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877937 Posts in 32895 Topics- by 24322 Members - Latest Member: AgerraTrel

May 20, 2013, 07:48:50 PM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Milestone 1
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Alex May
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« Reply #15 on: February 22, 2007, 09:55:23 AM »

I was geting more of a Baldy McBalderson vibe.

Nearly there.

Baldy McCranium.

Or, for short, BMcC.
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« Reply #16 on: February 22, 2007, 11:11:24 AM »

Re Themes:
Yeah, Donkey Kong has a nice theme, but what about slopes in the engine? I'm afraid I haven't come to any conclusion there. I could see how it could be needed for rolling stuff like barrels/stones. Ice could be interesting with slopes too.
DK Jr. Has some interesting levels.

Impossible Mission and Bruce Lee was on my suggest list too. Maybe the Imp.Mis level could somehow have a randomized map/puzzle pieces? Ninjas goes with Bruce Lee. I love making flying kicks in the chest of the green Sumo though. Sometimes it seems like he's stopping to yell "Fooore!" (like in golf).



Re Resolution:
Yeah, 320 could work, it's pretty standard I guess. Go with what makes the most sense to you. A higher map more squarish could be less biased yeah.

Re Music:
Nice stuff again. The cracktro might need a bit more bounce (for rythmic text/effects) and some *whirridirr eeeoooaaa* pitched stuff? Not a high priority though I guess. But I like cracktros, I have this favourite called Introgasm, and there's another one called... oh I forgot I'll have to go an look it up.

Re Balding character:
It's Jason from Blaster Master mixed with the guy from Little Britain.
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« Reply #17 on: February 22, 2007, 11:18:26 AM »

This sure came together nicely, can't wait till there's a build Smiley

I was the programmer on 3 retail GBA games, though I'm incredible busy with my project.  Is there any *cough* advice you guys want, to say, keep it portable?  Wink

Oh man, this would be great on the GBA. I'm going to assume a port would be a nightmare, correct?
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« Reply #18 on: February 22, 2007, 12:07:23 PM »

Oh man, this would be great on the GBA. I'm going to assume a port would be a nightmare, correct?

This early in the game, not really.  It would mean there would have to be some stricter guidelines set in place for the in game art creation.  As well, it could mean less freedom as far as number of objects in a room, at least given the color palettes used for them, and certainly more restrictions as far as any graphical/particle effects go.

There's also the aspect of marketability.  With the GBA well on it's way out, it's unlikely a publisher would be interested.
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Mike Kasprzak | Sykhronics Entertainment - Smiles (HD), PuffBOMB, towlr, Ludum Dare - Blog
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« Reply #19 on: February 22, 2007, 12:48:46 PM »

Ahk. If only I had more time. I'd love to try out some platform mechanic coding otherwise. It'd be a good place to try out some really nice smooth feeling movement (while sticking to the design, ofcourse). Movement in this, as the core mechanic, makes or breaks the game. Then you need Level design which really plays to the movement's whims.

But, my hands are tied. Sorry guys.

[Edit] If the repository is made public, who knows? Maybe I'll jump in and contribute on a whim.
« Last Edit: February 22, 2007, 12:58:50 PM by Bezzy » Logged

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« Reply #20 on: February 22, 2007, 12:49:58 PM »


With the GBA well on it's way out, it's unlikely a publisher would be interested.
Bah, I say, bah!
I'd buy it.
If we really wanted to we could go the Qwak route, or even just have a ROM for people with flashcarts :D. Regardless, I'd love to see this on my GBA.
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DrDerekDoctors
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« Reply #21 on: February 22, 2007, 12:50:45 PM »

Wait, so who is programming this then?
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« Reply #22 on: February 22, 2007, 12:55:51 PM »

Wait, so who is programming this then?

BMcC, if I read right.

