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I dig this Game (tentative title) development thread
#46
I'm not blaming you for it, I understand perfectly well why you did it, I was just wondering. I'm glad that my fear was not the case.

Engine looks good, by the way, from what I can tell from screenshots.
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#47
Do you plan on publishing the puzzle editor ?
I bet tons of users would love to make levels no one's gonna play Smile
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#48
(03-05-2012, 12:48 PM)LexouDuck Wrote: Do you plan on publishing the puzzle editor ?
I bet tons of users would love to make levels no one's gonna play Smile
I'm just them coders. Depending on Gors, I'd be fine with publishing all and everything at one point - I could add the option to load user puzzles instead of the predefined ones (or additionally). For example, DIG could detect if a file with a certain name (like "userpuzzles.pzl") is within the game directory and then load puzzle data from that file.
Short info, I plan on embedding the official puzzles into the exe later.
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#49
Heh Gors. I was just playing around with displaying a frame in fullscreen mode (gameboy styled, whatever) and noticed something concerning columns I'm uncertain how to handle:

Code:

░I
Basically, I'd like to know it such a column should fall down or stick to the wall.

Another thing is attaching rope bridges to gems - should that be possible or not? (Currently it is not)
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#50
I don't exactly know about the column, really. I even remember saying to let it stick to the wall so it can be used strategically, but in the end we'll need to make a lot of gameplay test to see if it is genuinely useful.

as for the rope, yeah, rope can't stick to gems.
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#51
This idea is so cool... let's make it?
[Image: 5129192.png]
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#52
Well I'm on it :-I

Here are two recent-ish shots:
[Image: EcKcM.png] [Image: Q9E9S.png]

These were before user puzzle integration (new menu entry when user puzzles were found) and puzzle locking (currently, you need to finish five puzzles to unlock the next five).

By the way, death counting has been revised; every death prior to finishing a puzzle counts. Retry and Exit both count as death (you may force-quit the program, though ;-). There will be no records of time taken or tools used or anything, just deaths.
#53
Oh boy, you're still continuing it! I completely forgot about this, sorry...


I'll make something to compensate for this hiatus c:
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If you like my C+C, please rate me up. It helps me know I'm helping!
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#54
Is it possible for a demo? i could say that im looking foward to this.
[Image: XeE6VeC.gif]
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#55
No.

Noone gets a demo ever.

Stop asking.



Thing is I'm kinda busy with things™ and people keep distracting me and the internet happens

I am working on it. I've started rewriting the player to do pixel movement whcih practically crashed everything and then I improved the falling system with acceleration and now I've got some bugs to iron out and make some actually playable test puzzles and see if everything works properly. Then I'll release a demo, I guess. That's the plan
Then music and sounds if I can get to that.

I would have posted some videos but free screen recorders seem to be awful garbage.

Furthermore I'll have to draw a neat gameboy frame first the current one is gorrible.
#56
(06-15-2012, 01:29 PM)Previous Wrote: Furthermore I'll have to draw a neat gameboy frame first the current one is gorrible

fixed
#57
I keep fixing bugs but I also keep discovering them.

So have this teaser GIF for now (some parts got cut and I got rid of every second frame for performance as GIFs can't actually run in 50 FPS as that'd be a delay of 20 ms but most browsers require a minumum of 30 or they will interpret it as 100).
Very current state of the engine. Puzzle is for beta purposes only! ;-)

[Image: 3EfzC.gif]

Spot the current issue!
#58
Tossing this out here.

I could write pages of text about it, but you'd better see for yourself. I made some changes to everything.

Note that it is Beta and everything is subject to change. Blabla.
#59
I heard that controls were a little confusing, so let me explain them quickly.



Standard key assignment:
Arrow Keys: [UP][DOWN][LEFT][RIGHT] Move Player, navigate menu.
A: [ACT.A] Use selected tool, confirm menu option.
S: [ACT.B] Jump, abort.
Q, W: [TOOLS<>] Toggle tool.
Space: [MENU] Open menu.

These keys can be reassigned.

Special keys are + and - (keyboard, not numpad) which increase or decrease the scaling factor (so push + if you want tp zoom in)!

You can pick up placed columns and bridges by pressing [ACT.A] when facing them.
To pick up ladders and ropes, hold down [DOWN] and press [ACT.A].

You might want to double-click "fullscreen.bat" to run in fullscreen mode (I'll make that a menu option later; restarting is a must, though, I can't change it while the game is running due to the used graphics wrapper).



I'm open for feedback. Lexou has suggested a few neat features I didn't think of but will most likely implement later.
#60
This thing is friggin' adorable, man. I'm excited to see it grow.
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