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999641 Posts in 39235 Topics- by 30649 Members - Latest Member: 7yp

April 24, 2014, 01:59:44 PM
TIGSource ForumsFeedbackDevLogsProject Rain World
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Author Topic: Project Rain World  (Read 116898 times)
JLJac
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« Reply #345 on: March 10, 2013, 01:02:37 AM »

Update 128
These UI updates are so boring I almost feel ashamed to post them... Anyway, here we go: Today I made a scrolling list! It displays 15 items, and if you go to the bottommost item and click down it brings up one new item. If you reach the very bottom it brings you back to the top. The same goes for clicking upwards. For mouse users there are little arrows at the bottom of the list that makes the list scroll. Yaaaaaawn.

My next game won't have a menu system, it'll just have an external text file were you can input your preferences in a terribly complicated code language.
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JLJac
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« Reply #346 on: March 10, 2013, 11:02:19 PM »

Update 129
Today I messed a little with keyboard/mouse controls for the menu, and how it'll know which one is currently in control. When it comes to the point where I start trying to implement joysticks I might do something with that as well.
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Vovosunt
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« Reply #347 on: March 11, 2013, 03:56:16 AM »

Out of all the games on Tig this is probably the one I'm awaiting the most!
I mean, what can be better than brutally cute spearbearing ghostbears? Grin

Keep up the good job! Smiley
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jamesprimate
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« Reply #348 on: March 12, 2013, 03:08:36 AM »

YAY! Glad to see the devblog back up and running  Hand Thumbs Up Left Hand Thumbs Up Left Hand Thumbs Up Left Hand Thumbs Up Left
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JLJac
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« Reply #349 on: March 12, 2013, 07:23:04 AM »

 Hand Thumbs Up Left Grin

Update 130
Managed to get the new menu connected to the actual game, meaning that it's now possible to start a custom game again. It also creates a playlist out of the levels you have choosen, and srambles it if you checked the little "shuffle" button.
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JLJac
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« Reply #350 on: March 12, 2013, 02:02:16 PM »

Update 131
And I finally connected the World game mode to the new menu as well, and started outlining the framework for continuing a game from a saved file. Also when running around in the single player world a bit for the first time in ages, I found a bug where a spear would re-appear if you lodged it in a lizard and that lizard then fell off a cliff. It was easy enough to resolve, the problem was because the lizards are created earlier than the spears. First the lizard object is created, and asks "is a lizard with my ID reported wounded/missing/dead in world memory?", and when it finds itself it deletes itself from world memory, as it is now loaded on the actual level. Then the spear would be created, and ask "is there any lizard in world memory reported to have me stuck in it?", and the answer would be no, as the lizard had deleted itself. So, the spear would appear on the level. The problem was solved basically by changing the creation processes so that the spears are created first, stay tuned for the bugs that will arise from moving the chunks of code around.
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agersant
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« Reply #351 on: March 12, 2013, 06:55:23 PM »

Keep up the good work!
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eigenbom
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« Reply #352 on: March 12, 2013, 08:14:02 PM »

had a quick play, love the minimalism Smiley
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JLJac
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« Reply #353 on: March 12, 2013, 11:04:06 PM »

had a quick play, love the minimalism Smiley
Sir, with all due respect, your post worries me a little. I don't remember putting out a public demo, and I remember spending almost a year implementing a gazillion details, so if all of those have dissapeared and given way to "minimalism" I have a problem.
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Panurge
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« Reply #354 on: March 13, 2013, 01:51:09 AM »

had a quick play, love the minimalism Smiley
Sir, with all due respect, your post worries me a little. I don't remember putting out a public demo, and I remember spending almost a year implementing a gazillion details, so if all of those have dissapeared and given way to "minimalism" I have a problem.

Well, playing a non-existent public demo is going to be a pretty minimalist experience!

I love the look and feel of this and admire all the effort you're putting into it. I'm just itching to see how it turns out.
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JLJac
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« Reply #355 on: March 13, 2013, 07:32:34 AM »

Well, playing a non-existent public demo is going to be a pretty minimalist experience!

Lol  Cheesy
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JLJac
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« Reply #356 on: March 14, 2013, 09:54:45 AM »

Update 132
As the new menu and the game are now connected I've started to mess around in the actual game a little bit again. Today I discovered that a problem I thought was solved was in fact not, which is always annoying. The problem is about the how the levels are supposed to have multiple entrances in custom mode, but only one when playing world mode. Because of this I set them up with an "activeEntrance" property in world mode, and shut down every other entrance, making them empty lizard holes. This works wonderfully when entering a level, and also when exiting it, if you exit through the leftmost entrance. If you exit through any of the others it returns an error which I feel perfectly confident I know what it is, but which has roots deep down in everything that has with inter-level connectivity to do. Which in turn makes me think that I should probably rewrite all that stuff...

But then again, I can always stack ugly hacks on top of each other Smiley There's nothing like changing a problem of today into a problem of tomorrow!
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JLJac
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« Reply #357 on: March 14, 2013, 10:30:46 AM »

Horrible hack: applied!

The solution completely relies on that swarm rooms only have only one entrance, which is - in my defence  - something I plan to stick to. Still, a beautiful solution would be dynamic and work in all scenarios, even those that are not included in the game. Still still, in my mind a beautiful game is a game that ever gets released...
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Rabbit
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« Reply #358 on: March 14, 2013, 01:15:18 PM »

How much of my money must I give you to make this game happen.
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put on these sunglasses or start eatin that trashcan
jamesprimate
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« Reply #359 on: March 14, 2013, 08:14:56 PM »

How much of my money must I give you to make this game happen.

now this is what we like to hear!  Hand Money Left Cheesy Hand Money Right
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