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877313 Posts in 32856 Topics- by 24295 Members - Latest Member: raithza

May 19, 2013, 06:20:54 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsBootleg DemakesLady Boy Love Collection [FINISHED]
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Author Topic: Lady Boy Love Collection [FINISHED]  (Read 60888 times)
muku
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« Reply #75 on: August 22, 2008, 05:25:35 AM »

Lady Boy Love Collection = win

Quoted for truth.
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The Cosyne Synthesis Engine - realtime music synthesis for games
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« Reply #76 on: August 22, 2008, 05:52:50 AM »

Okay.  I like that title as well... Smiley
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Terry
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« Reply #77 on: August 22, 2008, 06:26:59 AM »

I actually thought 4 in 1 was a pun on the fact that you're making all four games in 1D - my mistake Smiley Anyway, I think "Lady Boy Love Collection" is a pretty good title.
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« Reply #78 on: August 22, 2008, 06:46:41 AM »

I actually thought 4 in 1 was a pun on the fact that you're making all four games in 1D - my mistake Smiley
Yeah, you have a pretty weird sense for wordplays dude Wink
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« Reply #79 on: August 22, 2008, 02:05:27 PM »

So.  Got two of the bosses done today (that leaves two left to go, which shouldn't take too long). All bosses done; finally!  Edit: weapon graphics also done.



« Last Edit: August 22, 2008, 07:24:05 PM by increpare » Logged
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« Reply #80 on: August 22, 2008, 04:30:47 PM »

I thought you were doing Airship 2600 now? Smiley
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« Reply #81 on: August 22, 2008, 04:39:03 PM »

I thought you were doing Airship 2600 now? Smiley
Don't know what I'm going to do now...exotic dancing is just a placeholder (probably).  Of course, I could just have the fourth game be different from the one advertised on the box; that'd be pretty bootleggy as well, right?
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« Reply #82 on: August 22, 2008, 04:40:55 PM »

I thought you were doing Airship 2600 now? Smiley
Don't know what I'm going to do now...exotic dancing is just a placeholder (probably).  Of course, I could just have the fourth game be different from the one advertised on the box; that'd be pretty bootleggy as well, right?

I just love how this compo theme lends itself to all sorts of handwaving Grin
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« Reply #83 on: August 25, 2008, 05:19:08 AM »

Hmm.  I encountered some very weird untracable memory-allocation-related bugs yesterday...that occur sometimes in one particular spot: it was a bit offputting.  I spent a good bit of the day wrestling with them, but in the end I figured it's best to just continue trying to put in content, and if I stumble across the cause of that particular problem, to deal with it.

Have two of the levels more or less designed now.  Three to go (which shouldn't be too hard).  Still haven't put in moving platforms ... I will at some point.  Tossed in a couple of more animations and non-essential gameplay whatsits. 

(I still have to rearrange some of the basic menu screens, but I'm not really sure exactly how to approach that in a way that will be satisfyting: I'm happy to let it bubble away in my subconscious while I work on more pressing matters).
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« Reply #84 on: August 25, 2008, 05:56:57 PM »

Almost ready to upload a beta version...have one-and-a-half levels of lady million left to design, then I'll upload binaries of what I do have to see what you guys think...hopefully tomorrow...*fingers/&c. crossed*

To do:
firing bullets
implement basic sound effects
helmet dudes
damage animation
health bar
new game title
multiple bullets
transition to boss-screen (the barrier, screen-scroll, &c)
*bullets array
robust killentity function (will take care of bullets/&c)
kill all entities when meet boss
bullets hit bad guys
bad guys damage animation
bullets deflect off bad guys
bullets kill bad guys
shootable/regenerating platform
bitmap font display
bitmap number display
bosses
do weapon graphics/icons

code in weapon differences
conveyer platform
rising block platform/rising spike platform/or rising lava?
falling spikes
platforms that, when hit, fall and can do damage
have some music done by now

pause screen
pause screen w/ weapon select
rehash the boss selection screen

killing bosses grants use of new weapon
(with screen saying this)
intro
title screen for 1d megaman game

password entry
death
death animation
enter level animation

boss destruction animation
password display after death
password encryption
implement lots more sound effects

design the levels  (4/5 done)
outro
     game select screen
     very buggy/quickly executed biocosm ripoff
     game 3, also quickly executed
     sick panda game, also also quickly executed
« Last Edit: August 26, 2008, 04:44:44 AM by increpare » Logged
UltraJMan
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« Reply #85 on: August 26, 2008, 04:34:55 AM »

Neat, I've been looking forward to this Grin
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György Straub
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« Reply #86 on: August 26, 2008, 08:19:25 AM »

Some mockups:




It saves so much screen, kicks so much ass.=)
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« Reply #87 on: August 26, 2008, 08:33:35 AM »

It saves so much screen, kicks so much ass.=)
Hah, cheers.

Got the fourth game done.  Only half a level to put together, then I can upload the prerelease version.

Question: what's the deal with flickering?  How bad is it to have flickering on a screen?  Not whole, big-assed, on-screen flicker, but lots of small things flickering about?  hmm.  I guess you guys can judge for yourselves when I upload it.
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György Straub
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« Reply #88 on: August 26, 2008, 08:42:13 AM »

Got the fourth game done.  Only half a level to put together, then I can upload the prerelease version.
Shocked four? th? what are the originals?

Question: what's the deal with flickering?  How bad is it to have flickering on a screen?  Not whole, big-assed, on-screen flicker, but lots of small things flickering about?  hmm.  I guess you guys can judge for yourselves when I upload it.
we want executables.=)
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« Reply #89 on: August 26, 2008, 03:55:19 PM »

I am awaiting this like the eager beaver I am, I've been dying to shoot babies out of an arm cannon ever since you mentioned that possibly being an ability.
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