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877327 Posts in 32857 Topics- by 24295 Members - Latest Member: raithza

May 19, 2013, 07:19:12 AM
TIGSource ForumsDeveloperFeedbackDevLogsVision.
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mokesmoe
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« Reply #30 on: June 12, 2011, 01:26:51 AM »

If you roll off a platform and hit the ground from high enough to cause another roll, you just glide along the ground. Also, if you fall and clip the edge of a platform, it resets your speed but not your fall distance. Dieing from this looks and feels odd.
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Hangedman
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« Reply #31 on: June 12, 2011, 05:50:07 AM »

Must not be repeating the rolling animation. Easily fixable.
Clip as in hang or clip as in land on momentarily?
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Yamato - ITIAMOSIWE - Vision
If this is the life why does it feel so good to die today
mokesmoe
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« Reply #32 on: June 12, 2011, 09:37:56 AM »

Land on momentarily. You hit the ground for about a frame, it resets your speed, but doesn't do any of the other things that happen when you land, like rolling or dying.
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Hangedman
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« Reply #33 on: June 12, 2011, 12:09:02 PM »

Could you tell me where exactly you can do it?
Trying to replicate it is proving difficult.
I can guess why it's happening but I'd like to be sure before I go tinkering.

As for the rolling, I think while it may take out some neat glitches, it can easily be fixed by negating rolling when hanging/a roll ends.
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Yamato - ITIAMOSIWE - Vision
If this is the life why does it feel so good to die today
mokesmoe
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« Reply #34 on: June 12, 2011, 04:34:23 PM »

Stand here and hold right:


Odd that it's never happened to you, because it happens all the time for me. Not just in this build either.
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Hangedman
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« Reply #35 on: June 12, 2011, 04:40:48 PM »

Ah, now I see what you mean.

...Honestly, I can't decide if I should try to fix that or not. If you land proper you'll roll just fine, even right on the edge. I think what it is is the collision hasn't met up with the object yet, so to speak, so you don't actually hit the surface proper.
I'm not sure whether to try to fix that, as just barely clipping the edge and dying anyway makes a bit more sense? And if you turn at the right moment you can still catch the edge and save yourself.
I'm going to experiment a bit more.

EDIT: Well, noticed a big bug right there: fall distance when jumping is less than fall distance when just falling. It should be equal (or at least worse when jumping, to simulate velocity, but I won't worry about that)
« Last Edit: June 12, 2011, 05:06:17 PM by Hangedman » Logged

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Yamato - ITIAMOSIWE - Vision
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Hangedman
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« Reply #36 on: June 12, 2011, 08:02:13 PM »

Day 31:

Woo! Fix one big bug and accidentally fix three more related to it.

I think this is the final final engine test.

Changes:
  • Collision detection when falling SERIOUSLY improved (fixed edge clipping problem)
  • Fall distance is always properly calculated (rolling/death counts may need tweaking, but it'll do for now)
  • Rolling animation continues properly if you roll off multiple edges
  • Jumping/hanging mildly rebalanced (fixed occasional missing of hanging edges)
  • Friction mildly decreased to prevent sliding, ease catching edges behind you as you walk off
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Yamato - ITIAMOSIWE - Vision
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mokesmoe
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« Reply #37 on: June 12, 2011, 10:19:20 PM »

Looks good, although you accidentally fixed the roll-hang glitch. I finally got around to finding all 7 textboxes too.
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Hangedman
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« Reply #38 on: June 13, 2011, 03:43:29 PM »

Roll-hang-roll glitch was collateral damage, so to speak. A necessary casualty.

Day 32:

Today I start the level building in earnest.
From the levels which I blocked out in the image I posted earlier (below), I'll construct more detailed levels and think about where I'm going to place objects and text nodes.



I'm doing it in a labour-intensive but effective way: blocking out the levels in a grid, and then building the art based on where I put those blocks. All the actual solid objects will be background, with an invisible grid of solidity in front. While this will take more work to essentially draw everything by hand, it means far less repetition in non-BG elements, less mucking about with tilesets, and less level building time in-game. It'll be a long process but I'll be posting screenshots as I go, as level builds will just give too much away (besides being impractical).

As well, I've been thinking about how I'm going to convey the flavour of the world. I don't know how much I want to give away... so I won't, especially since I want the game to speak for itself. I will, however, say that due to the graphical limitations music will play a big part and it appears that I will be working on this with the excellent KomradeJack, who also is working on the music for Oddball's Hack, Slash, Loot.

I'll leave you for now with a song that, if listened to in the right mindset, will make you feel what my main character will feel.

Right here.
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Yamato - ITIAMOSIWE - Vision
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Hangedman
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« Reply #39 on: June 20, 2011, 08:05:45 PM »

Days 33,34,35,36,37,38,39:

Daily updates fell by the wayside because I'm in the thick of level building.

Adding final programming for level transitions, flags so levels can have multiple exits, planning possible puzzles, dividing and scripting dialog, and building levels brick by brick by brick by brick by brick by brick. Not even gotten to the art yet, but I've got some planning to do before I get there, and I need all the levels in line first.

Also, a nice evening or two off to get stuff done.

