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TIGSource ForumsCommunityDevLogsThe Walled Garden (Inspired by SMB, N+ and Metroid)
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Author Topic: The Walled Garden (Inspired by SMB, N+ and Metroid)  (Read 143101 times)
Bones
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« Reply #380 on: April 06, 2014, 09:26:06 PM »

Hey Brett I sure am.
Managed to open the beast up a few days ago.

plus side it's probably less than a year because the second time you do something it's like half as easy as the first time since you already did it once

I wish this were true for what I just spent a while trying to fix.

The player was not drawing correctly on Jump_through platforms for a few months.
I couldn't wrap my head around it worked just fine before my laptop was stolen.

Was holding off on level design until I got those working again as they were pretty crucial actually.
Now to figure out what I should work on next.

Am attempting to severely pull back my over ambitious scope so I can get back to the basics of the game and focus on the story telling.
« Last Edit: April 06, 2014, 09:31:07 PM by Bones » Logged

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« Reply #381 on: April 06, 2014, 09:41:27 PM »

I remember this game. c: When I came to tigsource, my introduction with forum began from this devlog.
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« Reply #382 on: April 07, 2014, 08:25:21 AM »

Hey Winged Doom, glad I could help bring TIGs to you.
I see your working on a new bad ass project, looks sweet.

Update:

I have just added some rocks, changed their original properties a bit.

You can push individual rocks.
Grenades will blow them up into smaller rocks that have no collision with the player, but shooting them will also break them it just takes 10 or so bullets.

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« Reply #383 on: April 18, 2014, 04:00:42 PM »

A gif is way better than a screenshot.

Tricky little bastard bats.
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« Reply #384 on: April 18, 2014, 05:02:45 PM »

Hand Thumbs Up Left Hand Thumbs Up Right
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Bones
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« Reply #385 on: April 21, 2014, 09:49:31 PM »

Moar gifs of stuff I have been working on.

Teleporter


Drill specific block

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« Reply #386 on: April 22, 2014, 12:27:25 PM »

Drillbox
Changed the sprite, decided it needed some contrast.
The drillbox can only be broken by an enemy with a drill.


Pages from Eve's Diary.
I have added a collectable item where you can read each page of the Diary as you collect them.
You can also go back and read each page again if you need to.

« Last Edit: April 22, 2014, 01:10:50 PM by Bones » Logged

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« Reply #387 on: April 24, 2014, 05:41:00 AM »


Yoshi Island 5-1

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« Reply #388 on: April 27, 2014, 09:00:44 PM »

Lightning clouds?
Working on taming this lightning.


Whoops too much.


Think I've got it under control now.
« Last Edit: April 27, 2014, 09:15:47 PM by Bones » Logged

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« Reply #389 on: April 28, 2014, 07:48:03 AM »

Animated sprite instead of lightning fork?
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« Reply #390 on: April 29, 2014, 12:44:01 AM »

The animated sprites looks way better.
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« Reply #391 on: April 29, 2014, 09:13:12 AM »

Thanks Momeka, I added a couple extra frames at the end to give the lightning some more umphf.

Working on pixeling this beast this morning.


« Last Edit: April 29, 2014, 11:48:00 AM by Bones » Logged

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« Reply #392 on: April 29, 2014, 11:55:39 AM »

Also got ice working pretty well.
  • You slide on ice
  • You break ice when you jump on it
  • You can't wall slide on ice

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« Reply #393 on: May 05, 2014, 06:11:54 PM »





I was worried that these clouds with faces might seem out of place.
But now that I see them in game, I feel they work well.
« Last Edit: May 05, 2014, 09:49:29 PM by Bones » Logged

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« Reply #394 on: May 08, 2014, 08:43:27 AM »


Added these little guys inspired by the mole's in megaman.
They can also drop from the ceiling.

I also made it so the Lantern can be turned on or off in the dark.
Some enemies react to the lantern being on or off.
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« Reply #395 on: May 09, 2014, 08:58:21 AM »


Added invincibility frames.

