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878962 Posts in 32949 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 02:18:48 AM
TIGSource ForumsDeveloperFeedbackDevLogsBlock Dude
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Lolnut
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« Reply #30 on: June 27, 2011, 11:33:42 AM »

Heres some of the concept art I worked on over the weekend. The interior concept turned out pretty good but the other two are just meh Smiley







My drawing skills arn't very great but, I think we are getting a visual idea of what we want the game to look like.
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Lolnut
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« Reply #31 on: July 03, 2011, 04:59:41 PM »

Weekly Update 4

Sadly we were not able to get what we had planned to get done, done. Ryan is in the process of moving so that left me to work on the game. With my out-of-date list of Assets I was able to merely block out Level 7.

I also am seeking help with my block snapping issues. Still no reply so as of yet it hasn't been fixed.

We don't have an updated build but hopefully Ryan will be done moving so he can get back on the modelling front and I pray that I'm able to finally put the block snapping issues to rest once and for all.

Our plans for this week remain the same as they were for last week.
- Start modeling some space ship 'chunks' to throw into our levels.
- Level 7 and maybe 8.
- Continue working with main menu and the level select screens.
- Play with the gui textures a bit.
- Block snapping because that is still slightly a problem. Our fix up until now just doesn't feel correct.
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Lolnut
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« Reply #32 on: July 11, 2011, 10:02:35 AM »

Weekly Update 5

Ryan is still finishing up his move across town so again, not much got done.

I decided it would be easiest at the moment to just keep our current method for block placement. Implementing the way I would like will require a complete re-write of the code.

Plans from last week and the week before remain the same. (In fact I would say level development is put at a standstill until our graphics design man gets done with the house move.)

When we get back together I'll make sure I have the updated asset list so I too can build levels, and I'm considering taking a shot at blocking out level 8. However, level 8 is a tricky one to get right.
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Lolnut
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« Reply #33 on: August 09, 2011, 08:09:58 PM »

So basicly, It seems like we have done away with weekly updates. Its getting more and more difficult to work on it consistently on a day to day basis now that both our lives are gearing up for college, work, and beyond.

Rest assured we are still working on the game though. In fact im close to finishing Level 7 which I hope you will all find to be really interesting. I also implemented a fix so that blocks will phase through eachother(basicly I just turned their collider boxes into triggers, meh it was an easy change although when you initially pick up a block you will find that it can bump into other blocks before it becomes corporeal. I still don't know how to fix that  Huh? .) Also, I added....something....ugg what was it...Oh yea, I got a basic portal indicator icon so you will always know the location of the portal. We are however going to remodel the portal and then turn a picture of that into the icon we are going to use.

If you ever need help on a level detached solutions has all your block dude solving needs covered. After all this part 1 is super inspired by that game Smiley

Till we meet again friends.

PS. The build has NOT been updated yet. Hang tight we should have some updates this weekend :0
« Last Edit: August 09, 2011, 08:15:06 PM by Lolnut » Logged

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BattleBeard
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« Reply #34 on: August 09, 2011, 08:42:35 PM »

 Black Dude looks like one amazing game.
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Pemanent
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« Reply #35 on: February 07, 2012, 11:53:05 AM »

Its been a long time since this has been updated. Not much of an update now but I did want to say that we have a webpage for this game! hooray!
http://codingcatstudios.com/pages/block_dude.html
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