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891329 Posts in 33539 Topics- by 24776 Members - Latest Member: 1derboy

June 19, 2013, 01:44:34 PM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Latest Download (Update! M2 v.1.0.6)
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Author Topic: Balding's Quest: Latest Download (Update! M2 v.1.0.6)  (Read 91456 times)
increpare
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« Reply #210 on: August 24, 2009, 05:21:03 PM »

*happy to see bq picking up steam again*
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Frog
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« Reply #211 on: August 24, 2009, 10:59:26 PM »

Definitely nice to see some solid work and community enthusiasm about BQ.
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BMcC
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« Reply #212 on: August 25, 2009, 06:42:47 AM »

*happy to see bq picking up steam again*
Definitely nice to see some solid work and community enthusiasm about BQ.
Grin


Guy is picking up and carrying (and soon throwing) objects around now.  Making good time on this update.  The (BIG) tile index issue has also been solved, so the toggled and falling platforms and stuff behave properly with Guy's complex movement.

I still need pixels, though!

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« Reply #213 on: August 25, 2009, 02:53:22 PM »

I'm a complete newbie to this list, but I wanted to say that this is one of the first community projects I've seen in quite a while that has me really excited! Perhaps once the engine is ready for prime time we can run some compos and build up a great library of levels!
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« Reply #214 on: August 25, 2009, 03:57:38 PM »

we can run some compos and build up a great library of levels!

That's a great idea! It'd be a cool way to get people interested in the project.  Cool
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BMcC
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« Reply #215 on: August 26, 2009, 04:42:06 AM »

Aye, that would be really cool!  I'm working on adding a handful of gameplay elements.  That should be the next step after this update -- adding more enemies, traps, objects, and interactive stuff.  That way map makers who don't want to get into scripting will have a lot to work with.  After that a competition could work really well!

PROGRESS UPDATE:
  I spent most of yesterday noodling with collision code.  Fixed a quirk I guess I introduced when I was testing out angled terrain and stuff.  Anyway, Guy can throw around objects now.  Pretty neat.  Tongue

I've only got a little bit more to add for this update, but I really need pixels.  Bad.
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The-Imp
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« Reply #216 on: August 26, 2009, 10:20:00 AM »

I can't really do icy tiles well... But here's I made 2 days ago!

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« Reply #217 on: August 26, 2009, 10:43:56 AM »

we can run some compos and build up a great library of levels!

That's a great idea! It'd be a cool way to get people interested in the project.  Cool
a really good idea indeed!  Gentleman
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« Reply #218 on: August 26, 2009, 12:21:57 PM »

I'm not very good at this stuff, but I gave the conveyor belt a go:
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BMcC
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« Reply #219 on: August 26, 2009, 03:13:54 PM »

I can't really do icy tiles well... But here's I made 2 days ago!

Hey, cool, thanks!  Definitely good enough.  Smiley

I'm not very good at this stuff, but I gave the conveyor belt a go:

Ah, thank you, but I actually wound up piecing together the conveyors myself!  (Sorry!)



PROGRESS!  Pictured above: Working conveyor belts, poorly drawn disappearing ground tiles, red on/off toggle tiles, path-following platforms, keys that can be picked up and tossed around, projectile-shooting shooters, and switches, which hopefully you've seen.  Not pictured: Pretty big improvements to the collision detection and attack system, and further improvement to Guy's movement.  It's now more forgiving and handles some pretty crazy scenarios, which map makers should probably avoid anyway, but you never know!

It's actually starting to feel like a game. Grin

The level of simulation here is getting crazy.  I'm a bit amazed it somehow works so tightly.  Next up: More traps and tiles and objects.  And portals.

I'd also like to add the magnet and hairdryer by the end of the week, but there's a pixel drought.  (Annabelle made a gun animation that could definitely be adapted to this purpose...)  Where's Xion when you need him? Cry
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« Reply #220 on: August 26, 2009, 03:51:22 PM »

Wow, another community project I should've watched more often Wink
Fantastic work! My dear Brandon, we should talk more  Smiley
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BMcC
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« Reply #221 on: August 26, 2009, 05:24:11 PM »

We should!  I miss ya.  Do you have any chat clients?  I hope you'll hop on IRC at least.

See you at Gamma this year? Smiley

Latest BQ News: Weight triggers are now done (and fun). Hand Thumbs Up Right
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« Reply #222 on: August 26, 2009, 05:27:07 PM »

Let me know when you've finalized changes to the formats and so forth. I can then update BqEd for you.
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« Reply #223 on: August 26, 2009, 05:43:28 PM »

Ah, thank you, but I actually wound up piecing together the conveyors myself!  (Sorry!)
Cry

Naw, that's cool.
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« Reply #224 on: August 26, 2009, 06:01:52 PM »

I took a shot at doing Guy's carry animations. They're mostly just copied off the basic ones, but I think they will look alright with some speed adjustments and whatnot.

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