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1038185 Posts in 41953 Topics- by 33577 Members - Latest Member: RyanRoach14

September 02, 2014, 03:40:31 AM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCommonplace Book127 Ancient and unknown ruins—strange and immortal bird who speaks in a language
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Author Topic: 127 Ancient and unknown ruins—strange and immortal bird who speaks in a language  (Read 5714 times)
jjs
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« on: October 19, 2008, 05:15:49 AM »

"127 Ancient and unknown ruins—strange and immortal bird who speaks in a language horrifying and revelatory to the explorers."






Here's my initial mockup, feedback appreciated...
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jjs
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« Reply #1 on: October 19, 2008, 06:49:11 AM »

On IRC, people mentioned that the premise features explorerS, plural.

I give you, from right to left, Dweezul, Foxxy, and Croc.




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brog
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« Reply #2 on: October 19, 2008, 08:33:01 AM »

The geometries of those breasts are bizarre and non-euclidean, and do not appear to obey the physics of our mortal universe.

I like the colour scheme.  It's evocative of very ancient ruins in a very ancient desert.

I think it's interesting that it's "a language horrifying and revelatory" - does this mean that the language itself is special, regardless of what words are spoken in it?
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moi
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« Reply #3 on: October 19, 2008, 10:46:43 AM »

The geometries of those breasts are bizarre and non-euclidean, and do not appear to obey the physics of our mortal universe.
Lovecraftian breasts?
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Chris Whitman
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« Reply #4 on: October 19, 2008, 10:55:00 AM »

Mine also has a long-lived bird (although will be a texty adventure and not remotely similar to this).

What's with Lovecraft's obsession with long-lived birds?
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jjs
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« Reply #5 on: October 19, 2008, 11:50:49 AM »

The geometries of those breasts are bizarre and non-euclidean, and do not appear to obey the physics of our mortal universe.

Yes... I think that character is going to be the exception to the "small sprites shouldn't have a breathing animation" rule...

Quote
I like the colour scheme.  It's evocative of very ancient ruins in a very ancient desert.

I stoled it from one of many Game Boy demakes on some link corpus sent me on #tigIRC...  I'm a bad, bad, 4-color-stealing man...  Maybe I'll tweak it a little.

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I think it's interesting that it's "a language horrifying and revelatory" - does this mean that the language itself is special, regardless of what words are spoken in it?

I'm planning on making a separate, weird pixel font for the bird's language... the question is, should the player find some (SAN-reducing) book that translates it, or should there be some Rosetta stone somewhere that will tell what each glyph's Roman representation is, and let the player write it down...
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deadeye
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« Reply #6 on: October 19, 2008, 12:23:19 PM »

Your character designs are awesome.  The nerd especially.  It's perfect Beer!
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jjs
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« Reply #7 on: October 19, 2008, 12:32:48 PM »

Thanks... I have no idea from what tortured recess of my mind they came from... little features came out as artifacts of sloppy pixeling, and I developed them...
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jjs
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« Reply #8 on: October 19, 2008, 05:17:25 PM »

New mockup (temple entrance)..



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« Reply #9 on: October 19, 2008, 05:28:34 PM »

I like the palette a lot, too. So how will this play? Is it one of those "coop with yourself" games?
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jjs
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« Reply #10 on: October 19, 2008, 05:38:04 PM »

I like the palette a lot, too. So how will this play? Is it one of those "coop with yourself" games?

Yes, I think that each of the characters will have different capabilities, and there will be a hotkey to switch between which one is being controlled (or is in the lead, if I have them move in a queue).

So, somewhere between Lost Vikings and Secret of Mana (single player)...
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jjs
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« Reply #11 on: October 20, 2008, 02:16:51 AM »

Got a scrolling test working with Pygame and psyco.  Performance is good (on a paltry 2+GHz machine Wink); might not have to resort to C++ and OpenGL for this one.   Cave Story
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