Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411273 Posts in 69323 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 02:26:20 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsProbability 0 FLASH is BACK!
Pages: 1 ... 8 9 [10] 11 12
Print
Author Topic: Probability 0 FLASH is BACK!  (Read 26034 times)
baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #180 on: February 27, 2012, 05:49:51 AM »

Facepalm (thought that was bottom-left of "old" for some reason...)
Logged

droqen
Level 10
*****


View Profile WWW
« Reply #181 on: February 28, 2012, 07:56:07 PM »

- removed fade-to-black near bottom edge, recentered screen


and for perhaps the first time ever:

- made an enemy easier.
Logged

baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #182 on: February 28, 2012, 10:38:01 PM »

You don't say "easier." You say "better balanced." That way it makes people think you're adding to the game.

It's the Drill guy, huh?
Logged

droqen
Level 10
*****


View Profile WWW
« Reply #183 on: February 28, 2012, 11:15:44 PM »

It's not the drill guy. He will remain a bastard :D

edit::


I added some arches, and some smoothing, and some cracky glass.
Feed me back!
(I'm happy with the glass, not totally happy with the arches.)
Logged

mokesmoe
Level 10
*****



View Profile WWW
« Reply #184 on: February 28, 2012, 11:28:40 PM »

I think that you should not connect (or arch) blocks that are just diagonal to each other. The two arches that aren't diagonally touching an air block look good.
Logged
baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #185 on: February 29, 2012, 08:54:34 AM »

Maybe so, but they still look better than just ambiguiously floating blocks, since it looks like by design, connecting diagonal blocks is what they're *supposed* to do, to give the layout a sense of structure. It may take some adjustment to get used to, but I like it.

Maybe a slightly less extreme version for lower corners would round it out. (Like 20-25% of a tile in the curve, rather than the full-on 50% in the upper ones.)
Logged

droqen
Level 10
*****


View Profile WWW
« Reply #186 on: February 29, 2012, 10:04:06 AM »

I'm thinking of adding a new colour to the general palette: a 50% black, for background elements. When solid blocks are destroyed, they'll leave behind a ghost of the same colour where they used to be.

I agree that the diagonal arches look weird: I think they look kind of good conceptually, just as connecting shit together, but they aren't pulled off very well.
Logged

baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #187 on: March 01, 2012, 06:20:44 AM »

If you do that, go 30% or brighter. Unless you *want* players second-guessing if they broke that block or not...
Logged

droqen
Level 10
*****


View Profile WWW
« Reply #188 on: March 02, 2012, 11:13:41 AM »

   

Yeah, I'd definitely want to make it obvious!
I actually had tried 50% before that and...
it was too dark. So I think it'd be 20-30%.

To the left is ARCHES, MK. II

How do you feel about it?
I had the inner corners smoothing, but
it wasn't working well with breaking.



Then I remembered that I am a programmer
and stopped being dumb and fixed it. :D
Logged

mokesmoe
Level 10
*****



View Profile WWW
« Reply #189 on: March 02, 2012, 10:18:59 PM »

Looks much better. Still a little weird, but I'm not sure exactly why. Doesn't look good overlapping the clear block though.
Logged
BlueSweatshirt
Level 10
*****

the void


View Profile WWW
« Reply #190 on: March 03, 2012, 02:25:20 AM »

Two mockups for Droqen-Martin-Bro-Man-Guy-Cat:



I like #2 which introduces another color into the palette. It helps communicate that the thing isn't a solid block but instead just a connecting graphic which is in the background. The color could also be used for other background ornaments as well methinks.
Logged

mokesmoe
Level 10
*****



View Profile WWW
« Reply #191 on: March 03, 2012, 04:12:19 AM »

I like it.
Logged
droqen
Level 10
*****


View Profile WWW
« Reply #192 on: March 03, 2012, 07:59:02 AM »

Hmm. I don't like it!

It made me decide to go find some cool shapes and see what happens to them.



The part of your mockup that I do like is outlined in GREEN (bottom-middle). It implies a sort of diagonal grid (lattice?) structure, but it also doesn't do it well enough for me to go crazy for it...



^^^ I wish that structure could come out more clearly.



Anyway, I'm becoming a fan of the oblong shapes the current system generates (rather than detached with structural backbone?)! Those were basically all of the interesting shapes I screenshotted wildly while on a single run. Do you like them? s: Am I all alone in liking them? x3

EDIT :: The one in the top-left I screenshotted because it was awkward, but I think it looks more awkward post-mockup (outlined in red).

The shape in the top-right looks a little awkward too, and I mostly took a shot of it because of how many features it had.

Some of the more small and elegant shapes are my favourites (see: tall window in b. right, interrupted ring in b.left (ruined, I think, in the red-outlined remockup), and the double-layered whatever-that-thing-is in mid-right).
Logged

droqen
Level 10
*****


View Profile WWW
« Reply #193 on: March 03, 2012, 12:39:54 PM »

POST SURVEY:
NOBODY CAN AGREE.

CONCLUSION:
USE BOTH STYLES???
Logged

Udderdude
Level 10
*****


View Profile WWW
« Reply #194 on: March 03, 2012, 01:16:53 PM »



This one looks pretty cool.
Logged
mokesmoe
Level 10
*****



View Profile WWW
« Reply #195 on: March 03, 2012, 04:12:44 PM »

I really like the arches in all the big clumps of blocks you posted, but I like the beams better when the blocks are more sparse.

I redid the beams picture with the arches, and I think I like the arches better.

Logged
baconman
Level 10
*****


Design Guru


View Profile WWW
« Reply #196 on: March 04, 2012, 02:58:19 AM »

Maybe you can alternate the two styles every so far... keep it fresh and keep players guessing?
Logged

droqen
Level 10
*****


View Profile WWW
« Reply #197 on: March 05, 2012, 10:29:16 PM »

oops
Logged

mokesmoe
Level 10
*****



View Profile WWW
« Reply #198 on: March 05, 2012, 11:06:47 PM »

Give the player infinistomp and you have a new gamemode.

(I laughed for a while after looking at that.)


EDIT: You should add an enemy that turns blocks into spikes. (Wait, didn't you say you are done with enemies now? Whatever.)
Logged
droqen
Level 10
*****


View Profile WWW
« Reply #199 on: March 05, 2012, 11:25:19 PM »

block transformer enemy is a pretty cool idea! but yes i am totally done with that ;_;

adding landmarks landmarks landmarks.
and pretty details.

changelog:

- moved Horrible Glass & Spikes Landmark to 1.35km instead of 1.2km.
It felt really brutal because of the new horror-tier enemies. Seriously, they are pretty horrible ;-;

- added a variety of LANDMARKS to normal mode p0. Will try to add caves.
( currently i have a stretch of 'solid only', a stretch of 'tons of spikes' between bosses, and an influx of glowy plants just before the first boss. I might smatter glowy plants during 'solid only', too )

- I think beginner mode will have its own LANDMARKS.
Logged

Pages: 1 ... 8 9 [10] 11 12
Print
Jump to:  

Theme orange-lt created by panic