Here's another song that suits the atmosphere of my game, that I'm using as reference:
Pete Standing Alone.
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McMutton
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« Reply #40 on: June 20, 2011, 08:38:39 PM »

I thought you said you were on day 33 billion for a second.
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Hangedman
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« Reply #41 on: July 02, 2011, 06:53:27 AM »

Fastforward to day 52:

Sorry for radio silence, I've been swamped with work and preparing for my new course and core level work.

I'm looking at possibly IGFing Vision, and since I'm more than able to make the deadline I'm thinking I'm going to extend the game somewhat.
I realized that my original plan would only take about 3 min to complete if you rushed through and maybe 15 at the most with exploration and etc, so I'm just going to double the size of all the areas, still keeping to my idea of three separate sections.

This'll make it a bit more silence before I can start posting art screenshots and etc, but it's for the best for the game as I think that extending it will actually make it feel less insubstantial. I'll also be able to work more detail into the story.

In the meantime, I'm going to keep at the levels, and I may try to bring in KomradeJack to talk a bit about what he's doing for the music, as he's doing a fantastic job so far.

Cheers!  Coffee
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Yamato - ITIAMOSIWE - Vision
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KomradeJack
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« Reply #42 on: July 05, 2011, 08:19:05 AM »

Audio Update: Apologies for the scrollbreaking images


So I am super excited to be working on Vision.  I have wanted to work on a full-on retro game for a while now.  I am glad to have that opportunity.

Well let me back up a tad.  For those of you who dont know me my name is Jack and I am a freelance composer and sound designer.  Some people may recognize my name from TIGForum's Hack Slash Loot or a few ModDB/IndieDB projects.

Tackling music for Vision is not quite as easy as it sounds.  It was agreed that much like the visuals the sound would reasonably match what the Game Boy hardware was capable of.  Now it would be possible to use carts like LDSJ or mod tracker software.  This approach would be a impractical and a bit time consuming given the size of the project and my other commitments.

Instead I recorded different sounds and notes output from my nanoloop 1.5 so that I could create a virtual instrument that could be used in Logic Pro or another DAW.



I work in the GBC but output with the DMG-01

Once I had recorded the sounds I set them up as instruments in Kontakt 4, which is a very common sampler.  I could have elegantly set all the sounds up in one "instrument" with velocities, regions, and keywitches but that would have been a P.I.T.A and unnecessary for what I need to do.





So instead you just mute the ones you're not using!

So once all that was set up I made some music with the Kontakt instruments + Logic Pro +some other authentic sounding synths.  Both of the tracks below follow an A-B pattern which is a common video game structure (especially for brief tracks).  I have kept the length of the track's loop to around a minute, also in keeping with the hardware restrictions, as well as our own possible needs.

In addition to using "period" sounds I used a fantastic plugin in Logic Pro called Match EQ.  I recorded the main theme to Link's Awakening DX on my DMG-01 and imported that into Match EQ.  Thus, these tracks only have the same frequencies available to it that the original Game Boy had.

So let's take a listen.  These tracks are still works in progress, but I hope you enjoy them!

http://soundcloud.com/jackmenhorn/vision-music-01-4post

http://soundcloud.com/jackmenhorn/vision-music-02-4post


Vision will have quite a few more tracks than this as well as sounds to accompany you on your adventure.  Please keep an eye on this devlog for any new updates from Hangedman as well as the ability to play the latest test build.

You can follow me on twitter @komradejack

Thanks for reading!  This whole project has been a blast so far, can't wait to show you more!
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www.jackmenhorn.com
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Hangedman
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« Reply #43 on: July 07, 2011, 05:34:19 AM »

Thanks to Jack for making awesome music and coming to talk about it.
Back on the horse!

Day 56 (Yesterday):

Added a pause button. Took a bit longer because I thought of a needlessly complex solution before thinking of the incredibly simple one.

Day 57 (Today):

I thought I'd post my general progress and then I'll have a concrete list of things to do.

Complete basic platforming engine
Complete player sprites and node tag sprites
Add flourishes to movement
Build basic room layouts
Add room transitions
Add text engine
Add pause function

Add vignette engine (reworked text engine for still cutscenes)
Add event engine for specific tagged instances, vignettes, special transitions
Add death scene vignette
Add pause menu
Draw Area 1
Draw Area 2
Draw Area 3
Draw vignette artwork
Rework all maps to have text nodes
Enter and format story text
Add sound engine to control music fades and play etc
Add SFX
Add more levels?
Add progress markers and text counter?
Add progress save function?
Add to the main menu so the PASS WORD menu option will actually do something?
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Yamato - ITIAMOSIWE - Vision
If this is the life why does it feel so good to die today
Hangedman
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« Reply #44 on: July 08, 2011, 07:16:53 PM »

Day 58:

Roadmapped how I'm going to lengthen the game, without resorting to cheap sequelry or messing with the original story.

Going to have 3 simultaneous stories, all about the same length as the original, each with different form.

Now I just have to decide whether it's more pretentious to give each little sub-story its own title, or just to go GB classic style and call them GAME A/GAME B/GAME C
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Yamato - ITIAMOSIWE - Vision
If this is the life why does it feel so good to die today
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