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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCommonplace BookThe Collection from Beyond (image heavy)
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Author Topic: The Collection from Beyond (image heavy)  (Read 43318 times)
Lurk
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« Reply #40 on: November 13, 2008, 04:50:57 PM »



Agj: That's what I did at first (random(75)+75), but I found I rather have more control over the colors, which blend in bm_add anyways.

Gainsworthy: Haha, ok, it's a one man effort mostly. I had to learn some programming because most programmers I know who want to make 3d hi-tech games. And had to learn how to structure my ideas into properly designed game loops. The artwork is the easy part.
« Last Edit: November 13, 2008, 06:27:26 PM by Lurk » Logged
moi
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« Reply #41 on: November 13, 2008, 05:24:47 PM »

FUUUuuuuCCKK
Time to close the website derek, it's over man, it's over.
Noone can top that.Cool
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Saker
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« Reply #42 on: November 13, 2008, 05:34:52 PM »

OMG .. OMG ... 0.0 ... just Oooh Maaay Gawwwd
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increpare
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« Reply #43 on: November 13, 2008, 05:37:39 PM »

Very impressive.  I don't know how I feel about the stylistic dissonance between the background images and the foreground characters though...(that is to say: I actually don't know ... I think I'll have to wait 'til I've played it...).
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agj
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« Reply #44 on: November 13, 2008, 11:04:58 PM »

Holy shit. Lovecraft would be proud.
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Robotacon
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« Reply #45 on: November 13, 2008, 11:25:07 PM »

Get out of here! That's insane.
That screenshot looks like Braid on acid with Brom varnish.
GG, no replay.
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Cray
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« Reply #46 on: November 14, 2008, 03:19:28 AM »

That's one hell of a creepy picture

Congrats, I might even have strange nightmares tonight!
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Melly
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« Reply #47 on: November 14, 2008, 12:21:46 PM »

the awesomeness flows like honey.
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Games: Minus / Action Escape Kitty
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« Reply #48 on: November 14, 2008, 04:13:41 PM »

superb artwork - i love it!
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Lurk
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« Reply #49 on: November 15, 2008, 06:16:38 PM »

I started integrating the various creatures. They actually play the role of a life counter, and if you want better scores, sometimes it's better to sacrifice one life to save time. I also have integrated the idle, worried, fearful and shooting sprites for the carnby object.  Could you find the anomaly in this picture(use the earlier image as a clean reference Smiley)

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« Reply #50 on: November 15, 2008, 06:31:39 PM »

Still hard to spot, but not in a bad way Smiley Took me a minute
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Gainsworthy
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« Reply #51 on: November 15, 2008, 07:17:37 PM »

OOH, OOH, PICK ME! In one picture, there's a Green dude getting shot. And in the other, there's a Tentacle Man in a rather strapping bowler hat. Do I get a prize?

Uh, though, really, I don't see it. Is it IN the pictures? Or the entire screen?
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Lurk
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« Reply #52 on: November 15, 2008, 07:23:43 PM »


You lose!

obj_carnby.sprite_index=spr_carnby_fear
obj_carnby.image_index=0
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team_q
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« Reply #53 on: November 15, 2008, 08:41:25 PM »

Lurk your games are some of the most visually fantastic ones of any compo!
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« Reply #54 on: November 16, 2008, 06:23:58 AM »

Wow, that's kind of ridiculously hard to figure out, though. Unless one has the ability to quickly flick between the two, like I did.
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moi
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« Reply #55 on: November 16, 2008, 06:50:56 AM »

Yeah is that supposed to be a skull? maybe you should adapt the color to the colors underlying or something. It's a bit too hard to notice.
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« Reply #56 on: November 16, 2008, 06:54:01 AM »

Wow, that's some disturbing artwork, but beautiful too.  I'm looking forward to seeing it in action, good luck! Smiley
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« Reply #57 on: November 18, 2008, 03:16:26 AM »


You lose!

obj_carnby.sprite_index=spr_carnby_fear
obj_carnby.image_index=0


So you do it in Game Maker...
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Lurk
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« Reply #58 on: November 18, 2008, 04:38:37 AM »

Chentzilla: Yes, I'm really comfortable with gml now, I don't feel the restraints I had in my humble beginnings. Also, I'm a very 'visual' person; I tried learning blitz basic a while ago, but to me, the functions tab (even with a name on it) don't say anything. In game maker, I have my little objects with sprites I can recognize instantly, and I find it easier to navigate through.

Moi and Agj: Thanks to your comments, I changed the gameplay quite a bit(for the better).It was too hard to calibrate with the randomness of the anomalies, and it made no sense some times since you did'nt really know what you were looking for (sometimes mostle a blotch). Screenshots to be posted later in the day.

Edit: Here is a screenshot taken of a new wip painting. I'm also hard at work on the final GUI, really want this to be very sharp. You now see this shiny block descending down the screen, with the creature trudging towards your character. You need to click on the part of the painting that is represented in the block. The catch? Well, they go down faster and faster, they get rotated and coloured, augmenting difficulty as you progress through the levels. Each creature/level has a set number of hp/times you need to correctly get the answer. I was thinking of a mode where every mistake(which right now only results in a small waste of time)creates a block at the bottom, making the next fall even shorter.


This one was rotated by 90 degrees clockwise.


But I found it. I made it a bit easier by accepting finds that are touching the lamp's light(before it had to be a mouse click within the 32x32 square, which resulted in sometimes infuriating near-misses)
« Last Edit: November 18, 2008, 04:22:00 PM by Lurk » Logged
medieval
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« Reply #59 on: November 19, 2008, 09:01:17 AM »

Seriously, I can't express how amazed I am by that artwork. Shocked
With the very first painting I thought it was a picture of some very old painting. Then I saw the second painting and my jaw was dragging over the floor.
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