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879800 Posts in 33006 Topics- by 24380 Members - Latest Member: hirokoae46

May 25, 2013, 01:28:30 AM
TIGSource ForumsDeveloperFeedbackDevLogsValchion - 3D GBC-Styled Zelda-like - Win / Mac / Linux Demo #2
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Author Topic: Valchion - 3D GBC-Styled Zelda-like - Win / Mac / Linux Demo #2  (Read 38688 times)
SolarLune
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« Reply #135 on: April 21, 2012, 10:30:50 PM »

@Squid Party / eigenbom - I'll put out a demo soon. I'm pretty much just holding back because I want to actually put the implemented items in the game first. Maybe it would be best to release just a gameplay demo, though.

Anywho, worked on a new map. It's pretty busy, I know, but I'm still working on it.

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SolarLune
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« Reply #136 on: April 22, 2012, 03:18:03 PM »

Switches have been implemented. You can shoot cranks and have them influence the environment, usually blocks.



EDIT: This is just a test - the blocks won't be free-floating like that in the future. Cheesy

In addition, I want to make the blocks 'shake' when they rise, like they're grinding. Right now, they're pretty smooth.

Maybe I should make it so that you have to shoot the cranks from the sides to make them operate. Does that seem obvious? Kinda seems like something that you would spend a few minutes doing, thinking, "Why won't it rise? Is it stuck? Am I... Oh."
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Irock
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« Reply #137 on: April 22, 2012, 04:28:57 PM »

I had no idea those blocks were floating! I thought they were just sliding north-east. Cheesy
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SolarLune
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« Reply #138 on: April 22, 2012, 04:37:23 PM »

They're on the ground until you activate the crank - then they float up into the air. I meant that they'll have rails in the future. Smiley
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JWK5
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« Reply #139 on: April 22, 2012, 04:49:59 PM »

What if you have no ammo to shoot the crank with?
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SolarLune
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« Reply #140 on: April 22, 2012, 05:06:40 PM »

The pistol (which will be your first weapon) has infinite ammo. I think I want to make another weapon that has no need to reload, too.
« Last Edit: April 22, 2012, 06:35:22 PM by SolarLune » Logged


Franklins Ghost
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« Reply #141 on: April 22, 2012, 06:51:54 PM »

Looks great and like the sound of it. Will you be using shadows for the barriers?
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SolarLune
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« Reply #142 on: April 22, 2012, 07:45:21 PM »

@Franklins Ghost - Yeah, I just haven't implemented them yet. This begs the question, should shadows be full black so far, or should they be partially transparent? Anyway, I'll probably also add a button that will do the same thing as the crank, but without the time aspect.
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JWK5
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« Reply #143 on: April 22, 2012, 07:50:41 PM »

I like the full black, it suits the color scheme and the post-apocalyptic feel of the game.
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Franklins Ghost
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« Reply #144 on: April 22, 2012, 08:13:30 PM »

Yeah I agree with the full black, seems more fitting with the look of the game.
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SolarLune
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« Reply #145 on: April 24, 2012, 10:15:44 AM »

I'll be sure to add in black shadows, then.

Not sure how relevant this is, but I think I'm getting better with my music, so expect better music in the future for this.

Also working on the rest of the first sewer map - it was unfinished this whole time. At least now it's pretty much playable, though there are some things that I want to add and fix up.

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SolarLune
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« Reply #146 on: April 24, 2012, 08:23:54 PM »

So I did quite a bit today - I've improved the pillars' movement quite a bit, and also did a lot of work on switches. At first there was just the Gear, which acts as kind of a time switch - you also need to stand there and shoot at it for a little bit to get it to trigger. After that, it slows down (you can see that in the GIF above).

However, I now added buttons, which allow for instant action. They also don't have a time limit. In addition, buttons can trigger other buttons. This was mainly done to allow for 'button 1 lifts gates, button 2 closes them' kinds of setups, though more complex puzzles could be made with this function.

I also got around to improving the floor texture for the ruined theater (that's what it's supposed to be).



Also, Got another devlog video up.
« Last Edit: April 24, 2012, 09:27:48 PM by SolarLune » Logged


threesided
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« Reply #147 on: April 24, 2012, 08:44:30 PM »

Keep seeing this all over this forum, and I must finally say, it looks really damn cool! I like seeing your in-blender shots too, really neat.
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SolarLune
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« Reply #148 on: April 24, 2012, 09:28:10 PM »

Thanks a lot! I got a devlog video up just now - link's a post back. Your 3D stuff's awesome, by the way.
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SolarLune
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« Reply #149 on: April 28, 2012, 07:22:37 AM »

Well, I've worked a little bit on this some more. Just added a light to the player to see how it would look. I think it looks pretty nice. I think I'll have a lantern that he can hold, and will later on get a flashlight, which will be directional.

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