Quote
Bah, I say, bah!
I'd buy it.
If we really wanted to we could go the Qwak route, or even just have a ROM for people with flashcarts Cheesy. Regardless, I'd love to see this on my GBA.

More people can play it if it's not.  And there's a few problems with the QUAK cart method, from GBA SP incompatibilities, little profit, lots of leftover stock, etc.
« Last Edit: February 22, 2007, 12:59:06 PM by PoV » Logged

Mike Kasprzak | Sykhronics Entertainment - Smiles (HD), PuffBOMB, towlr, Ludum Dare - Blog
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« Reply #23 on: February 22, 2007, 12:58:52 PM »

Wait, so who is programming this then?

read the op kthnx
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« Reply #24 on: February 22, 2007, 01:12:05 PM »

PoV:  Yeah, developing with portability in mind is still open at this point, and the tiles are Nintendo StandardTM 8x8, but I dunno if I wanna go that route, honestly.  I'd like to be able to take advantage of the, er, advantages of the PC, you know?  And I definitely don't want the project to get bogged down with extraneous plans.

That having been said, I'm sure that when it's done, it could be ported well.  It might just take a little more finesse.  Wink

Right now my #1 goal is Make A Great Game.  So... back to coding I go!

Keep posting!  I'll make proper responses soon.  I like what I'm seeing/hearing so far.  Smiley
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« Reply #25 on: February 22, 2007, 01:14:04 PM »

Wait, so who is programming this then?

read the op kthnx

I only have the capacity to remember a maximum of three posts back. Wink
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology.
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« Reply #26 on: February 22, 2007, 01:25:24 PM »

Hmm. I could probably do any ports that need to be done. Not sure I have time to do real work on it, though.
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« Reply #27 on: February 22, 2007, 01:33:54 PM »

PoV:  Yeah, developing with portability in mind is still open at this point, and the tiles are Nintendo StandardTM 8x8, but I dunno if I wanna go that route, honestly.  I'd like to be able to take advantage of the, er, advantages of the PC, you know?  And I definitely don't want the project to get bogged down with extraneous plans.

That having been said, I'm sure that when it's done, it could be ported well.  It might just take a little more finesse.  Wink

Oh I know what you mean.  While I do have a soft spot for the GBA, I'd gladly ditch it for flexibility.  And besides, ports can (and usually) take liberties depending on the platform.  So long as the code stays C or C++, a port to anything else will just be a matter of changing APIs, reorganizing assets, and handling other platform features.

I'm sure we'll come back to porting later.

So here's a fun question.  What graphics API are you planning to use?
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Mike Kasprzak | Sykhronics Entertainment - Smiles (HD), PuffBOMB, towlr, Ludum Dare - Blog
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« Reply #28 on: February 22, 2007, 01:51:12 PM »

Been busy with IRL stuff the last few days, so I missed this exciting development. I'm so glad someone's stepping up to implementing one of Niklas' designs! The collab approach by this qualified community gives me hope that something serious will come of it, too.

A detail I thought would be cute is if the guy actually left a trail of pixels when he jumps like depicted here:

The trail could be like 4-5 pixel dots long, and just show up when he jumps. Also, perhaps little pixel puffs could be generated when he slides after changing running direction too. Just a couple of small ideas Smiley

BMcC, again, kudos for taking on the task! Please remember that while it is very exciting and fun now in the beginning, it's following through on the long slog that counts. Hopefully with the help and encouragement (and expectations) of everyone here, it'll be easier to reach the finish line.
« Last Edit: February 22, 2007, 01:54:34 PM by Data » Logged
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« Reply #29 on: February 22, 2007, 02:59:38 PM »

Use this if you like it, if not, I've not spent too long on it, so don't worry about discarding it. This is intended for a lateral jump (rather than an "on the spot" jump), but at a push i could be used for both. 8 frames.




Looks like a tiny jumping chris crawford!
« Last Edit: February 22, 2007, 03:04:54 PM by Bezzy » Logged

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