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879803 Posts in 33007 Topics- by 24380 Members - Latest Member: hirokoae46

May 25, 2013, 01:41:57 AM
TIGSource ForumsDeveloperFeedbackDevLogsCity Across the Sky
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Author Topic: City Across the Sky  (Read 3257 times)
RyanHuggins
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« Reply #15 on: November 28, 2011, 04:02:11 PM »

Thank you for the response! :D

There's honestly not too much to do yet, I released what I had so that I could get feedback on the introduction, controls, and possible graphical issues.

In relation to the Cons:
- I seem to get a lot of responses regarding the small window size. I will definitely add an option to play the game with double sized graphics in the future due to this; however, for now, fullscreen with have to suffice! I'm sorry!

- That's my bad! (Not figuring out what to do). I just recently began redoing the game's progression style and because of that, until the new menu system is established, there's not much direction. Again, I was looking for feedback on the intro and controls.

- The wall-grabbing seems like it may ultimately become an issue. I'll definitely input a feature for different wall jumping/scaling controls. As for the sticking to walls too short to climb, was that an issue of gameplay, or something irking in artistic design (or other)? I haven't seen it come up as an issue before, but it's something I can look into. I'm working to incorporate walls that can't be scaled by the PC anyway, so it'll ultimately be a fixable problem if it'll help the art/immersiveness.

- The lack of sound is a very strange issue? I'm using a supersound integrated .dll for Game Maker. It plays .ogg files and in all instances (and all test systems) the music plays. Did you get SEs for movement, or was that silent as well?

- ASC (probably ASD soon), are important keys, but for a gameplay mechanic in the later game. I've removed them for now as I recode a couple of other aspects. I'll be sure to update the controls with every build so that no one gets confused. Smiley

- I think I'll go ahead and program in death for the next build. Haha. I've been avoiding it for some reason, but it's becoming a problem for some people (I tend to just reset if something like that occurs).

Thanks again for the feedback. I'll address the issues!
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Glic2000
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« Reply #16 on: November 28, 2011, 04:19:16 PM »


I thought the game looked fine in fullscreen mode.  You might even consider making that the default setting (or at least an option).

I suppose the character doesn't literally "stick" to walls; it just LOOKS like she is.  So, it's more of an aesthetic issue than a gameplay issue.

No wonder I didn't get any sound:  I didn't have the .DLL file!  I don't think it was included in the download?

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RyanHuggins
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« Reply #17 on: November 28, 2011, 06:29:05 PM »

You shouldn't need the .dll honestly, the whole sound engine has been incorporated into the exe. I'll see if I can reproduce the error? What are your basis system settings?

MUSIC IS LIKE HALF OF THE EXPERIENCE. This is horrible and must be fixed...
« Last Edit: November 28, 2011, 06:36:19 PM by Ninjuit » Logged

Glic2000
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« Reply #18 on: November 30, 2011, 06:53:01 AM »

You shouldn't need the .dll honestly, the whole sound engine has been incorporated into the exe. I'll see if I can reproduce the error? What are your basis system settings?

MUSIC IS LIKE HALF OF THE EXPERIENCE. This is horrible and must be fixed...

Which settings did you need?  I'm running Vista 64 with 6 GB ram. 
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RyanHuggins
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« Reply #19 on: January 04, 2012, 06:05:22 PM »

I'm sorry, guys. My laptop crashed and I just got it sent out for repairs. Hopefully, I'll be able to get a replacement or a new computer. I keep CAS backed up online and on my desktop, so I didn't lose any data luckily (maybe some WIP music files, but it's alright since my composer/musician has ALL of those and more).

Regardless, work on City Across the Sky has resumed!
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RyanHuggins
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« Reply #20 on: March 02, 2012, 07:42:59 PM »

Okay. Started recoding quite a few things in the game. Most of these things I post here can be found on my tumblr (http://siifour.tumblr.com/). Going to try to keep this development blog a bit more...well, updated. Haha. Over the last 2 weeks I recoded the entire engine and made it a bit more responsive and added some new features while removing superfluous things. Hopefully all for the better.


Here is a screenshot of just an incomplete part of the city. :D

This is a quick video just showing the art in action and some fall damage. More stuff to come.
http://siifour.tumblr.com/post/18549274689/heres-a-very-quick-promo-of-the-new-art-in
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kidchameleon
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« Reply #21 on: March 03, 2012, 12:18:28 AM »

I would love to play this and give feed back but I cant for the life of me find a link?
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RyanHuggins
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« Reply #22 on: March 03, 2012, 07:48:58 AM »

That's my bad. Currently, due to the recode, I've removed the download link until there's a bit of actual playable content.

If however, you'd like to just test out the movement mechanics, I can upload a build for that?
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kidchameleon
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« Reply #23 on: March 04, 2012, 02:26:30 AM »

That's my bad. Currently, due to the recode, I've removed the download link until there's a bit of actual playable content.

If however, you'd like to just test out the movement mechanics, I can upload a build for that?

Ill keep my eye on this thread so and have a go when you have something more concrete done, looks very nice though keep up the good work...
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RyanHuggins
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« Reply #24 on: March 04, 2012, 11:55:05 AM »


I'm working on a very basic weather/time system where when the maps change sometimes the weather will or the time of day will based on an invisible clock. This is night time...feedback on the level of overlay for nighttime? I hear people like clarity, but the night overlay gives more atmosphere I think.

As for actual weather...I have rain, snow, hail, thunder, and two atmospheric snow like sparkly thingies. I'm hoping to add leaves and such. More than one weather effect can be run at once, but lag becomes an issue since I'm not using particles but objects for the effects.

Being made in Game Maker 8.1

Also, optimizing to reduce the number of collision objects is HORRIBLY tedious. The map in the above image had 1562 collision objects on it...I reduced it to about 724, but that took TWO hours of work. xD. It's the largest map, but not the one with the most amount of collision events. Ultimately, I can make weather look better now though, so it will be worth the time.
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RyanHuggins
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« Reply #25 on: March 11, 2012, 07:15:09 AM »

I'm pretty much done with adding different times of day to the system, though we need to finish the backgrounds for the dusk period of time.

Also, if anyone happens to read this who knows how to get my topic moved into the Dev Log forum, it would be extremely helpful if you could help me get it moved. Thanks again!
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RyanHuggins
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« Reply #26 on: March 15, 2012, 04:42:02 PM »

Just an update (still trying to get this topic moved)...

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Jay Tholen
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« Reply #27 on: March 16, 2012, 08:39:58 PM »

Love the style you have going on there. One suggestion: For night, I'd make the stars just a little more sparse. Maybe do a GIS of the night sky. You could also try slightly darkening some of the stars (maybe light, desaturated blues, greens, and purples) to 'space it out' even further. Other than that, great job.
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Dylan93
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« Reply #28 on: March 17, 2012, 12:11:31 PM »

For the collisions:

Can't you just at the start of a room draw all the collision objects to a surface, than create a sprite out of that surface and use that sprite for collisions ?

That way you can easily add new collisions but have the end result in only 1 object.
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Franklins Ghost
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« Reply #29 on: March 18, 2012, 04:59:54 AM »

Game is looking nice, like the time of day shots. Also you could just message one of the moderators to move your topic, they might not notice you need it otherwise.
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