[Game] Archmage Gray

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SpeedMaster
Posts: 410
Joined: 12 Nov 2016, 16:09

Re: [Game] Archmage Gray

28 Mar 2019, 14:48

Gio wrote:
26 Mar 2019, 09:56
Now that you mention it, changing it to a space theme should indeed be doable...
Hacked... :mrgreen:
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Gio
Posts: 1120
Joined: 30 Sep 2013, 10:54
Location: Brazil

Re: [Game] Archmage Gray

28 Mar 2019, 15:00

SpeedMaster wrote:
28 Mar 2019, 14:48
Hacked... :mrgreen:
Awesome :bravo:
Helgef
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Re: [Game] Archmage Gray

02 Jun 2019, 03:04

:salute: awesome, such a great job! :bravo:

Cheers, and thank you very much sharing.
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Gio
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Joined: 30 Sep 2013, 10:54
Location: Brazil

Re: [Game] Archmage Gray

05 Jun 2019, 11:39

Thanks for the feedback Helgef :D

I really wanted to see more games like this one in these forums. We have a lot of unexplored potential for game development in AutoHotkey :thumbup:
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Gio
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Location: Brazil

Re: [Game] Archmage Gray

26 Jul 2019, 22:40

:arrow: New Version (1.01) made available this date (26/07/2019).
Bugfixes:
-> Enemies no longer flicker directions when they reach the players Y position.
-> Lexiko Scroll 4 (Freeze enemies) no longer causes inactive enemies to seemingly pop out of nowhere if you move up quickly while it is in effect.
Improvements:
-> The tree drawing routine was made a lot smarter: Less awkward "tree over tree" drawings should occur (tree groups will remain, only the drawing order of the trees is now better).
-> Intro (main theme) has received a quality update (less cripling sounds, more audio quality). Credits and thanks to DRocks.
-> Player progress is now visually displayed: The game window frame will change and become progressively ornamented as the player moves up (starting at a certain point).


Thanks to all who commented thus far :thumbup:
DRocks
Posts: 561
Joined: 08 May 2018, 10:20

Re: [Game] Archmage Gray

30 Jul 2019, 08:22

Cool! Nice update :D
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Gio
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Location: Brazil

Re: [Game] Archmage Gray

26 Dec 2020, 21:14

Hello there :wave:

I decided to give Archmage Gray some additional programmer worktime this holiday. This post is to announce the newest version 1.02 update.

The biggest changes: the game now runs ~60FPS (as opposed to ~20FPS from v1.01) and there is a score tracker routine :dance:

For those curious, this FPS increase was achieved by separating the games main looping routines into drawing and moving routines. Previously, if FPS were increased, actor movement (enemies, attacks, player, etc) would move faster, so although possible, it wasnt very confotable to run the game 60 loops/sec. Right now you can adjust the delays of either actor movement routines OR drawing routines, which means the game can draw on the screen 60x/sec with the actors moving only 20x/sec (or less).

For anyone trying to program a game form scratch in the future: Actions in a game must NOT be anchored to the FPS loop if the FPS is supposed to be able to change without affecting the GamePlay itself. This is not hard to achieve, but the programmer must keep it in mind at all times when planning the code.

:arrow: there is also a new score system. This was a requested feature and i am glad it's finally here. The game is a short run if you don't die (~20 minutes), but it does seem fit to know how far you went if you actually end up dieing along the way. Best Scores will be saved in a file and displayed for comparisson in the beggining of a run and at the end of it. Current scores for the run will also be displayed during gameplay. In the future i may add an infinite run mode for those willing to achieve the highest possible score of all.


Here are the full descriptions of the improvements and bugfixes for the new version 1.02+ :beer:

Version 1.02 Improvements (made available 26/12/2020):
Spoiler

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