There are so many good games being worked on these days, I can understand how interest in such a long dev cycle could be very small these days.
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« Reply #396 on: May 09, 2014, 11:39:27 AM »

I've gotta say I'm a long term follower of this and I'm deeply in love with the concept. However I feel like much of the stuff you've implemented recently feels a bit too conventional compared to the weird, dark theological theme you have for the concept as a whole.

Like, conventional platforming hazards such as ice, megaman-inspired jumping enemies etc feels a bit too light-hearted compared to the tone of the main story. Aren't there other things you could implement that are more connected to the mood of the game? Like, have the atmosphere of the story be reflected in the mechanics rather than implementing standard platforming hazards?

I remember the gun that broke blocks and also made trees grow, that was awesome! Like, an allegory that destruction is creation and life is destruction...

stuff!

I want original stuff from your brain, not floor spikes, jumpy enemies and achievements that I can see in so many other places!
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« Reply #397 on: May 09, 2014, 06:37:07 PM »

I feel like much of the stuff you've implemented recently feels a bit too conventional compared to the weird, dark theological theme you have for the concept as a whole.

I want original stuff from your brain, not floor spikes, jumpy enemies and achievements that I can see in so many other places!
This is kind of what I was worried about.
Warps, lightning clouds, bats, spikes and ice are all pretty common things in every game.
So certainly this phase of updates are pretty standard, I just wanted to make sure people knew the project wasn't dead.

I was hoping the air blowing clouds would be a good start back on the track I was where I was appropriating existing mythologies and concepts from days of old.

I have added a few story based things I just don't want to post them for the sake of not spoiling it.
Such as mushrooms in my game do something helpful, but I don't quite want to spoil what that is.

The idea is that you go from Physical plane to the Astral Plane to the Atomic Plane.
I'm still working on the physical plane, the Astral Plane will have a lot to do with this image.


As this will be the moment the player kind of realizes what this game is about.
I'm thinking when I make the astral plane that I include a few floating variables that show the players status like, vertical speed and stuff. But I'm unsure about that idea.

The Atomic plane will probably be where the game gets harder in it's platforming, likely where the spikes will come into play. Same with homing missile turrets and such.
But again, those are standard game things.

I remember the gun that broke blocks and also made trees grow, that was awesome! Like, an allegory that destruction is creation and life is destruction...
I still have all that... I've just never made levels before really.
So my level design is pretty poor for ideas with the terrain destruction.
Right now it serves as something that slows the player down really, my original reason for the terrain destruction was for a run and gun game where you had to destroy it to make a new path for yourself to avoid enemies/change the level to your liking.
The levels have a lot less destruction than they did before ever since I created an indestructible solid...

Thanks for the support and honesty.
I've been really trying to come up with my own stuff, but I realized a lot of the enemies simply existed because I made sprites for them. They didn't actually serve the game so I've been trying to figure out how to make the enemies and the levels exist together as a whole.
« Last Edit: May 09, 2014, 06:51:17 PM by Bones » Logged

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« Reply #398 on: May 16, 2014, 09:33:42 AM »

So I've run into a bit of a snag attempting to create player lives.
Basically the idea was to have an inventory item for the lives of the player.
I had it working for the most part removing the inventory item and restarting the room.

My first problem was that the rooms are set to persistent, but I quickly learned that can be changed on the fly

My second problem was this scenario:
The player collects a coin in the level and then dies.
The coin is still in the inventory when the room is restarted because the inventory is persistent.
The original coin has also respawned due to the level being reset.

So my first idea was to make it so the game autosaves when a room starts.
Then upon player death instead of restarting the room I simply load the save file.
Problem with this is when the game loads the save file, it's not deleting the inventory item for player lives because the save file initially had that extra life...

Any ideas for solutions to this problem?
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« Reply #399 on: May 18, 2014, 05:34:01 AM »

My decision was to not restart the room upon player death, do not remove items from inventory.
Respawn, remove life item. That will be all.


Implemented a smart camera based on

which explains indepth the logic behind the camera in Super Mario World.


Here you can see the horizontal border allowing the player to freely move left and right 32 pixels before the camera moves.
I also have platform snap on so the camera will scroll to the player when they have landed on a platform.

Trying to work on some more art these days.
« Last Edit: May 18, 2014, 05:46:28 AM by Bones » Logged

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