Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

891013 Posts in 33520 Topics- by 24761 Members - Latest Member: beertree

June 18, 2013, 04:47:03 PM
TIGSource ForumsDeveloperFeedbackDevLogsThe Walled Garden
Pages: 1 [2] 3 4 ... 26
Print
Author Topic: The Walled Garden  (Read 43798 times)
mokesmoe
Level 10
*****



View Profile Email
« Reply #15 on: September 10, 2010, 06:22:38 PM »

I like the last one too.
For the other blocks, the way the smaller ones light up looks weird too, and changing that might help. Also, you could make new more destroyed looking texture (cracks and stuff), but that would take more work. (Depending on if you make one for each size of just a couple different ones.)
Logged
Scut Fabulous
Level 3
***



View Profile WWW Email
« Reply #16 on: September 12, 2010, 06:35:52 PM »

Love the dither!  This game is reminding me a little of Forbidden Forest, mood-wise.
Logged

Bones
Level 10
*****


Pixel artist, Animator, Programmer


View Profile WWW Email
« Reply #17 on: September 13, 2010, 07:41:45 AM »

Yea the reason the smaller rocks get brighter is because I was trying make it appear as though light was hitting the outside rock texture, but I guess that effect doesn't pull it off.

Thanks Scut, I checked out Forbidden Forest after you said that.
The only game I could find was an old Commodore 64 game with an archer, but it had black trees so I assumed that was the game you mentioned.


Tried working on some kind of boss thing, it's not much of a fight right now.

Also I have begun to implement power-ups!
So far added and working to an extent are...
SpeedUp, Double Shot, Cluster Grenades

I got double shot to act like a jet pack which you can use to gain vertical lift.
I'm trying to think of a good way to handle power-ups, as right now they are just timed events.
(which really doesn't work for Cluster Grenades)

And occur as soon as you grab the power-up, some sort of inventory/slot system would probably really add to the game I think.
« Last Edit: September 13, 2010, 10:04:05 AM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Bones
Level 10
*****


Pixel artist, Animator, Programmer


View Profile WWW Email
« Reply #18 on: October 16, 2010, 08:00:07 AM »

Project is not dead*


Was experiencing some computer issues, but all is good now.
Attempting to pull together a complimentary color scheme of some kind.

Is the HUD too small? Too see through?
Is it too far to the left?

I think I'm going to have to make the solid bricks something other then rock material.
Also don't mind the mockup of a damsel in distress.
Next up is level design so I can start making this game proper.  Crazy
« Last Edit: October 16, 2010, 08:21:43 AM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Xion
Pixelhead
Level 10
******


xionight@live.com Chimera+Gryphon
View Profile WWW Email
« Reply #19 on: October 16, 2010, 11:04:54 PM »

hud not too small I don't think but the icons and numbers are definitely too see through, methinks

glad to see you're still workin' on this
Logged

Bones
Level 10
*****


Pixel artist, Animator, Programmer


View Profile WWW Email
« Reply #20 on: November 06, 2010, 11:44:21 AM »

TheSnidr is working with procedurally generating trees.
And I have to say, they are awesome.  Giggle
A bit large when put in the background of a screen shot but that will be sorted out.


Though it may not be as windy in game.


(this is just an overlay I haven't merged the two Game maker GMKs)

« Last Edit: November 07, 2010, 10:28:21 AM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



TheSnidr
Level 0
***


View Profile Email
« Reply #21 on: November 07, 2010, 09:25:01 AM »

The procedural generation system is improved each day, it now looks like this:
http://www.youtube.com/watch?v=98HAIwJRxyU

It's still far from finished, but I recon it'll look good Smiley
Logged
Bones
Level 10
*****


Pixel artist, Animator, Programmer


View Profile WWW Email
« Reply #22 on: November 07, 2010, 01:08:59 PM »

Progress! It's been implemented
Though there is no wind on the trees.



Until then enjoy a gameplay video.

Will release a new demo soon once I have some levels made up.
or by a release date of November 12th because it be the two year anniversary since I started working on this game concept.

November 12th 2008 video
« Last Edit: November 08, 2010, 07:31:59 AM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Droqen
Level 10
*****


aka nick fury


View Profile WWW Email
« Reply #23 on: November 09, 2010, 09:53:33 PM »

I have seen this!

I have tried it!

It has been really fun, and each addition feels wonderful. The trees are amazing, but maybe they shouldn't poke through landscape like they do? (dunno how to avoid that though).
Logged

Bones
Level 10
*****


Pixel artist, Animator, Programmer


View Profile WWW Email
« Reply #24 on: November 21, 2010, 08:15:17 PM »

Sadly we can't make the tree's collide with the solids, or else that would be a whole lot of collision checks every step. ^^;
I've added some very basic shadows, as well as updated the HUD.

