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879631 Posts in 32994 Topics- by 24374 Members - Latest Member: Krall

May 24, 2013, 01:33:42 PM
TIGSource ForumsDeveloperFeedbackDevLogsTrixie Treasure
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Author Topic: Trixie Treasure  (Read 24552 times)
Ishi
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« Reply #255 on: November 25, 2011, 05:26:39 AM »

It needs to un-collapse too, so it seemed better to tilt it over than to destroy it. It's like the flower's defense against predators, or something. Smiley
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happymonster
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« Reply #256 on: November 25, 2011, 10:20:45 AM »

In that case, the tilt does make sense.. Smiley
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
Ishi
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« Reply #257 on: November 26, 2011, 04:59:07 PM »

Update

Not a massive update today, wasn't working for most of it. I tinkered with the flower anim a bit, but didn't get very far. I think I need to start it again and plan it out better to get the feeling I want from it. I should feel fairly floaty and big and soft. The previous WIP anim I posted is very stiff and too immediately bouncy.

Sketched some potential interactive object ideas.

Did a Treasure Treasure drawing for fun.

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baconman
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« Reply #258 on: November 27, 2011, 06:21:41 AM »

^ That made my morning.
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Ishi
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« Reply #259 on: November 30, 2011, 02:38:55 PM »

Update

Sorry for the lack of updates, I've been busy with other stuff recently (mainly getting Johnny Platform Saves Christmas ready for PC release, and starting an 8-films-in-8-days Harry Potter fest). Tonight though I did a tiny bit of work on the collision stuff, so I could do a post. Coffee

Will try and get back into the coding groove over the next few days and make some progress worth showing.

I've kept my sketching up even when not coding. I find it easier to sketch if I'm tired after work (since I program all day), or if I'm watching something at the same time. It helps keep me involved in thinking about the game. Just thought I'd mention that in case anyone wonders why I have a pretty high art output when there's plenty of coding to be done.
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Ishi
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« Reply #260 on: December 05, 2011, 12:34:41 PM »

Update

Having another go at the "Morning!" cutscene pic.



Not convinced by the background shading yet, though it works as a quick and easy way of covering a large surface.
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PsySal
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« Reply #261 on: December 06, 2011, 11:25:31 AM »

Shading seems alright on the door and on trixie but the wall looks a little unusual.

I am following this thread with great anticipation! Keep it up =)
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Ishi
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« Reply #262 on: December 06, 2011, 02:42:29 PM »

Oh yeah I meant to mention that the walls were totally WIP.



Complete with more speech bubble mockup this time.

Tomorrow I'm gonna start actually coding the cutscene system for absolute definite.
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PsySal
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« Reply #263 on: December 06, 2011, 05:01:30 PM »

Aw damn that looks nice!
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ANtY
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« Reply #264 on: December 06, 2011, 09:51:02 PM »

Reminds me of IJI
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Ishi
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« Reply #265 on: December 07, 2011, 03:04:24 PM »

Update

Made a window rendering system (for drawing boxes of any size from a single graphic, by drawing the corners and then tiling everything inbetween to fill the space). For the text boxes. Feels nice to get a bit of coding done!



Did a concept for another cutscene image.

Can't remember how much of this I've mentioned before, but my medium-term plan is to get the first area of the game completed to an good standard, plus the intro cutscene and a main menu. Then I'll release that as a playable demo to get feedback.
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« Reply #266 on: December 07, 2011, 06:28:00 PM »

This game: I am excited for it!
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« Reply #267 on: December 08, 2011, 02:20:10 AM »

Then I'll release that as a playable demo to get feedback.

Do. Want.
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Ishi
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« Reply #268 on: December 11, 2011, 01:00:47 PM »



Plus the arrow bounces!

Edit - I should add a bit of detail.

- Font system now has global alignment. So all of the lines of text can be left aligned with each other, but then the paragraph as a whole can be centred around a point.
- Text appears character-by-character, with slightly longer pauses at .?,! Nintendo-style.
- Pressing the button skips to the end of the paragraph, not Nintendo-style.
- Bouncy arrow.
« Last Edit: December 11, 2011, 01:10:04 PM by Ishi » Logged

Ishi
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« Reply #269 on: December 12, 2011, 11:42:59 AM »

Update

The text boxes are now controlled via XML. It's a simple system with a linear series of events.

The Text event shows a text box with a series of paragraphs. The X and Y position aren't used yet, but it's the on-screen position of the character, for positioning the speech bubble's pointy bit.

The Delay event waits for the specified time.

Backdrops aren't done yet, but I'll probably just use a Scene event to switch the image that's being displayed, for now. Audio will be added later on.

Code:
<Cutscene>
<!--<Scene backdrop="Morning_Trixie.png">-->

<Delay>0.5</Delay>

<Text speaker="Trixie" x="184" y="76">
<P>Morning!</P>
<P>Gorgeous day for a bit of treasure hunting.</P>
</Text>
<Text speaker="Troy" x="160" y="180">
<P>You might want to get dressed first.</P>
</Text>

<Delay>0.5</Delay>

<Text speaker="Trixie" x="184" y="76">
<P>Yeah, yeah.</P>
</Text>
</Cutscene>

Speakers are defined in another XML file, which currently just determines the colour in which their name appears.

Code:
<Speakers>
<Speaker name="Trixie">
<Colour R="247" G="141" B="226"/>
<BorderColour R="162" G="10" B="131"/>
</Speaker>

<Speaker name="Troy">
<Colour R="236" G="187" B="134"/>
<BorderColour R="119" G="97" B="73"/>
</Speaker>
</Speakers>
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