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1026148 Posts in 41127 Topics- by 32723 Members - Latest Member: Bunta

July 23, 2014, 10:15:05 PM
TIGSource ForumsFeedbackDevLogsGrotto Quest (working title)
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Author Topic: Grotto Quest (working title)  (Read 13048 times)
TNERB
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« Reply #30 on: March 06, 2013, 06:57:18 PM »

I like the way the bat looks it's pretty unique. A suggestion I would make would be to have him remain more air born and not get at the same ground level as the player, it looks like he follows the players coordinates maybe just having him follow a coordinate slightly above the player would add some interesting gameplay. This all looks very wonderful so far I hope you do finish it! Is the game going to be composed entirely of single screens like this? That would be sweeeeeet.
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Delicious
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« Reply #31 on: March 06, 2013, 10:36:21 PM »

This looks great, though I read the bats mouth as two eyes. Tongue It looks fine either way, I suppose.
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Graham-
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« Reply #32 on: March 07, 2013, 01:43:06 AM »

I read 'em as eyes too. Could darken them a little, or just the tops of them.
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siskavard
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« Reply #33 on: March 07, 2013, 04:21:57 PM »

I think you should just name it 'Grotto'
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Mono
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« Reply #34 on: March 08, 2013, 02:48:40 PM »

Alright! I just finished a basic health system and also figured out a good way to link rooms together. Health will start at something like 3 hearts (6 hp) and be upgradable. I think of either using ammo or a recharging gun. What do you think?

Now I guess I have to start the level design process. It feels good to have a lot of figuring out stuff behind me and more creative work ahead.

This looks great, though I read the bats mouth as two eyes. Tongue It looks fine either way, I suppose.

Isn't that is the magic of low-res sprites?

I think you should just name it 'Grotto'

Yeh, that could be cool I guess. Smiley
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Rabbit
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« Reply #35 on: March 08, 2013, 03:08:34 PM »

ammo or a recharging gun

recharging eliminates the need for ammo pick ups/various types of ammo. nobody will be upset if there is no ammo.

also, "Grotto" is a cool name
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poe
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« Reply #36 on: March 08, 2013, 03:10:26 PM »

Recharging is good unless you'll also have melee weapons or at least one weapon that recharges.

So when you say you figured a good way to link rooms together, is it procedurally generated or something?
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Mono
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« Reply #37 on: March 08, 2013, 03:27:35 PM »

recharging eliminates the need for ammo pick ups/various types of ammo. nobody will be upset if there is no ammo.

It's an either-or situation. I have a feeling that recharging might work better for this game.

So when you say you figured a good way to link rooms together, is it procedurally generated or something?

Nah, nothing like that.
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Mono
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« Reply #38 on: March 08, 2013, 06:19:51 PM »

What do you think of this look? Obviously it lacks detail right now.

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poe
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« Reply #39 on: March 08, 2013, 06:21:17 PM »

Make the background parallax and add some details and ti will look amazing!
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GroZZleR
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« Reply #40 on: March 08, 2013, 06:32:30 PM »

+1 to background parallax.

Making solid progress.  Keep it up.
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soundlust
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« Reply #41 on: March 08, 2013, 06:54:28 PM »

This is really fun to watch as it goes along.

I agree with the parallax background as well. I know the assets are placeholders for now
but are you going for this simplistic style in the end or you planning something more detailed?
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Rabbit
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« Reply #42 on: March 08, 2013, 07:22:33 PM »

Slide a bit on the ice maybe if you don't already? Its sort of generic but meh. Maybe a little bit of snow particles when you run across snow? That'd be cool.

Also! Did you swim up the waterfall!?
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siskavard
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« Reply #43 on: March 08, 2013, 09:19:28 PM »

Looks great. For an icy cavern, I think you could punch it up with some hanging icicles and a few sparkling FX on the ice blocks. Of course, I figure you're still prototyping & those are small details.
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eobet
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« Reply #44 on: March 09, 2013, 02:32:09 AM »

Aw crap, he can shoot. So Cave Story then, not Montezuma's Revenge. Sad
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