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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCommonplace BookLost in Eldritch [Finished] -- Now with map editor!
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Author Topic: Lost in Eldritch [Finished] -- Now with map editor!  (Read 47509 times)
Loren Schmidt
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« Reply #40 on: December 15, 2008, 11:32:50 PM »

I agree that with a bit of refinement a more realistic movement system like this could really work well.

Ledge climbing (for small ledges) would work wonders. It might also fit to have something like the ledge grab in Prince of Persia or Flashback.

Great game, by the way. (You too, agj!).
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« Reply #41 on: December 16, 2008, 09:16:16 AM »

So... I did listen to the feedback in this thread and ended up using a more traditional control scheme for the new platformer I started working on:
http://www.retroremakes.com/forum/viewtopic.php?f=120&t=12408
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Bob le Moche
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« Reply #42 on: December 16, 2008, 08:47:00 PM »

haaaard
And for all the wrong reasons too!
True story: the reason you die in one hit is that I didn't get the time to implement a health bar before the deadline.
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« Reply #43 on: December 16, 2008, 08:48:31 PM »

haaaard
And for all the wrong reasons too!
True story: the reason you die in one hit is that I didn't get the time to implement a health bar before the deadline.
:D

It was certainly in the retro spirit anyway...
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Synnah
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« Reply #44 on: December 18, 2008, 08:32:41 AM »

I forgot to post about this sooner! It's really nice; wonderful graphics and animation, and a lovely ambience. The controls are initally a bit jarring, but I soon got the hang of them.

I also like the way the level is created from a single image; kind of reminded me of how Bullfrog's Powermonger created 3D levels based on a small bitmap, which blew my mind back in the 80's. Any plans to allow people to import their own levels? I notice that there's nothing in the level bitmap that specifies the locations of the fruits.
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood.

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Bob le Moche
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« Reply #45 on: December 18, 2008, 06:55:21 PM »

Thanks, Synnah: I didn't bother to release the map editor because I didn't think people would be interested. Also, the fruits' positions were hard-coded instead of being loaded from the image file.

...But!
Your comment made me change my mind, I just uploaded a new version that includes the editor. The fruits, the Lovebird and the player starting position are also now editable.

You better make some awesome custom maps now! I'll add them to the OP if anyone makes one.
« Last Edit: December 18, 2008, 07:09:09 PM by Bob le Moche » Logged
Bob le Moche
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« Reply #46 on: December 18, 2008, 07:02:05 PM »

Here are the instructions for the map editor.
Note that custom maps will only work if you have the latest version with editor.


HOW TO USE THE LOST IN ELDRITCH EDITOR:

- Make a backup of the "data" folder located in the Eldritch folder.
- Extract ElEditor.exe from the ElEditor.zip file and put it in the same folder as Eldritch.exe.


HOW TO LOAD A USER MAP:

- Make a backup of the "data" folder located in the Eldritch folder.
- Replace the "objects" and "world.tga" files in the "data" folder with the user-made versions


EDITOR CONTROLS:

- Press 'TAB' to toggle between game mode and edit mode.
   In game mode you can move the character normally, but cannot eat fruits.
   In edit mode, you can move the screen around the map.
   Hold 'A' to move the screen slowly.

- Press 'S' to save map to "data" folder.
   WARNING: THIS WILL OVERWRITE THE OLD MAP WITHOUT ASKING!
   You should make backups frequently if you are working on a map.
   When you load the map, the character will start where he was when you saved.

- Press the '1', '2' and '3' keys in edit mode to choose a type of tile to paint.
   Left click paints the foreground version,
   Middle click paints the background version.
   Right click erases the tile.
   Hold 'A' to paint a larger area.

- Press the 'F1' to 'F10' keys to place the ten fruits.

- Press 'B' to place the Lovebird.


HOW TO EDIT THE MAP IMAGE:

The image is saved as a tga file, which you can open using an image editor tool such as the GIMP.
This is useful if you want to move large portions of the map around intact for example.
When you save the tga file:
   - Compression must be disabled.
   - The image should not be resized.
   - No alpha channel should be added to the image.
   - Only the pixel colors used in the original map should be used.
      (So you should disable pressure sensivity or anti-aliasing.)
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Bob le Moche
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« Reply #47 on: December 21, 2008, 06:56:25 PM »

I just realized the server I'm hosting the game on is offline for maintenance until the 23rd  Cry

Here's a mirror!


Edit: nevermind it's back up now.
« Last Edit: December 28, 2008, 09:41:33 AM by Bob le Moche » Logged
Synnah
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« Reply #48 on: December 22, 2008, 02:09:17 PM »

Wow, excellent, thanks for this! I'll see what I can come up with over the next few days. I've got a few ideas already!
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Batmanifestdestiny
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« Reply #49 on: December 24, 2008, 09:40:43 AM »

what's this game a demake of?
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Cheater‽
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« Reply #50 on: December 24, 2008, 09:55:06 AM »

what's this game a demake of?
Nothing! This is from the CPB compo.
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Batmanifestdestiny
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« Reply #51 on: December 24, 2008, 11:18:24 AM »

what's this game a demake of?
Nothing! This is from the CPB compo.
oops Embarrassed  I saw pixel art, and my mind went "DEMAKE!" for some reason...

EDIT:  I recently finished this game, it's weird, but strangely fun.

P.S:What does the love bird do?
« Last Edit: December 25, 2008, 12:33:38 PM by Batmanifestdestiny » Logged

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renkin
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« Reply #52 on: December 26, 2008, 06:05:38 PM »

Impressive engine! The environment and running reminds me of Super Metroid. You should make something more out of this.
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JLJac
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« Reply #53 on: December 26, 2008, 10:14:50 PM »

Congratulations Bob, you made it to the front page Beer! And you had my vote Wink
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Loren Schmidt
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« Reply #54 on: December 26, 2008, 10:47:55 PM »

Hey, ditto.

Congratulations on the game!
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Bob le Moche
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« Reply #55 on: December 28, 2008, 09:48:37 AM »

Thank you  Kiss

Batmanifestdestiny: Unfortunately the lovebird doesn't do anything really, it just stands there in an attempt to creep the player out and to SPOILER.
Its face is also supposed to look like Lovecraft, although that's really not obvious...
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« Reply #56 on: January 03, 2009, 08:09:50 AM »

... Sonic are other influences I forgot to mention. In Sonic I really liked the feel of gaining momentum and trying to keep it throughout the level.
Once I got used to the controls, this is exactly what I felt. There were a few jumping puzzles that you could take slow, or you could run across, leaping from one platform to the next. I think the biggest problem I had with the game is the map isn't designed to take this feeling of acceleration into account. There are a lot of little tiny jumps that don't fit with the physics, and many of these zigzag jumping patterns that require you to turn around (which is slow, I think by design). If more of the game were like the final stretch of mid-air purple landscape, which I did in one long run, the game would be that much more fun.

All that aside, I really liked the simplicity of it all. I had no idea what the heck I was supposed to be doing, just running around a landscape mostly barren but for bits of fruit (no enemies, no fire pits, no powerups, etc), and that really helped to bring the story to life.
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