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Bones
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« Reply #270 on: October 05, 2012, 06:42:48 PM » |
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 Put TWG on indiegogo That's incredibly exciting. I'm still a little disappointed I never got up there while I lived in MA.
Yeah I live in Canada and have never been to the US. So it should be interesting if I'm accepted for consultation. Cool, I've got relatives who live a few minutes away from there. Enjoy your stay and good luck with the campaign!
Thanks, nothing is for certain yet - all I can do is hope. :D In other news. I have figured out a way to hide Experiences aka Achievements so they don't break the emergence of the game.
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Demo Reel 2012Sit down and relax, Keeping focus on your breath, This may take a while.  
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Bones
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« Reply #271 on: October 06, 2012, 10:02:18 AM » |
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www.youtube.com/watch?v=BZnJaQaYLj8To elaborate on this video from earlier in the week. I have implemented the karma system into the HUD  With that I leave you with this science factoid; Magnetism is caused when atoms are all pointed in the same direction.
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« Last Edit: October 06, 2012, 12:43:23 PM by Bones »
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Demo Reel 2012Sit down and relax, Keeping focus on your breath, This may take a while.  
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Bones
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« Reply #272 on: October 16, 2012, 08:55:31 AM » |
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For the next little while I will be working on the Hidden Hand.  Based on Left for Dead's info_directorThe Hidden_Hand object will be an automated entity which will alter different aspects of gameplay based on the players actions and logic timers to add a bit of randomness to the mix. I will keep the information that is monitored a secret, however I will list a few things the hidden_hand might manipulate while you are playing. - Add or remove certain level geometry.
- Specific spawning behavior depending on it's "anger level" such as panic events.
- Weather.
- Complete emptiness/silence and choice of music.
- Spreading out of particular items.
The Hidden Hand has three modes Mother, Teacher, and Destroyer Mother is nurturing, it's friendly doesn't put you in danger. Teacher isn't as nurturing it tries to teach you about the dangers of the destroyer. If you anger the Teacher the Destroy takes effect and begins to throw curve balls at you.  The equivalent of  If anyone has any ideas as to other things the hidden_hand could manipulate I'd love to hear them.
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« Last Edit: October 17, 2012, 12:08:37 PM by Bones »
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Demo Reel 2012Sit down and relax, Keeping focus on your breath, This may take a while.  
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tchassin
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« Reply #273 on: October 16, 2012, 01:22:35 PM » |
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Sounds both very intriguing and interesting.
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oyog
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« Reply #274 on: October 17, 2012, 07:42:19 AM » |
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If anyone has any ideas as to other things the hidden_hand could manipulate I'd love to hear them.
I don't know how well this works with the gameplay you have planned or even if it's possible to implement but randomizing creature behavior a bit. You'll also have to excuse me if you've already mentioned something like this in the devlog, I haven't been following it that long. I imagine the world would feel more alive if the creatures aren't always behaving the same way when alone or around other creatures. Occasionally creatures of the same kind might be playing before interrupted. Or a predatory creature might be hunting something before interrupted. Stuff like that.
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Lazycow
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« Reply #275 on: October 17, 2012, 09:16:22 AM » |
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Ok, I watched the "parallax attempt 2"... The parallax effect itself: It looks supercool at the beginning when the player descends, but then some glamor vanishes in the sidescrolling area. Maybe because you just see the background and almost no foreground blocks are there for your eye to look at. (maybe scrolling a bit more downwards would help?) Also, another background layer with different speed would be nice of course... Another thing: I was thinking about these fragments that stay in the air after you destroy some blocks... A cool effect would be if they just fall to the ground, otherwise they look a bit "wrong", because they just float in the air. Anyway, nice work so far, keep it up! 
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Kapser
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« Reply #276 on: October 18, 2012, 10:23:47 AM » |
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I tought I recognized that animation style! Then I realized who you are from your nickname from your youtube channel. We attempted to make a red ninja game once a while ago  Good luck with your project, it seem to be a pretty rich game with lot of great features. I absolutely love the art, since not only I love your style but I'm also a Miyasaki fan. Keep up the good work!
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Bones
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« Reply #277 on: October 22, 2012, 10:20:57 PM » |
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@oyog Yeah, for a while there I was contemplating having certain creatures actually mate for spawning and stuff. But I thought that was a little over-kill. I do like the idea of like an idle/frolic mode to change up the standard moving. @Lazycow Hey thanks, yeah that room is just my sandbox room where I'm prototyping everything at the moment so it's not really much of a level. I had terrain them falling, but everything kind of just falls apart when I do that, and then there isn't much of an actual level in very little time. At the moment when you jump on them they do fall if they are single bricks. @Kapser Hey yeah I still have all the animations and images from that project. Red Ninja was quite fun, I enjoyed the little wall jumping and stabby prototype you had made. I appreciate the comments; This solo project has taken a lot out of me over the past few years. 
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Demo Reel 2012Sit down and relax, Keeping focus on your breath, This may take a while.  
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Bones
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« Reply #278 on: October 27, 2012, 09:45:34 AM » |
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Thanks to a kind donation of $150 from an individual on indiegogo I was able to purchase myself a new laptop. So development should start coming back to daily updates very soon. Attempting to convert the game over to GM Studio so I can release on Mac. Have been having a lot of issues with most of my code being now obsolete. Have to change my entire sound system. I finally got the game to compile and run in GM Studio, but it gets an error if you do just about anything at the moment... Release on mac isn't looking too bright. In other news... Yesterday I got a tattoo of TWG's desktop icon, now my dedication to this project is on my body for life. 
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« Last Edit: October 27, 2012, 04:20:27 PM by Bones »
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Demo Reel 2012Sit down and relax, Keeping focus on your breath, This may take a while.  
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Swaggermuffin
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« Reply #279 on: October 27, 2012, 03:57:53 PM » |
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This is all really high-level stuff. I don't see that often in games, and I'm intrigued to see more.
Also, nice tat.
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C.D Buckmaster
Level 7

Death via video games
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« Reply #280 on: October 27, 2012, 05:31:34 PM » |
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That's some hardcore game deving commitment right there.
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green
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« Reply #281 on: October 28, 2012, 07:40:22 AM » |
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That's some dedication you got man. If you ever need any help, be sure to hit me up.
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Bones
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« Reply #282 on: October 31, 2012, 01:36:10 PM » |
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Thanks Swagger, that's quite a compliment to be called high-level. I am honored for such a title. CD, green thanks I take my game quite seriously these days. So this tattoo is a visual reminder that I need to be working on my game at all times while I can. Fanart by Bannon Rudis 
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Demo Reel 2012Sit down and relax, Keeping focus on your breath, This may take a while.  
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Bones
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« Reply #283 on: November 02, 2012, 09:07:30 AM » |
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 Working on implementing the Gryphon. At the moment you jump to dismount horses, so I'm trying to think of how the Gryphon will work when you jump on top of it. Perhaps pressing up will flap it's wings otherwise it like perhaps kind of glides falling slowly to the ground? Since it's not on the ground the more likely button to push is down for a dismount. Here is a video of it in action.There are no animations yet so it's static, bare with me.
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« Last Edit: November 02, 2012, 10:57:21 AM by Bones »
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Demo Reel 2012Sit down and relax, Keeping focus on your breath, This may take a while.  
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PsySal
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« Reply #284 on: November 05, 2012, 02:47:50 PM » |
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Yesterday I got a tattoo of TWG's desktop icon, now my dedication to this project is on my body for life.  Love lurking this thread and seeing how this project is coming along. Awesome tattoo!! Even if it wasn't from TWG it would be an awesome tattoo.
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