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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 142953 times)
Bones
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« Reply #440 on: July 23, 2014, 06:37:27 AM »

Update:
Made 2-3 new levels, and polished up some of the existing ones.
Feeling more confident in the demo release it will contain roughly 20-25 levels!


Been working on more organic tiles.

Here is a small example of how to pixel art. The tile isn't completely done but you get the idea.


Working on the collision with flying fishs, they are supposed to help you out of the water.
« Last Edit: July 23, 2014, 07:13:14 AM by Bones » Logged

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« Reply #441 on: July 23, 2014, 07:09:44 AM »

Looks really good, I would like to see how this game turns out.
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Bones
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« Reply #442 on: July 23, 2014, 12:32:28 PM »



Swordfish enemy inspired by Engaurde the Swordfish from Donkey Kong Country.
A mountable water-type enemy allows you to move fast under water and damage enemies.

Added some vertical motion.



Image_angle rotation
« Last Edit: July 23, 2014, 03:00:46 PM by Bones » Logged

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« Reply #443 on: July 23, 2014, 02:40:09 PM »

Update:
Made 2-3 new levels, and polished up some of the existing ones.
Feeling more confident in the demo release it will contain roughly 20-25 levels!


Been working on more organic tiles.

Here is a small example of how to pixel art. The tile isn't completely done but you get the idea.


Working on the collision with flying fishs, they are supposed to help you out of the water.


Love the feel of the first pic! Question --what is the orb at the upper left?
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Bones
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« Reply #444 on: July 23, 2014, 03:04:22 PM »


The orb your asking about is the players HUD.
Not shown in this image is the white circle around it all which is the players oxygen.

Inside the dome has even more feel.
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Bones
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« Reply #445 on: July 23, 2014, 07:27:10 PM »

This was too awesome to not post an update.

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« Reply #446 on: July 23, 2014, 08:34:37 PM »

I would play an entire game based on riding that swordfish, seems really fun hahah
Liked that collision with the flying fishes too, this is something really unusual and unique!

The inventory seems to be kinda complicated to use, will you need to open it really often?
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Bones
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« Reply #447 on: July 23, 2014, 10:29:23 PM »

Yeah it's actually really fun it feels a lot like reverse gravity Flappybird mixed with like a Jet Ski.
It will be hard to not want to put it everywhere in the game.

As for the inventory it isn't that complicated right click an item to bring up an option menu left click to select from the options.

But doing dry runs with my friends and strangers the first issue I noticed was they couldn't figure out the inventory for themselves. They would always try and drag the items around to try and use them (which does nothing considering removing it).
For some reason right-click which is like the default for bringing up a menu on a computer isn't the first thing people think of clicking.
Since the interaction is very much just like the default computer rightclick with option select.

I was trying to avoid text tutorials or really text telling the player what to do.
However it feels like it is unavoidable at this point.

So I restricted the player in the second level they can't continue forward until they make their gun and learn the inventory. Obviously they are going to hit the ? box if they are stuck.

If they don't have enough atoms it will tell them they have to collect 20 atoms,when they get 20 it will show the following message. When you collect 20 atoms an arrow shows up next to the inventory when it is visible instructing the player to right click a specific item.



Hopefully doing this once will be enough to fully teach how the inventory works without having to repeat myself.
However it could be handy to do a follow up tutorial just to confirm they learned from the first one.
« Last Edit: July 23, 2014, 10:41:13 PM by Bones » Logged

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« Reply #448 on: July 23, 2014, 10:54:14 PM »

Ok, that GIF where you hop out of one pool, over a gap, and into a another water area... That's rad.   Coffee
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« Reply #449 on: July 24, 2014, 12:55:39 AM »



I love it!
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Bones
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« Reply #450 on: July 24, 2014, 08:36:55 AM »

Ok, that GIF where you hop out of one pool, over a gap, and into a another water area... That's rad.   Coffee
Yeah it was originally just a plain old gap but then my friend suggested removing the middle pool and things became epic.

Updates:

Swordfish
  • Added sliding on flatland feels like Penguin belly sliding from Mario.
  • There is currently a bug where when the sword fish collides with a wall outside of the water he sticks into it...
    Wondering if I should keep this bug cause it's funny.
« Last Edit: July 25, 2014, 09:02:56 AM by Bones » Logged

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« Reply #451 on: July 24, 2014, 06:32:33 PM »

« Last Edit: July 25, 2014, 09:04:58 AM by Bones » Logged

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« Reply #452 on: July 24, 2014, 09:37:58 PM »

NEW!Rooster/Raptor


Trying to pick/design a sprite for a Yoshi type creature that could flutter jump and also a slow fall/multi-jump.
I wanted it to be more raptor like, but I am pretty partial to the Rooster design.



