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879194 Posts in 32967 Topics- by 24359 Members - Latest Member: colinvella

May 23, 2013, 12:50:24 PM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Milestone 3 Development
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Author Topic: Balding's Quest: Milestone 3 Development  (Read 62285 times)
BMcC
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« Reply #105 on: January 09, 2009, 01:51:04 PM »

This is excellent so far. I can see the use of this engine reaching far beyond what were seeing right now.

Will water be worked on?
Thank you!  And... yes?  Yeah.  Tongue

I was wondering what it would take to get me to register for the forums, and I guess I've found it.
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Welcome!  Grin

Here's my public to-do list (not that anyone cares, but if I state it publicly than I have slightly more responsibility to follow through.

1- Read through these massive forum posts (I'm through the 9 page build 2 thread, but haven't scratched this thread)
2- Get "friendly" with the level editor
3- Get a puzzle level that's been floating around my desk impemented by monday (a deadline that will not change... one must be strict with-himself)

And thats all the promises I'm making publicly, one level, even I can follow through on that.
QUOTE'D!  You have to do this now. Tongue

Good luck! Beer!

Here's all my Cortex Command stuffs.
...
This should extract straight into the BQ folder, but there should be a way to add mods easily. Like a "Mods" folder, where you could put folders that have the same structure as the main one. The game would read each of them just like it does for the main stuff, only it'd be a lot easier to organize. That way, you could quickly take out or add groups of tilesets or animations or whatever. ...
Awesomeness!  The Arne-apocalypse shall come... tonight, when I can actually try this out!

P.S.  BQ already has Mod support like you described.  Smiley

Whenever it loads files, it searches for them in a certain order.  I think it goes: Current folder of map, Current folder + /Maps/, root Maps folder, and root.  Something like that.

The Animation Editor is a good example of a mod.  It's entirely separate from the game and manipulates files in ways the game wouldn't.  You can find it in the Maps/AnimationEditor/ folder.  It's got its own set of folders and everything. Wink

HOWEVER, I need to remember to fix this in the next update:  The map base directory can't be set outside of the code!  The system works, but there's no way to tell it what the Mod's base folder should be.  (Or maybe I did made a script for that... anyway, you can't do it from the Map List!)

Remind me to add that. Embarrassed
« Last Edit: January 09, 2009, 01:55:14 PM by BMcC » Logged

andreasng
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« Reply #106 on: January 09, 2009, 03:49:21 PM »

BQ > doukutsu = yes honestly. An I love cavestory! And I don't love alot of things.

running speed = played bq for the last couple of days - and nope i dont want faster running speed at all. sorry  Embarrassed

editor = ah ok

scrolling = no thats what i thought, and i think its a great design choice - future scrolling activated is a must for the game making tool.  Hand Thumbs Up Left Hand Thumbs Up Right

and then i fiddled around with your warehouse01 - sorry my contribution (at this moment) is a bit cheap.
but i made a pretty challenging warehouse01 hard mode. check it out if ya got da time  WTF

http://www.sota.dk/bq/WarehouseHard.bqMAP (go fetch all disks, then exit - i did it once, now i'm tired)

cheers!
« Last Edit: January 09, 2009, 03:53:43 PM by andreasng » Logged

BMcC
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« Reply #107 on: January 09, 2009, 08:26:02 PM »

Ah, right on.  I'm glad you got used to the movement. Smiley

I will check out your new map ASAP!
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« Reply #108 on: January 09, 2009, 10:15:36 PM »

You sir deserve a pile of cookies, or whatever goodies you are most fond of eating. I'm extremely excited I found this engine.

Also. Sorry if you misunderstood my last post. I was a little tired.

I've been picking over the code and trying to understand it. I'm not the best programmer, if at all! I'd like to add some transparancy to the water and enable Balding to dive below. I'm not sure yet if I can do that...   Smiley

The only two minor blocks that I can see in the future for this is:

1: Scrolling. I know a few people have mentioned this before. If the engine has scrolling enabled you'll bring a ton more developers to the table. That's it for that subject on my end.

2: Terrain/Hit-boxes. I think coding a more "fluid" terrain in the the game would be productive as well. I mean fluid as in having angles to run up and down. Not that edges to cling on or ladders to climb isn't fun but having to jump to reach the next highest point gets frustrating at times when a slight slope would do just fine.

These are just my personal opinions and pointers though. I still really love your game!

One more little kernel of wisdom for you BMcC before I hit the sack. Take your time! Smiley The community may be jumping at you like pirannas on a cow in a river but, some of the best games take just a bit more time then expected. I do expect good things from this; VERY VERY good things.

As for everything else; I have no complaints. Keep up the excellent work! You're doing an awesome job!
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BMcC
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« Reply #109 on: January 10, 2009, 12:15:47 AM »

1: Scrolling. I know a few people have mentioned this before. If the engine has scrolling enabled you'll bring a ton more developers to the table. That's it for that subject on my end.
Really?  I sure hope not. Sad

Scrolling just isn't what this game is.  I think it's another one of those things that will make more sense with more objects and stuff in place.  Especially the puzzle elements.

2: Terrain/Hit-boxes. I think coding a more "fluid" terrain in the the game would be productive as well. I mean fluid as in having angles to run up and down. Not that edges to cling on or ladders to climb isn't fun but having to jump to reach the next highest point gets frustrating at times when a slight slope would do just fine.
Hrm, this is another thing we decided against early on.  I'll have to think about it more, though.  (My main beef is that it wouldn't add much to the game, it doesn't fit the original "style" of the game, and it could potentially complicate making objects a good bit.)  I wonder what Arne thinks...

