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877197 Posts in 32849 Topics- by 24291 Members - Latest Member: fgcapo

May 18, 2013, 07:35:10 PM
TIGSource ForumsDeveloperFeedbackDevLogsCity Across the Sky
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Author Topic: City Across the Sky  (Read 3244 times)
John Sandoval
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« Reply #30 on: March 18, 2012, 05:08:17 AM »

If you want to get a topic moved, you should probably PM a moderator directly. There's only three active mods, so they can't read every single thread.

Inanimate
http://forums.tigsource.com/index.php?action=profile;u=3563

Dragonmaw
http://forums.tigsource.com/index.php?action=profile;u=2090

C.A. Sinclair
http://forums.tigsource.com/index.php?action=profile;u=6017
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RyanHuggins
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« Reply #31 on: March 18, 2012, 07:31:20 AM »

Thanks for all the movement-idea support. I sent a message to one of them and hope that soon, my topic can get moved!

As for responses:

Jay Tholen: Thanks for the comment! We didn't really like the sparse stars as much as we like this version, but there is ultimately a reason there are so many stars in the sky. It's a story-type reasoning. Tongue

Dylan93: That sounds like a good potential idea, and while I have no idea how to do that in Game Maker right now, I'll definitely look into that as a possibility!

Franklins Ghost and John Sandoval: Thank you! I messaged a moderator and hopefully my topic will be moved eventually!


As for development. I looked back at my older posts and responses and noticed that jumping was kind of an issue. I'm working on a way to make it more responsive, but in the recode, the game is just a TAD more responsive in general due to less code, so it might already be fixed? Regardless, I was maybe going to implement something where if you fall off a ledge you can still jump for a SPLIT second, before jumping becomes impossible again. Wink If I decide to implement that, I hope it fixes the issue.

As for wall climbing, I removed the ability to climb up all walls completely. Now you can just hang onto corners and climb up from there. I like this mechanic far better; it's much less overpowered as an exploration tool. Haha.

Also, now sprint is controlled with the 'C' button, so the player can sprint whenever they want, but Lily's stress (the larger blue bar), will dictate how long she can sprint for without taking damage. It's a mechanic implemented due to the nature of the story. Lily is dying from a disease, so it's important to watch what you do, otherwise she can take damage and die. It's part of a reverse leveling mechanic that may not be so incredibly prevalent in this shorter, version of the game. :I

Anyway, here is a video.
http://www.youtube.com/watch?v=a0f7kEO1K1M&feature=youtu.be
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tipp
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« Reply #32 on: March 19, 2012, 11:47:49 AM »

this game looks quite nice
i like the day and night cycles <:
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Magnesium Ninja
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« Reply #33 on: March 19, 2012, 12:31:18 PM »

I absolutely adore the art and music, it feels very relaxing.

Rain feels a little off, like it's falling straight down or something. Could also be a neat effect to have it not fall inside caves.

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RyanHuggins
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« Reply #34 on: March 19, 2012, 02:47:40 PM »

Day...49 or something of the second development cycle.

@Magnesium Ninja: Yeah, I'm still a LITTLE iffy about the rain. I need to reanimate it eventually. It's essentially placeholder that could potentially stay if I'm lazy enough.

My idea is ultimately to add a few different rain droplets so they all fall at slightly different angles and rates to add a depth-effect. I do that with snow. Haha.

As for updates.

- I've finished writing the basic cutscene engine. NPCs can be moved around and forced to jump on queue. Images/pictures and stuff can easily be handled by the engine without much extra code required. I might write simple functions for my own ease of use however.

- Rewrote a few movement mechanics after reading an article online. Now sliding doesn't take control away from the player and they can jump out of it if need be. (Still can't move left or right while sliding, only the direction of the slide.)

- Fixed one or two movement bugs, working on fixing a few other problems.

To do list (for next week or so)

-- Animate "grenades".
-- Map sewer level(s).
-- Fix weather related animations and effects.
-- Optimize maps
-- Actually put cutscenes and goals into the game. Yay!




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RyanHuggins
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« Reply #35 on: March 20, 2012, 03:23:25 PM »

Day 50 or something

I'm working on making rain fall more horizontally so it doesn't look as weird. Honestly, it doesn't show too much in a screenshot...


- Other than that, it's been a pretty boring day today. Fixed up the movement (almost all bugs too I think). Now I'm back to scripting the cutscenes and mapping for decades at a time...
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RyanHuggins
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« Reply #36 on: March 26, 2012, 01:45:44 PM »

Day 55ish.

Working on some scripting for the cutscenes. Pretty much...just cutscenes, dialogue and balancing left. About 1 to 2 months of work. Boring work. Sad
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RyanHuggins
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« Reply #37 on: March 28, 2012, 06:10:12 PM »

Day 57

Not much getting done. I'm finishing the mapping of all the locations so that I can get this game done!

What's Left?

Maps
Cutscenes
Enemies
Balancing

Anyway. I have a playable build (playable as in for testing movement mechanics).
If you can offer feedback, PLEASE do!

Release Build .001
http://dl.dropbox.com/u/62523364/Ryan/CAS_Builds/CASmini_Release001.exe
PRESS F1 FOR CONTROLS

Knowing how it's running on different computers would be great.  Haha. Granted this isn't a weather demo, though I plan to show one sometime soon. Comments on everything are appreciated, though. :D
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John Sandoval
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« Reply #38 on: March 28, 2012, 06:17:38 PM »

running at full speed for me

windows 7
12 gb ram

i'd like to say that the falling speed after jumping feels sluggish; perhaps you should speed it up a bit more
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RyanHuggins
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« Reply #39 on: March 31, 2012, 11:13:54 PM »

--I made the acceleration after reaching max height quite a bit faster. It feels snappier as a response, so it was a good change. I'll be uploading another build very soon, but I'm working on getting all the major cutscenes into the game this week first. :D
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