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TIGSource ForumsCommunityDevLogsThe Walled Garden (Inspired by SMB, N+ and Metroid)
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Author Topic: The Walled Garden (Inspired by SMB, N+ and Metroid)  (Read 143324 times)
Bones
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« Reply #160 on: April 13, 2012, 04:08:10 PM »

Oh hey, didn't notice your post Nate.
The tracks are decent, but not sure if some of the noises seem suitable in-game.
I really am digging the large ominous windy sound you have, certainly gives the tracks a cold feeling.
If you think you can chop something down to 2-3 minutes, send me a track or two and I'm sure I'll find a place for it.

Updates
  • Working on implementing an inventory system of some kind
  • Coming up with item ideas that will be useful in particular areas or used against particular enemies
  • Working on more boss animations

Also reading over this got me questioning my game's map
Quote
Games Without Maps

I have a notoriously poor sense of direction inside buildings, so maybe it’s just me. Still, in the video game world where all the walls and floors use the same textures, places look too much alike. In the real world, even the most rigid cubicle-hell office building has something to distinguish one area from another – a stain on the carpet, a cartoon posted outside someone’s cube. I played Doom and had a great time. I fired up the Quake demo, found out there was no map, and dumped it. I want a map. There’s no reason for withholding a map from me unless it’s just to slow me down, and that’s a poor substitute for providing real gameplay. Bad game designer! No Twinkie!
This is my map, well technically it's the chapter listing, each circle will have 10 levels or more.
So my question to the forum is, should I create a more in-depth map or is this fine to keep track of where you are?


In the meantime here is more inspiration art I have laying around.
(I did not draw these)





« Last Edit: April 29, 2012, 10:11:35 AM by Bones » Logged

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Bones
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« Reply #161 on: April 29, 2012, 09:29:21 AM »

Going to try working on the snake/ouroborus today.
previous design:




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Belimoth
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« Reply #162 on: April 29, 2012, 09:33:38 AM »






I like where this is headed.
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Happy Shabby Games
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« Reply #163 on: April 29, 2012, 10:04:05 AM »

I like where this is headed.
Hehe.

It's always nice to see this bumped with more cool creatures and scenery.
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oyog
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« Reply #164 on: April 29, 2012, 03:05:45 PM »

I like the Ouroboros.  In fact the occult theme of the whole game is awesome.
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Bones
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« Reply #165 on: May 17, 2012, 09:07:00 PM »

Tonight I shall deem to be a productive one art-wise.


Working on some new tiles and so I'm doing some colour tests, obviously I'm not going to want the character to be on anything too dark or he'll disappear.
I don't currently like the destructible tiles, not sure what to do with them.


In other news...
Went to the library today to try and find some books on the Tree of Life, Adam and Eve or the Kabbalah.
Couldn't find ANYTHING, all books were at other libraries...

I walked over to the $1 bin and grabbed a random awesome looking comic called "Promethea"
When I got home and started reading it, I realized it's all about ascending through the Kabbalah.
My mind was blown, I managed to pick a needle out of a hay stack by chance.
I just judged the comic by it's cover and a quick flick through, didn't actually realize what it was about until I read it.

« Last Edit: May 18, 2012, 12:27:40 AM by Bones » Logged

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« Reply #166 on: May 18, 2012, 04:11:08 AM »

Promethea is awesome so nice find Smiley Love the artist layouts in it.
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offset
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« Reply #167 on: May 18, 2012, 05:36:19 AM »

Looks so awesome! Evil
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rek
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« Reply #168 on: May 18, 2012, 05:54:49 AM »

This is my map, well technically it's the chapter listing, each circle will have 10 levels or more.
So my question to the forum is, should I create a more in-depth map or is this fine to keep track of where you are?

It all depends on the levels themselves, as the quote says. Can you distinguish level 4 from 7? Can you tell 4-1 from 4-8? Are the sub-levels complex and branching, or short and linear? Is it clear that a given door isn't the only way to exit the area? How clear do you want it to be?

It can be hard visualizing and orienting oneself in a side-view game when no overworld map is provided. Imagine SMB3 or SMW without the top-down level selection maps, just levels leading to other levels (sometimes more than one, and not always "forward").
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« Reply #169 on: May 18, 2012, 08:39:53 AM »

I love Promethea.  Sometimes I feel like Moore sort of looses the characters in an effort to get across some of the most interesting concepts, but that doesn't make it any less fantastic.

Actually, now that I think about it he did a lot of that in From Hell, too.

Have you read Grant Morrison's series The Invisibles?  There's plenty of occult fun in that too.  Admittedly, he draws on a whole lot of New Age weirdness and it's not nearly as coherent as Promethea.  In my opinion it's more fun, though.  It's very much in the spirit of The Illuminatus Trilogy.
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Bones
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« Reply #170 on: May 19, 2012, 10:01:57 PM »

@Rek

Each sepiroth has a colour, so I was thinking of the sky being used as a tool to know where you are.
For the over-world map it would have like a little \/ arrow pointing where you are on the tree.

@oyog
Besides V for Vendetta and The Watchmen I haven't read anything else from Moore.
I'm liking the abstractness of this over the other two.
It seems like the first 12 issues are about introducing promethea and her doing things in modern day.
Issue 13-18 seems to delve deeper into what I was looking into.
But I'm only at issue 5 now that I've downloaded the rest of them.


Thank you Promethea, you've giving me the push I needed.


Started doing some rock studies yesterday night.
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« Reply #171 on: May 22, 2012, 10:44:42 AM »

Good.

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C.D Buckmaster
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« Reply #172 on: May 24, 2012, 07:10:34 PM »

Sky eyes are best eyes.
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Bones
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« Reply #173 on: May 24, 2012, 11:11:06 PM »

Estimated release date.

December 23rd, 2012
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Bones
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« Reply #174 on: May 28, 2012, 08:11:26 AM »

I have a technical question.
It's a bit weird to try to describe so I made

to show what I'm asking.
I've been suggested to try using Blend Modes, so I'm going to look into these as much as I can.

Working on some effects and stuff.



« Last Edit: May 28, 2012, 08:30:56 AM by Bones » Logged

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« Reply #175 on: May 28, 2012, 09:52:46 AM »

I have a technical question.
It's a bit weird to try to describe so I made

to show what I'm asking.
I've been suggested to try using Blend Modes, so I'm going to look into these as much as I can.

Working on some effects and stuff.

Yes, use blend modes when drawing that sprite, I don't know exactly what blend modes you need for source and destination but take a look over here.
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Bones
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« Reply #176 on: May 28, 2012, 10:12:23 AM »

Rock and roll.
« Last Edit: May 28, 2012, 05:42:55 PM by Bones » Logged

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« Reply #177 on: May 28, 2012, 01:17:44 PM »

They look awesome. Are they destructable?
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« Reply #178 on: May 29, 2012, 12:29:35 AM »

nice piece of art !
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Bones
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« Reply #179 on: May 31, 2012, 04:06:55 PM »

Hmm... I don't know if all those rocks will be destructible.
I've been having issues with rocks and gravity, they keep getting stuck on eachother and floating in the air.

My question from earlier has been solved.





TheSnidr figured out how to get the effect working.
Now I've gotta start finishing his animations.
« Last Edit: May 31, 2012, 04:41:09 PM by Bones » Logged

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