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877196 Posts in 32849 Topics- by 24291 Members - Latest Member: fgcapo

May 18, 2013, 07:28:38 PM
TIGSource ForumsDeveloperFeedbackDevLogsTrixie Treasure
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Ishi
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« Reply #120 on: September 13, 2011, 01:25:32 PM »

Whelp, I had two ideas in mind. I've no idea if they'll actually fit TT, but here goes;

One would be to negate falling damage (if you've it) ala Zelda, but instead of just that, you could make a special challenge where you've to get trought area without losing healt. Withouth the roll after jump, you'll lose healt at some points making a door close or something.

Another would be keeping the momentum to go under a closing door or go into small crawl space that has collapsing floor before it, so just walking/running to it wouldn't work.

And then I got another idea from what you said, crashing into walls to break them, or to bounce off from them and rolling to another direction.

Hope that gives you some ideas.

Cheers for the ideas. Timed areas and collapsing platforms are things that could fit into the game, I think (indeed I've already considered collapsing platforms before now). You've given me the idea that if Trixie hits a collapsing platform with too much momentum, she'll crash straight through it, but rolling would reduce the impact enough for the platform to not collapse immediately. Maybe in that case the roll should be actively initiated by the player by holding down, instead of being automatic. Maybe also, walking would allow Trixie to cross collapsible platforms without them collapsing. Plenty to think about anyway, thanks!

As a side note, Trixie can already carry momentum into crawl spaces by running and sliding.

Update
  • Added one very minor player animation.
     
  • Added a slow motion button so I can more easily view what's going on in dodgy collision situations or if animations don't blend together well.
     
  • Added support for multiple materials in the editor, and an XML to define material properties. I was going to add support for materials that extend beyond their collideable areas, to do the grass extending upwards, but that will be tomorrow.



    (Tiles are all just placeholder graphics)
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Ishi
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« Reply #121 on: September 14, 2011, 12:10:10 PM »

Update

  • Added the extra grass tiles.
     
  • Added flags for removing borders on tiles, so I can "embed" materials in others.


     

Fun times!
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Ishi
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« Reply #122 on: September 15, 2011, 01:36:19 PM »

Update

  • Couple more anims! I haven't posted any anims in a while, but most aren't that exciting, and some are secret. It's largely just covering more collision / movement situations, like crawling off ledges.

Unlikely pose time.

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Ishi
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« Reply #123 on: September 19, 2011, 12:44:51 PM »

Update

  • Made a start on the third upgrade. Rather more complex to make than the first two. Should have made decent progress on it by the end of the week.

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« Reply #124 on: September 19, 2011, 03:17:20 PM »

Very fluid looking gameplay, nice!
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Ishi
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« Reply #125 on: September 21, 2011, 02:11:54 PM »

Update
Rejigged the way things are rendered, so it's easier to draw UI, objects, etc etc. No direct progress on the third upgrade, it'll have to wait until next week.

Thought I'd try and picture the gloves and boots upgrades a bit more clearly.

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Mikademus
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« Reply #126 on: September 21, 2011, 02:36:55 PM »



Gread art style. She is pretty and attractive without being hypersexualised, naked or a stereotypical manga girl. She looks normal, which is a compliment and rare in games! Gentleman
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Ishi
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« Reply #127 on: September 21, 2011, 03:13:58 PM »

Thanks! My drawings aren't especially consistent in style or talent, but that's the kind of thing I aim for with Trixie. I try to not make her too stereotypically girlie, despite all the pink. She has a personality in my head, which I can hopefully get across in the dialogue and whatnot.
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« Reply #128 on: September 22, 2011, 03:00:56 PM »

Thanks! My drawings aren't especially consistent in style or talent, but that's the kind of thing I aim for with Trixie. I try to not make her too stereotypically girlie, despite all the pink. She has a personality in my head, which I can hopefully get across in the dialogue and whatnot.

Seems to come through in the animations anyway, she seems very determined.
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Destral
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« Reply #129 on: September 22, 2011, 08:19:55 PM »



Gread art style. She is pretty and attractive without being hypersexualised, naked or a stereotypical manga girl. She looks normal, which is a compliment and rare in games! Gentleman

QFT. Trixie feels like she's cut from the same mold as other excellent female characters like Samus (before the last Metroid) and Jade (from Beyond Good and Evil, not the Mortal Kombat one).  Hand Thumbs Up Left
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« Reply #130 on: September 23, 2011, 10:09:41 AM »

This is looking fantastic! Keep up the good work!
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Ishi
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« Reply #131 on: September 26, 2011, 01:37:06 PM »

I love Jade in Beyond Good & Evil, so that comparison makes me extremely happy, Destral!

Update

Added a minor animation and progressed a bit on Upgrade 3 by implementing that bit of UI I was working towards last week.

Just getting back into the groove of working daily after a busy weekend away from home. Reading everyone's support makes it much easier, very inspiring, thanks.
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Ishi
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« Reply #132 on: October 08, 2011, 02:03:00 PM »

Sorry for the lack of updates. I've not really had a day of doing nothing for about a month, and ran out of energy. Made some progress today though!

Update

Did a bit of secret code. Secrecy makes for boring devlog updates unfortunately, but I don't want to reveal every aspect of the game or there'd be no surprises.

Also did a first pass on some new tiles. I feel I've been getting a bit bogged down in the idea of keeping the game's setting sort of realistic. I was going for a mediterranean sort of location, but I don't work that well if I have to try and work from references and fit it all into tiles and stuff. So I'm thinking of going for a more fantastical, vaguely tropical feel where I can pretty much do what I want. It'll allow me to vary the scenery up more across the game's map, too.



The background is rather rushed but it should give a general idea at least.
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« Reply #133 on: October 08, 2011, 02:10:16 PM »

Does it have to be realistic? Mario and other games in that style are more abstract with their map architecture and graphics.
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« Reply #134 on: October 08, 2011, 02:19:03 PM »

This looks super cute. I'm sure my niece will like it. She's just learning using computers. She doesn't yet know what _exactly_ she is doing but she can already play simple platformers Smiley And very well so! Looking forward to your game (also for playing it myself, hihihi)

Best,
Chris
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