These two screenshots are different, the first shows the current (new) hand pixeled gradients which I am now using for shadows.

Personally myself I like the hand pixeled gradients as supposed to the computer generated version (image #2) which seems more like a solid darker block as supposed to a shadow.

Thoughts?
It does look a bit weird since this effect isn't cast below on the destructible rocks, and likely it wont ever.

I'm also re-thinking how to go about the tiles, I'll probably make the ground thicker then 1 row of 32x32 tiles, and give the solid walls a better feel of permanence.

As for the HUD, I gave it a small graphical update, but also decided to position it 32x32 pixels on screen.
I've noticed a few other games have their huds away from the edges of the screen to allow for more visibility above the HUD.





I have also begun working on some new level designs (making them less flat)
Attempting to work out a small learning curve for player actions, ect.
Such as conditioning the player to adjust to the way the character moves, to gather their concentration towards the goal at hand, and work on their consistency of destroying the terrain while on the move.


Also fleshing out the Chomper's AI some more.
Right now it's having a tough time returning to it's starting position when the player leaves.

The blocks the player is standing on are solid wall's with HP that break after being shot at for a bit.
Unlike the destructible tiles which break on direct impact, though the enemies will break them on contact.
These dummy walls will be spread along the level, if you keep your eye out they could give you a shortcut.


EDIT:
What's your opinion about these weird layering shadows... I can't seem to get them to work any other way
Does the tiling of the shadows seem off? Or does it work if so I'm leaving it.



« Last Edit: November 23, 2010, 09:00:14 PM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Bones
Level 10
*****


Pixel artist, Animator, Programmer


View Profile WWW Email
« Reply #25 on: November 28, 2010, 12:39:45 PM »

... Kind of lacking motivation to work on this project every time my thread gets kicked back a page or two.
But I digress...
For I have some progress this afternoon along with a new video for you all.  Gentleman

Shadows, Splatter effects, Splash effects, Checkpoints

Water is currently very static, so static that they way it's done I cant seem to put break-able terrain inside the water or else it wont update it's self.
So that means that water will likely just be for little pools and not full on-water levels, at least not right now.

http://www.youtube.com/watch?v=9x3Jiupbqes


Anybody have any suggestions or ideas from what they've see so far?
I kind of restricted myself from doing slants in that I used the default hspeed of game maker. >.<

I need to think about how I'm going to go about levels this really wont be much of a metroidvania.
But I don't want it to be too linear, I was thinking of giving two exit options which lead to different paths/levels but still eventually get you to your final destination.
« Last Edit: November 28, 2010, 05:41:16 PM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



Inanimate
Global Moderator
Level 10
******


☆HERO OF JUSTICE!☆


View Profile
« Reply #26 on: November 28, 2010, 12:56:13 PM »

I like the split path idea. It could be like Space Invaders Extreme, or... ehm... Shadow the Hedgehog... basically, they had a starting route, and it branched out to multiple areas, depending on a multitude of factors; path taken, grade gotten, etc.
Logged
Droqen
Level 10
*****


aka nick fury


View Profile WWW Email
« Reply #27 on: November 28, 2010, 01:48:27 PM »

SECRET ITEMS / DOORS FOUND whoops I left caps lock on
Logged

Bones
Level 10
*****


Pixel artist, Animator, Programmer


View Profile WWW Email
« Reply #28 on: December 01, 2010, 11:18:56 AM »

To do list:
- Work on level changing some more
- Figure out different scenarios/puzzles for each creature
- Work on making it more challenging
- Think of something to do - other then collect keys to open doors.

I haven't quite gotten the hang of warps.
Thought I had done a decent system but I made a temporary one that will work for now.
Also; Press DOWN ('S') to enter a door

 Hand Joystick New Demo

Added since the last released demo:
- Procedural trees are in
- Simple shadows
- Better blood particle behavior
- Water effects
- Water physics
- Fine tuned the players movement

Need people to tell me how it's running on their computers, see if im getting any lag spikes from different pc builds, since I have added a lot more objects into the game.



« Last Edit: December 02, 2010, 12:15:06 PM by Bones » Logged

Demo Reel 2012

Sit down and relax,
Keeping focus on your breath,
This may take a while.



BadgerManufactureInc
Guest
« Reply #29 on: December 15, 2010, 12:58:14 PM »

This is looking awesome dude.
I'm missing our collab sessions.. I need to get net again.
I think this is my favourite yet of your demos Smiley

~Badger
Logged
Pages: 1 [2] 3 4 ... 26
Print
Jump to:  

Theme orange-lt created by panic