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879027 Posts in 32954 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 05:08:53 AM
TIGSource ForumsDeveloperFeedbackDevLogs[Zeldalike/Platformer 2in1] Power of Love
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Author Topic: [Zeldalike/Platformer 2in1] Power of Love  (Read 2911 times)
Squid Party
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Oh hi mark.


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« Reply #15 on: May 20, 2012, 05:59:33 AM »

posting an insulting comment about how someone should write less stuff in their own devlog: not trolling

defending someone's right to post whatever amount of material they want in their own devlog: trolling

Jeez, all he said was there was a lot of text and that a lot of people aren't going to want to read that much. You're the one that accused him of a mental disability.


I think Paul is having trouble removing the stick from his arse Smiley
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[img]http://i1170.photobucket.com/albums/r527/Daniel_Sharman/areyouonyourperiod.gif[img/]
SolarLune
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:1


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« Reply #16 on: May 20, 2012, 07:03:25 AM »

Just want to follow this - it sounds pretty interesting.
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DustyDrake
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« Reply #17 on: May 20, 2012, 08:13:30 AM »

I am confused as to why the game will be made two different times, why not just pick the one, and make that one amazing?
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baconman
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« Reply #18 on: July 28, 2012, 07:03:13 AM »

Well, it's progress towards developing overhead adventure *and* platformer games, both of which I'm admittedly fresh to programming for. Kind of a stepping stone project/concept towards the eventual "game about gaming" I want to make.

I've got a fair amount of assets together, along with my tile-laying code that creates the chunks, and a good grip of the chunks coded, although in particular, I'm stumbling upon designing "trap themed" rooms that are open once on each axis (IE: to the top and left, etc.)... bearing in mind that these will be neighboring combat and navigation zones, not other trap zones.

Also kind of debating on whether or not I should minimize the design - focus entirely on one weapon type and bombs exclusively; make other items all have passive effects. It's a tough call, because I really want a project I can hammer out in a few months, not a couple of years...
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baconman
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« Reply #19 on: October 28, 2012, 04:57:56 AM »

Churning out level chunker code. To some... interesting results.



WTF It's certainly some kind of something, alright.


EDIT: At least the baseline generator, sans tile-laying engine, is producing some promising results!
« Last Edit: October 28, 2012, 09:15:58 AM by baconman » Logged

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