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2421
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Community / Assemblee: Part 2 / Re: BirdyWorld [FINISHED]
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on: January 13, 2010, 09:45:24 PM
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So you're the one that placed it near the first dungeon  Actually I didn't get a choice of where to place it, I was just putting monsters out and then was surprised when instead of placing the treasure chest it had me placing a whole temple! Still working on temple 1 though. You guys were brutal with the level design there. 
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2422
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Community / Assemblee: Part 2 / Re: BirdyWorld [FINISHED]
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on: January 13, 2010, 06:11:05 PM
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Haha I started making the second dungeon without even knowing there was a boss in the first one yet. Whee time to backtrack!
Oh you're (one of?) the other person (people) working on the second dungeon! Awesome stuff :D And yea, I did that too XD Yeah I actually got to place the dungeon itself, I feel pretty honored.  And you can thank/hate me for all those long hallways I guess.
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2426
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Community / Assemblee: Part 2 / Re: BirdyWorld [FINISHED]
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on: January 13, 2010, 07:47:12 AM
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how the hammer works: when you hit the hammer button your guy goes into hammer mode, and any impassible tiles he walks into switch to passable tiles - you can make bridges and tunnels ands stuff. the number next to the hammer is the number of tiles you can switch. you can only switch tiles native to the screen you're on - so impassible stuff around the edges which belongs to neighboring screens will still stop you - but, for instance, if there's some mountains or a river you can't pass, local to the screen you're on, you should be able to cross it with the hammer.
if you return to the same screen later the stuff will appear to be impassible again, but if you hit it with your sword it'll clear up. this also works if you find places where other people have cleared stuff with the hammer.
It's really neat too, since it poofs out of nowhere in a total Toejam & Earl style.
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2428
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Community / Assemblee: Part 2 / Re: Realm of the Mad God [Flash MMO Finished]
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on: January 12, 2010, 04:25:54 PM
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I like the idea of having a universal spawn point, or maybe a spawn zone. You can then combat the no-monsters problem by having a higher reproductive rate in that area for certain (easier?) monsters. People can spread out from there in whichever direction they want.
Another way is just to throw out a seed monster every few minutes, or have an invincible non-attacking npc that just walks around and summons monsters when it feels lonely. (Because I think that would be cool.)
I also agree with the no-landmarks remarks. Aside from the occasional temple ruins the map feels really repetitive, I'd like to see some deserts or forest clearings or maybe some proper dungeons? Just to get that exploration out there as another reason to keep playing when you hit the level cap.
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2429
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Community / Assemblee: Part 2 / Re: BirdyWorld [FINISHED]
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on: January 12, 2010, 04:24:32 PM
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It's maybe a little weird to be doing development updates after the competition's already ended...
I think all the mmo entries should get a little grace, this one in particular since the content is user-generated to begin with.
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2432
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Community / Assemblee: Part 2 / Re: GUYMAN HERO! [FINISHED - development continues]
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on: January 12, 2010, 01:47:41 PM
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Weird. I'm not sure there's a whole lot i can do about that. It's one of many glitches in Construct itself. Did you try hitting R to force a reload? I suppose i could code in a workaround of some sort.
Good to know, I'll try it! EDIT: Wait that sent me all the way back to the very beginning!
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2433
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Community / Assemblee: Part 2 / Re: BirdyWorld [FINISHED]
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on: January 12, 2010, 08:10:19 AM
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also, how to build stuff? : o
You just have to travel to a screen that has no data in it yet. The dungeon is full of it all around, but even on the overworld, if you travel in any direction long enough you'll find some voids. (I'm responsible for a good deal of the north areas.)
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2434
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Community / Competitions / Re: *NEW* Idea pool for future TIGS Compos
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on: January 12, 2010, 07:47:35 AM
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"who makes it and what if people don't like it" There are always racing games, bootleg remakes, terrible fangames, etc. The ability to make a game in a completely unrelated genre (Sonic Spinball, Kirby Golf, Smash Brothers) or show your dislike of the character in game format ironically (Thy Dungeonman) or intentionally (karoshi suicide style) is totally doable.
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2437
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Community / Assemblee: Part 2 / Re: GUYMAN HERO! [FINISHED - development continues]
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on: January 12, 2010, 03:35:33 AM
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Well I like the hard version, I just haven't had the time to beat it yet. EDIT: The second time I got spawned on this screen (on the hard version) it spawned me off the map. You can see my x position by where the monsters are grouped, but I'm not sure if I'm above or below... 
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2440
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Community / Assemblee: Part 2 / Re: BirdyWorld [FINISHED]
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on: January 11, 2010, 01:23:33 PM
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Gah... I'm catching all sorts of little bugs. Not enough to force a version update, but just don't try to buy shop tokens unless you've got the latest version now. Really cool idea, wish I could know which side of a screen would be an empty void when I'm building, though...
While you're building? If you can place tiles up to the edge of the screen, there's a void on that side. If you can't, then you share that edge with another screen. Ohhh, now it all makes sense!  Although I still think it would be convenient to have a visual cue, at least in the build mode. By the way, thanks for using my girl turtle (gurltle?) I think it's the only completed game that used a turtle, lol.
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