Still not a fan of the plumage, might end up keeping the Lizard/bird hyrbid look.
« Last Edit: July 25, 2014, 09:05:36 AM by Bones » Logged

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« Reply #453 on: July 25, 2014, 07:38:57 AM »

NEW!Rooster/Raptor interactions



Has been difficult getting the rooster to work, it likes to clip with the terrain a lot.
Obviously still prototype stage, it exists and that's all that is important.

Rooster features
  • Fast and nimble horizontal speed
  • High vertical jumping
  • Extended flutter double jump

Edit: Whoops I paged the sprite design.


Trying to pick/design a sprite for a Yoshi type creature that could flutter jump and also a slow fall/multi-jump.
I wanted it to be more raptor like, but I am pretty partial to the Rooster design.



Still not a fan of the plumage, might end up keeping the Lizard/bird hyrbid look.
« Last Edit: July 25, 2014, 09:44:51 AM by Bones » Logged

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« Reply #454 on: July 27, 2014, 01:36:21 AM »

Liking the new Rooster/Raptor design and also prefer the version without the plumage. Seems like you're progressing with new features quite quickly at the moment.
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Bones
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« Reply #455 on: July 27, 2014, 05:32:52 AM »

Thanks for the input Franklin, I appreciate the feedback about the sprite.

Yeah I can certainly say that over the four years of development of this game I have been learning learning Game Maker.
Now I feel like I've got a good grasp of things, obviously I can learn more advanced stuff but it's becoming easier to visualize something and then execute it in a few tries. Luckily I already had a mount system integrated since the first year into development, so essentially I just re-purposed the mount code and made some new movements for the mounts.

I was a bit worried that adding too many new features within such a short amount of time doesn't leave much room for getting that mechanic 100% solid and getting some levels designed for it.



So here is an example of how the Chicken could be used in terms of designing levels for him to jump in.
This raised ground is just high enough for the chicken to make it up there.
Level design wise however, what if the player decides to kill the chicken?
Then all of a sudden they can't reach that high point.

So I would have to make two ways to complete this area, perhaps adding a pipe cannon to one of the pipes to give the player the ability to make it up without the bird.


Thought about maybe making this the first enemy with a spawn.
It becomes a baby and hops around until it eats a Worm or an Apple or a Worm in an Apple.
« Last Edit: July 27, 2014, 06:07:28 AM by Bones » Logged

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« Reply #456 on: July 29, 2014, 04:54:23 PM »

Every wonder how a Cockatrice is born?

Quote
According to Alexander Neckam's De naturis rerum (ca 1180), the cockatrice was supposed to be born from an egg laid by a chicken and incubated by a toad; a snake might be substituted in re-tellings. Cockatrice became seen as synonymous with basilisk when the basiliscus in Bartholomeus Anglicus' De proprietatibus rerum (ca 1260) was translated by John Trevisa as cockatrice (1397).[4] A basilisk, however, is usually depicted without wings.



Okay... So what I get from that.

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« Reply #457 on: July 30, 2014, 06:01:31 PM »

Worked on some new Bees today.


Inspired by Frog sord I decided to give the hive some AI.
  • The queen bee will be difficult to catch.
  • The workers will collect honey and if you let them gather enough honey the hive will spawn a Royal Jelly when you destroy it.


Then I realized the bee does a lot more than sting people.
It also pollinates flowers and gets honey for it's hive.
So now when they aren't chasing you they seek out the nearest flower and get some nectar to return to their hive.



Any ideas for flower dynamics? A way the bees could somehow spread flowers around perhaps if a flower has been pollinated enough it creates a flower next to it.
At the moment they find the nearest flower and then go back to their hive, they are supposed to go from flower to flower but I can't figure out a good way to do such.
« Last Edit: July 31, 2014, 09:13:24 AM by Bones » Logged

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« Reply #458 on: July 31, 2014, 09:05:17 AM »


Turtle and turtle shell

  • Plan to have the shell slow down
  • Frogs can jump on the shells
  • Shooting the turtle will put it in the shell
  • It will bounce off larger enemies like they are walls
« Last Edit: July 31, 2014, 09:15:14 AM by Bones » Logged

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« Reply #459 on: August 01, 2014, 08:06:36 AM »


Working on getting the shell to act more dynamically.
  • Added 0.05 friction
  • Shell now comes to a stop and the turtle can come out of it

Should the shell take out other turtles? Or should they curl up into their shell as a defense?
Should the shell have less friction so it doesn't stop as quickly as it does now?
« Last Edit: August 01, 2014, 09:30:30 AM by Bones » Logged

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