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878245 Posts in 32910 Topics- by 24328 Members - Latest Member: Pl4n3

May 21, 2013, 12:10:42 PM
TIGSource ForumsDeveloperFeedbackDevLogsPuppet Children (2nd song on pg 10)
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Author Topic: Puppet Children (2nd song on pg 10)  (Read 6638 times)
Zack Bell
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« Reply #135 on: January 28, 2012, 02:08:58 PM »

Kiss

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Zack Bell
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« Reply #136 on: January 29, 2012, 07:19:53 PM »

The map is getting large. How do you adventure and metroidvania folks keep track of such large maps? 55-60 rooms/screens and I'm already getting a tad lost.
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ThePortalGuru
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« Reply #137 on: January 29, 2012, 07:52:48 PM »

Design doc.  When your maps get to be huge, you'd best start loggin' em.
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Zack Bell
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« Reply #138 on: January 29, 2012, 08:24:54 PM »

Yeah, I've basically been drawing out the whole damn thing on graph paper. Scaled to one block represents a 64x64 area.
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SolarLune
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« Reply #139 on: January 29, 2012, 08:47:00 PM »

Yeah, I've basically been drawing out the whole damn thing on graph paper. Scaled to one block represents a 64x64 area.
You draw them to scale? I just draw room 'concepts' and how they fit together - I don't worry about the sizes. Who, Me? I'm sure that's not to my benefit, but it's working alright so far...
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Zack Bell
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« Reply #140 on: January 29, 2012, 08:50:28 PM »

To scale...ish. Enough that I can recognize which room it is without having to pull it up on my computer.  Shrug
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Zack Bell
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« Reply #141 on: January 31, 2012, 12:50:43 PM »

http://dl.dropbox.com/u/29279751/Games/TUNES.exe

Again, same demo as before (I don't want to spoil all of the changes that I have made  Wink)

BUT I added the cave music to the demo instead of the title screen music. BREAK BEATS.
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Zack Bell
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« Reply #142 on: January 31, 2012, 09:03:52 PM »

An actual update...

TODAY I:
-Finished the layout for the cave levels
-Tiled the rest of the cave levels
-Implemented the background music
-Implemented the object that changes the music when you exit one area and enter another
-Placed a few of the collectables within the caves
-PLAYED A LOT
-Had a few close friends play through all of it
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Zack Bell
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« Reply #143 on: February 01, 2012, 02:12:39 PM »

Hanging out between my math and programming classes I added as much level design as I could. (And I still have an hour to spare).

I focussed on adding a sense of scale to the world. I wanted the world to seem TALL because you will be traveling from the depths of the deepest cave to above the highest clouds.

Between the sky and caves there is somewhat of a neutral area (the fields). Here there are no obstacles or hazards; only catchy tunes and some pretty blades of grass.

This neutral area is now four screens high from the entrance of the sky levels to the entrace of the cave levels. From there, both the sky and caves are about 4-6 screens high as well.

I also designed it so that you can take a leap of faith from the sky all the way down to caves with ease.  Well, hello there!
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todd
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« Reply #144 on: February 01, 2012, 05:15:01 PM »

Quote from: Zack Bell
Between the sky and caves there is somewhat of a neutral area (the fields). Here there are no obstacles or hazards; only catchy tunes and some pretty blades of grass.

 Well, hello there!
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Zack Bell
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« Reply #145 on: February 02, 2012, 09:28:13 AM »

A quick peek at what part of the ruins area MAY look like...

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Zack Bell
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« Reply #146 on: February 05, 2012, 03:00:42 PM »

I added more music to the game. There is now a title/credits track, a track for the field, and a track for the caves.

I added a gradient to the sky in each room. Each room horizontally, as you travel towards the sky levels has a different sky gradient. I wanted a slow progression of color from room to room. From blue to more of a pink and orange (sunset ish).

Sorry that the progress is slowing down! I've been focussing on school and my programming studies rather than the game because the programming aspects for the game are out of the way already  Sad
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