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891146 Posts in 33525 Topics- by 24768 Members - Latest Member: Stome

June 19, 2013, 02:42:11 AM
TIGSource ForumsDeveloperFeedbackDevLogsBridges of the Mertynn
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Author Topic: Bridges of the Mertynn  (Read 9904 times)
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...
http://www.youtube.com/watch?v=rRa2Q1Dt7ac
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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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Current project Stargazer devlog
Μarkham
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« Reply #40 on: October 12, 2009, 09:09:43 AM »

More kinda uninteresting updates...




The GUI graphics are coming together, and the ones for the level editor are complete.  The main menu background is started, and will eventually be animated so that the big logo in back disappears back into the distance as the main menu comes in.

I also spent some time reprogramming the switches.  They no longer switch tiles between activation states, since I decided seven more tile spots would be more important than being able to choose the exact lever position on the switch.  Three already went to colored switches, and one to an ice-tile version of the pressure switch.

As of now, there are only 7 more "special" tiles out of 64 tiles total that need their functions programmed in.  The last will be saved for more towards the end, since it obviously won't show up any earlier.
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Μarkham
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« Reply #41 on: October 20, 2009, 11:46:24 PM »

Ever get to the point where you've nearly finished something and then it occurs to you to test something and you discover a game-breaking bug that results in having to recode a few large sections of code?

Last week, I did.

So after a week of working between retarded Computational Theory and Discrete Mathematics midterms round 1, I redesigned how blocks and the player work with switches and 'doors,' working in a basic form of Z axis replacing the old system that mostly worked with a boolean variable named "IsHigh."  The result is that, through careful level design and management of blocks, the player is able to design block towers for whatever absurd reason.


Crap.  I just realized they aren't programmed to work with rotating bridges when stacked...
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JLJac
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« Reply #42 on: October 21, 2009, 08:54:26 PM »

Hey, you sure you're not overdoing this? Maybe you should just release the game Wink
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i wanna be the guy
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« Reply #43 on: October 22, 2009, 11:19:24 AM »

a boolean variable named "IsHigh."
HEH!!!

looking good, finish it already Mock Anger
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Guillaume
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« Reply #44 on: February 23, 2010, 03:40:52 AM »

We want updaaaaaaaaaaaaaaaaaaaates!

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