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TIGSource ForumsCommunityDevLogsBridges of the Mertynn
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Author Topic: Bridges of the Mertynn  (Read 18252 times)
Loren Schmidt
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« Reply #20 on: June 26, 2009, 01:27:31 AM »

Also, I just love working with Flash CS4.  It was made by such competence.  You really outdid yourselves this time, Adobe.
Ah! Classic.

I once took a screenshot of a floating dialog in CS3 passing over part of the main panel, behind another part of it, and then sticking out the other side, like some kind of demented Celtic Knot.
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Μarkham
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« Reply #21 on: July 02, 2009, 08:10:52 PM »

Like all good things in life, this game will have things that smash into other things!


Now I just need to animate the character so that he's falling down with it!
« Last Edit: July 02, 2009, 08:16:55 PM by Markham » Logged

JLJac
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« Reply #22 on: July 02, 2009, 08:20:32 PM »

It does look a bit wierd that the shadow is shrinking as it falls, actually the shadow should be that size already... But I know that would mess up your semi-perspective thing, because what would look like a consistent bridge when looking at the stone tiles would be rendered as a series of dots in the shadow version... Ahrg, it gets hard when not playing by the rules Wink
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medieval
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« Reply #23 on: July 03, 2009, 10:00:08 AM »

IF you want to go according to TEH RULZ

The shadow size should stay the same but become gradually sharper when it falls
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Μarkham
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« Reply #24 on: July 07, 2009, 11:27:16 PM »

I tried messing around with the shadows some more, and it seems Flash can pull off the blur effect better than I thought it would. Grin
I was kinda worried that there would be gaps between the tiles where the blur was, since I've had difficulty when overlapping blurs before.



I've also made the sides less boring and made the totoreal levels.  The backgrounds are started, kinda.  I still need to redo the entry and exit tiles so that they're flush with the side cliffs, and remove the score/lives GUI on the story/tutorial levels.
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ChevyRay
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« Reply #25 on: July 07, 2009, 11:30:50 PM »

That's looking great, Markham! They overlap nicely Smiley
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Μarkham
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« Reply #26 on: July 13, 2009, 09:53:01 PM »

TREES TREES TREES TREES TREES TREES TREES TREES TREES TREES TREES TREES TREES TREES TREES Crazy


I've drawn so many tiny trees, yet there are still so many I need to draw...
And that isn't including the closer foreground trees on the sides. Epileptic

I will need to plan out the other tilesets so that no more trees need to be drawn.  Or grass.  I still despise the drawing of grass from last year's lawn-care company's advertisement project.
Everything may look small, but it's all drawn in an 800% zoom.  All of it.
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Μarkham
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« Reply #27 on: August 07, 2009, 11:25:35 AM »

I made some concept art.


I also made a Dwarf Fortress-style to-do list.
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MaloEspada
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« Reply #28 on: August 07, 2009, 01:46:14 PM »

I already love this game a lot. Please keep it up!
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Zeke M.
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hug hug hug


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« Reply #29 on: August 07, 2009, 02:46:31 PM »

That concept art is now my wallpaper.  It is so awesome.

If you can capture the epicness of the concept-bridge in this game, it will win.  I'm sure of it.

I don't know if you intend it to be a one screen puzzle, but if you couldn't see the other side, and you were just up on this shoddily made bridge, hoping to god you come to the end soon, that would be awesome. Especially because the falling blocks made it so you can't go back.  Cry
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Guillaume
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« Reply #30 on: August 07, 2009, 03:24:58 PM »

This project is awesome.

Continue. This is an order. Noir
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EchoP
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« Reply #31 on: August 07, 2009, 11:48:32 PM »

That concept art is absolutely beautiful and amazing.  Addicted

(also, the game is looking good)
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Μarkham
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« Reply #32 on: August 28, 2009, 11:44:33 AM »

New videoooooooooo which may have been more trouble to make than it's worth...


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valkrin
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« Reply #33 on: August 29, 2009, 08:12:49 AM »

That is one nice level editor. I got to make myself some tools like that.
I really like the levers, I imagine you could create some interesting puzzles with them.
Looking forward to this.
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Μarkham
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« Reply #34 on: September 12, 2009, 02:15:15 PM »

I'm getting closer to finishing the first tileset!  Kinda running out of room, so I think I'll only have the door/block things be able to be color-coded with the switches.  Also, bigger color selection for those who want to make picture levels (the last five are the same color as the first five.  They're currently placeholders for a certain set of puzzle tiles).  The other tilesets should go faster than this first one.



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Frog
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« Reply #35 on: September 12, 2009, 05:03:33 PM »

you should have a mac style indented text effect on those buttons.
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Μarkham
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« Reply #36 on: September 13, 2009, 06:16:03 PM »

I made a bridge for my bridge so that I can cross while I cross. Cool
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Dom2D
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I'll do it myself then!


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« Reply #37 on: September 21, 2009, 01:08:27 PM »

Wow, the game really evolved well. Keep at it :D
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Μarkham
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« Reply #38 on: September 29, 2009, 10:01:43 PM »

Mostly working on updating my Content Management System enough so that I can start working on modifying it for custom level management, but I did get the tile selection screen mostly done, and a few other tiles started.
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Ashmaran
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« Reply #39 on: September 30, 2009, 10:19:08 PM »

Pretty cool little game, I guess the idea is to get to the other side with the highest possible score?

When watching the video, I thought it would be interesting if you had a mode where you don't actively control the creature, but it turns automatically based on certain rules. So it's up to the player to modify the stage appropriately so the creature makes it across. For example creature turns right whenever it crosses a yellow block or runs out of blocks.

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