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880042 Posts in 33019 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 04:06:52 PM
TIGSource ForumsDeveloperFeedbackDevLogsThe Archer
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Author Topic: The Archer  (Read 155068 times)
Gabriel Verdon
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« Reply #1155 on: January 10, 2012, 03:32:51 PM »

@SolarLune
What do you mean by that exactly? I think I see what you're getting at - the texture could either be "bound to the camera," or "bound to the world" so that when you run by it moves along with the background. I'm not sure which one you are suggesting I go for though.

@Red3eard
Yep, they are being shot out of the launcher, a la Braid.
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Ashking
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« Reply #1156 on: January 10, 2012, 04:35:27 PM »

@SolarLune
What do you mean by that exactly? I think I see what you're getting at - the texture could either be "bound to the camera," or "bound to the world" so that when you run by it moves along with the background. I'm not sure which one you are suggesting I go for though.
What about going in-between, parallax style? Slower than the camera, but faster than the world?
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SolarLune
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« Reply #1157 on: January 10, 2012, 05:16:40 PM »

I was suggesting world-speed, but perhaps Ashkin's idea would work better. It's kinda hard to imagine without any videos or screenshots, so you'll be able to tell the best, Gabriel. Smiley
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Gabriel Verdon
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« Reply #1158 on: January 11, 2012, 02:22:34 PM »

DAY 268 - January 11, 2012

  • Added in a "boss test area".
  • Received some preliminary sound effects and tested them out Smiley
  • Fixed a couple bugs with arrows not interacting with enemies properly.
  • Added in three bosses to test. They don't attack yet, but I'm gonna try out some different boss types and see what's fun.
  • Got supersound.dll hooked up again and added in some placeholder sounds.
  • Reworked red tinting effects and applied it to bosses.



« Last Edit: January 11, 2012, 08:03:27 PM by Gabriel Verdon » Logged

McMutton
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« Reply #1159 on: January 11, 2012, 04:27:28 PM »

I assume you can only damage that first boss by making an arrow go into its head from the top? That's pretty awesome
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Gabriel Verdon
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« Reply #1160 on: January 11, 2012, 11:35:21 PM »

DAY 269 - January 12, 2012

  • Added variable alpha and sparsity to the trajectory drawing (optimizing it).
  • Fixed some dumb bugs caused by me using keyboard_check_direct instead of keyboard_check.
  • Updated the sandbox mode and Tilia Lea trunk to the new resolution.
  • Added a black pixel to the cursor sprite so it can be seen on light backgrounds!!!
  • Started implementing the book from the old interface mockup.
  • Treasure chests!



@McMutton
Something like that, yeah Smiley

Hmm, so I just tested out the game on several different resolutions on my own monitor (just by changing the settings) and it actually seems to work pretty decently on all the resolutions. I think I was over-worrying about it. Full-screen works well on larger monitors, and on smaller ones the 960x540 windowed-mode fits very nicely with no scaling issues. The only problem resolution was 800x600, but I don't think many people still use that so it should be fine.

I'm still definitely planning to try it out on several different monitors besides my own though, before release.
« Last Edit: January 12, 2012, 09:20:28 PM by Gabriel Verdon » Logged

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« Reply #1161 on: January 12, 2012, 08:47:07 PM »



Love that ghost guy's helmet Kiss
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Gabriel Verdon
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« Reply #1162 on: January 12, 2012, 11:18:08 PM »

DAY 270 - January 13, 2012

  • Set up a sound cue system that loads cues from files, and when called they randomly select a sound from their list and play it. Also prevents the same sound from playing twice in a row and applies randomized volume and frequency.
  • Added a basic charge behaviour to the first test boss.
  • Added a knockback type effect when the player gets damaged.
  • Added climbable ladders.
  • Made it so that the bow cannot be charged or fired while climbing or in water.



@beef
Thanks Smiley
« Last Edit: January 13, 2012, 06:00:20 PM by Gabriel Verdon » Logged

Gabriel Verdon
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« Reply #1163 on: January 13, 2012, 10:22:26 PM »

DAY 271 - January 14, 2012

  • Split bear boss into regular and armoured, and they now work and can kill you and is fairly difficult.
  • Added some environment hazards to armoured bear fight.
  • Gave chests gravity and ground collision.
  • Got logbook tabs working and started building the pages.
  • Got all the pages opening correctly. Next: scroll bars and stat tracking systems.
  • Blocked out some more room terrain.



I was up all night developin' so I decided to take some reference photos when morning came around. This is the view outside my window around 7:00 am. I really like the colours and I will probably try to approximate this for the snowy zones.



I've been meaning to post this for a while but this is the entrance to my office, and you can see hanging up next to it is the carving which the backgrounds totems are based on.



And now I am just showing off how Canadian I am, taking photos barefoot in the snow Evil

« Last Edit: January 14, 2012, 06:45:43 AM by Gabriel Verdon » Logged

C.D Buckmaster
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« Reply #1164 on: January 13, 2012, 11:29:06 PM »

Bear bosses?

I approve.
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BlueSweatshirt
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« Reply #1165 on: January 13, 2012, 11:58:25 PM »

Would be cool if you could stagger the bear by shooting its legs.
And in general I guess finding as many creative uses for the bow is something you should be pursuing, but I have a feeling you're already quite well aware of that.
 My Word!
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Gabriel Verdon
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« Reply #1166 on: January 14, 2012, 04:41:09 AM »

@Jakman4242
That is an interesting idea. It might be complicated to implement, but I might give it a shot. Although it's probably more likely that I'll save detailed things like that for later on after I've done more testing.

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CEDE
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« Reply #1167 on: January 14, 2012, 08:45:03 PM »

DAY 268 - January 11, 2012




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Ashking
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« Reply #1168 on: January 14, 2012, 08:45:41 PM »

CEDE, you are a brilliant human being <3
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Gabriel Verdon
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« Reply #1169 on: January 14, 2012, 08:46:19 PM »

Oh my god I'm so happy right now. That is so delightful CEDE.
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