One more little kernel of wisdom for you BMcC before I hit the sack. Take your time! Smiley The community may be jumping at you like pirannas on a cow in a river but, some of the best games take just a bit more time then expected. I do expect good things from this; VERY VERY good things.
Hehe, thank you very much!  This game's been on the back burner for a long while, though.  Hopefully, with it opened up to the community, once it's rolling it'll take care of itself more.  But I've still got a lot to do, it looks like. Tired
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andreasng
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« Reply #110 on: January 10, 2009, 10:25:31 AM »

I think the scrolling note is for the game maker thingy you talk about. Baldings Quest should be like you want it to be, plus good ideas from the crowd of course. But side will change BQ to something that it isn't and shouldn't be in my opinion.
But i'll agree that for the game maker thingy, scrolling is a absolute must. I mean i know i wouldnt use it if it didnt have scrolling.  Tired I'm the kind of guy who wants to jump to the moon without having to change screens.  Wink

HEHE i've been thinking about slopes, and more organic terrain, so i totally get what DugIt says. However nice it would be to be able to make ground where balding could run up and down, it is something that again overcomplicates matters.
Again, i would say - for the game maker - it's a definit must-have!
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« Reply #111 on: January 10, 2009, 04:16:09 PM »

Scrolling could be made optional, and that will fulfill our dream for creating bigger and meaner levels.
I'd say scrolling would be an excellent and a must feature to include.

In the meantime, I'm going to create some levels based on the Warehouse levels, so stay tuned!
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Clemens
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« Reply #112 on: January 10, 2009, 04:24:28 PM »

Scrolling could be made optional, and that will fulfill our dream for creating bigger and meaner levels.

Really?  I sure hope not. Sad

Scrolling just isn't what this game is.  I think it's another one of those things that will make more sense with more objects and stuff in place.  Especially the puzzle elements.

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« Reply #113 on: January 10, 2009, 07:36:40 PM »

Ah!

The first time I saw this, my feelings were "ho hum... Cool"

But, now I see the potential! And now it's time to try out this beauty.

I'll come back when I've got an awesome level.


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Before you go any further, I don't really care that much...
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« Reply #114 on: January 10, 2009, 07:39:38 PM »

Scrolling could be made optional, and that will fulfill our dream for creating bigger and meaner levels.

Really?  I sure hope not. Sad

Scrolling just isn't what this game is.  I think it's another one of those things that will make more sense with more objects and stuff in place.  Especially the puzzle elements.


Well, of course, it would be a neat little addition, but I can live without it.
The game itself is pretty much excellent in every way possible.

Also, would it be possible to make levels interconnected to each other?
« Last Edit: January 10, 2009, 07:48:56 PM by OverwatchTM » Logged
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« Reply #115 on: January 10, 2009, 08:01:42 PM »

That's a pretty amazing idea. And since you can do "loadMap()", that would be totally possible.
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« Reply #116 on: January 11, 2009, 04:36:44 AM »



It's been a while since I last had time to really have a chance to work on this. I got a few hours done tonight. I decided to change some of the usability for the tool, and the way to create levels is now a little different. Instead of just painting the level, you now select the tiles you wish to edit (along with the range of selection tools such as using Control to add subsequent tiles, using Alt to remove selected tiles, Select All/Reselect/Select similar/Inverse) and then click the tile you wish to use from the palette tool. This was required because there are some options in which the painting system wouldn't work well for such as rotating tiles around and setting them as BG layers. I haven't quite implemented a selection box thing yet, but it is on my to do list.

It's starting to get a lot more functional now, so that's always a good thing.
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BMcC
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« Reply #117 on: January 11, 2009, 10:26:41 AM »

Partied a bit to hard over the weekend. Embarrassed

Okay, back to work today!  Just gotta clean and shower.
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« Reply #118 on: January 11, 2009, 11:16:27 AM »

Hi guys, I got a bit more BQ stuff for you!



The new map is right here: http://sites.google.com/site/justicejonesbiz/
Make sure you download the background also and put it into the background folder, or it will just be blackness.

Snakey: That editor looks awesome! Can't wait to use it!

Lord Tim: Really cool stuff you made, especially the dreadnought. I was wondering if it could either lose its attack or gain a laser attack to differentiate it from the current robot.

BMcC: Excellent game!  Well, hello there!
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« Reply #119 on: January 11, 2009, 11:40:32 AM »

Been a lurker for a long time, but decided to register *just for this*!

It's awesome. The game, the engine, the puzzles, no words can describe it. You've got another fan.

I've been thinking of writing some scripts but time has been against me, unfortunately. Anyways I'll describe what I had in mind so maybe someone else may pick them up before I do: (ok after typing for a while I decided to just describe one script, I don't wanna annoy everyone Wink )

* Rolling barrels.
Like in pirate movies and all, this would fit well with all of the dungeon/medieval settings! They'd move forward at constant speed. They can fall off ledges. When a wall is hit, they move the other way.

A good obstacle would be a set of barrels rolling down a path, and the player must jump over them. Another great mechanic would be if the player could stand on a rolling barrel and use it as a moving platform, except it imparts the player with an opposite velocity -- so he has to constantly run in the opposite direction (ya know, a barrel moves left, you're on top of it, so you have to run to the right). Even best if the velocity is not the same as the player's walking speed, so it's hard to maintain equilibrium. Imagine that coupled with other obstacles! Well, hello there!

A simple way of having them pile up in pits (instead of rolling back and forth between the 2 walls) is to make them count the number of wall hits, resetting the counter when falling off a ledge. The 2nd wall hit stops a barrel.

---

Ok that's it! If I had the time I'd code it right now; I invite anyone to code that but after a while (no promises) I'll code it myself. Cheers Gentleman

[EDIT] Manbaby??!! Shrug
« Last Edit: January 11, 2009, 11:44:38 AM by Jotaf » Logged
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