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878542 Posts in 32925 Topics- by 24337 Members - Latest Member: kellerx25

May 22, 2013, 06:11:55 AM
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 90816 times)
BMcC
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« Reply #195 on: August 01, 2009, 06:24:04 AM »

Yesterday I fixed all the bugs introduced by the angled terrain and quadtree code, huzzah! Hand Joystick
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Frog
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« Reply #196 on: August 02, 2009, 03:20:48 AM »

Does this mean that release is imminent and we should all get super hyped? I believe it does.

But seriously when can we expect a release?
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« Reply #197 on: August 02, 2009, 05:48:57 AM »

yes! we demand an update  Tiger
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BMcC
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« Reply #198 on: August 02, 2009, 10:23:16 AM »

In a month!  I come home this week and I want to spend August adding fun gameplay stuff to BQ.  Then maybe a string of demo levels?  (Not sure about that yet.)

I'm also thinking about, for the future, a little program that will prepare a template for different games made with the BQ engine.  As it stands it takes maybe a couple hours to prepare a new project, and a new .exe has to be compiled for it, but I'd very much like to be able to use it for immediate, quick games.
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BMcC
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« Reply #199 on: August 18, 2009, 07:40:53 AM »

HELP

So!  I've started working on an update to BQ.  But I'm getting rather frustrated.  Everything is in place to fill out the game, but I don't want to do it alone.  So my question is: What do you need?  What would help get this thing rolling the most?  A specific list of assets needed?  Tutorials?  More objects for map-making?

Currently I'm working on objects.  I want to expand the possibilities for casual map-makers.  Ideally people would be scripting new objects and enemies themselves, but that hasn't really happened that much.  (Which is probably my own fault!)  I'm willing to add a good amount of enemies, puzzle elements, and so on now, but I still need pixels for this.  (Anyone care to help with that?)

Feedback is appreciated!  What should the next step be?
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Chris Whitman
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« Reply #200 on: August 18, 2009, 08:56:39 AM »

In two weeks' time I'll be done work and back from vacation, so I could probably contribute some pixels then!
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« Reply #201 on: August 18, 2009, 09:19:55 AM »

I can help with pixels  Grin
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« Reply #202 on: August 18, 2009, 10:16:07 AM »

I'd like to script some enemies and things, I'd just appreciate a brief tutorial outlining how to get started with something like that. Smiley

Also a list of enemies/objects that are needed and their expected behavior would make that more fun for me.
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« Reply #203 on: August 18, 2009, 04:19:53 PM »

I'd like to help with scripting too. I can also do some small sprites if that helps more, though.
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« Reply #204 on: August 19, 2009, 12:32:27 AM »

Are item effects/behaviors still strongly embedded in Guys code?

I'd be happy to do some scripting for items and enemies etc.
It would be handy to have a list of items and enemies required to get the core levels complete.
Are there still core levels?

My guess is that most of the enemy behavior will be similar across the stages, so probably not all that much needs doing there... right?

It's been a while since I've posted anything. I'm glad to see this project is still going on.  Grin
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« Reply #205 on: August 19, 2009, 03:09:47 AM »

There's a few things that would, in my eyes, make this project so much better. Firstly, more regular, unstable updates so people can see that this project is going somewhere, Secondly, a proper site for the game with nicely formatted tutorials and possibly some way to share levels. I think these would really drum up some enthusiasm for BQ.
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BMcC
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« Reply #206 on: August 22, 2009, 07:41:22 AM »

Yo yo, y'all, I've been dealing with doctor stuff, sorry.  Taking the weekend off.  BUT I'll be back Monday, putting this feedback into action.  Thanks so much for the response! Hand Thumbs Up Right
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« Reply #207 on: August 22, 2009, 04:31:46 PM »

I can help with pixels  Grin
As can I!
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BMcC
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« Reply #208 on: August 24, 2009, 05:44:11 AM »

In two weeks' time I'll be done work and back from vacation, so I could probably contribute some pixels then!
I can help with pixels  Grin
As can I!
Awesome. Smiley  I'll make a list of what's most needed today!

I'd like to script some enemies and things, I'd just appreciate a brief tutorial outlining how to get started with something like that. Smiley

Also a list of enemies/objects that are needed and their expected behavior would make that more fun for me.
I'd like to help with scripting too. I can also do some small sprites if that helps more, though.
I'd be happy to do some scripting for items and enemies etc.
It would be handy to have a list of items and enemies required to get the core levels complete.
Yarr, I'll update the scripting guide and list out some core elements as well!

There's a few things that would, in my eyes, make this project so much better. Firstly, more regular, unstable updates so people can see that this project is going somewhere, Secondly, a proper site for the game with nicely formatted tutorials and possibly some way to share levels. I think these would really drum up some enthusiasm for BQ.
This is solid advice.  I'll work on getting an update out at the end of the week.  And I'll reformat the Milestone 3 main post with a more specific To Do list.  The tech is done -- I'm ready to focus on the game!

Are item effects/behaviors still strongly embedded in Guys code?
Yeah, they are.  Not sure how to abstract this sort of thing, his movement and logic are so intricate. Sad

But I'm thinking, for the sake of finishing the game solidly, he should have a smaller set of abilities that play out in interesting ways, rather than a bunch of different, specific items across the stages.  I wouldn't mind doing the items myself.  Enemies and objects would really help, though.  We need to start building a core set of baddies and traps and stuff that can be combined in interesting ways.

If any artists out there want to start designing global nemeses, that would be rad. Hand Thumbs Up Right
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BMcC
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« Reply #209 on: August 24, 2009, 05:13:41 PM »

Update:  Did a lot of coding today, and now I'm turning off the computer for the night.  At this rate I should be able to get the stuff for this update done by the end of the week.  But I was so absorbed I forgot to make the to do list!  So here's some stuff off the top of my head, if anyone can be bothered to do some art:

Tiles That Need Pixels
- A spike (or something) trap that springs after Guy has stood on it for a moment.
- A weight trigger for pushing boxes onto
- A conveyor belt, with the direction indicated
- Icy tiles

These could (should?) all be animated.  And 8x8 px wide.  Some (like the ice) could also stand to have corner, edge, and interior tiles, if you get what I mean.

Animations That Also Need Pixeling
- Guy picking up pickupables
- Guy standing, walking, jumping, and falling while holding a pickup
(I suppose over his head?  Could simply modify the existing animations.)
- Guy throwing said pickup
(Maybe all cartoon-like, with his feet coming off the ground?  That could work on the ground and in the air.)

These would all help a lot!
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