one caught my attention but it's still in preorder: http://www.amazon.com/Dell-Inspiron-i7559-763BLK-Full-HD-GeForce/dp/B015PYYDMQ

I'll keep on searching for now.
17
with my budget as-is, probably not,

at the moment I'm claiming a few favors I've had in order to increase the budget a bit, not 100% guaranteed but
in a best case scenario I'd probably end with $1000 to spend, but for now I'm at the $800 mark.

guess I'll keep on looking for deals on either amazon or ebay, sadly Mexico's craiglist is pretty crappy atm...
18
Here's the thing, no PC or laptop lasts forever, and with that being said, my laptop's on the brink of death,

with constant BSOD's and overheating I've decided it's time for a new laptop and with good reason too,
I can barely run any of the incoming game titles, and working on unity has been turning more into a
save every 5-10 minutes to avoid sudden loss of work kind of experience,

so I've been wondering, with a budget of $800 is there a decent (possibly gaming?) laptop I could go
and buy?

shipping or going physically to a store shouldn't be a problem since I live near the border of California
and one of my friends has a PO box I can use should I order online

I know I can probably get better results by building a desktop PC for gaming/programming but
since I'm pretty much 90% of the time away from home I could really use a good laptop,

thanks in advance for any possible suggestions :D
19
Welcome! / Re: An apology and hello
September 29, 2015, 11:44:56 am
sup kyu, how's it going? long time no see, but it's pretty cool how you decided to re-appear once more :D
20
Projects / Re: [Unity][WIP] Project R.E.M.S. + Poll.
September 25, 2015, 12:44:01 pm
Sorry for these delayed updates but college atm is pulling cheap shots whenever it can when it comes to surprise tests or
some other urgent crap,

anyways, update time!

for today's update: the (not yet completed) combo system.



similar to that of DDR/Stempania etc, the combo system works on how many walls you can successfully
shoot off without losing any pieces of your barrier, missing a shot, or detonating your bomb (this last one was done on purpose.)

the combo system is based on 4 tiers,

TIER 0 = Combos 5 to 99, rewards a x1.5 multiplier when the combo ends.
(as seen on the pic above)

TIER 1 = Combos 100 to 199, rewards a x2 multiplier when the combo ends.


TIER 2 = Combos 200 to 299, rewards a x4 multiplier when the combo ends.


TIER 3 = Combos 300 and onward, rewards a x8 multiplier when the combo ends.
(sadly I don't have a pic for this one, the only one time I managed to reach this was
on a non-recorded playthrough and forgot to printscreen it.)

when a player has started successfully a combo, it can have 3 outcomes,

missing a shot: combo instantly ends, score is multiplied by tier, with no additional consequences.

getting a piece of your barrier eliminated (aka BREAK!): combo instantly ends, score is multiplied by tier,
then gets a 0.5 penalty, cutting the potential score in half, (personally I find this rather nerve wracking on
high difficulties, but then again this is more of a high risk, high reward deal.)

images: I had to slow down some gameplay to get a proper shot of this:
Spoiler: ShowHide


and



and finally, using a bomb: combo ends instantly, score is multiplied by tier, then gets a final x2 multiplier added
to it, while it's not a significant boost on lower combo tiers, using a bomb on a higher tier grants far better
results, however be advised that by the moment you have a steady tier 2-3 combo you're most likely
on a difficulty where having a spare bomb might be useful for survival.