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May 02, 2024, 02:55:14 PM

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TIGSource ForumsCommunityDevLogsEven the Ocean (Behind the Art series started!) OUT NOW!
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Author Topic: Even the Ocean (Behind the Art series started!) OUT NOW!  (Read 318761 times)
poe
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« Reply #160 on: June 19, 2013, 08:40:05 PM »

debug everywhere. I lovethat moose thing, please make that actually be in the game.
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Kurt
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« Reply #161 on: June 19, 2013, 09:02:43 PM »

yEs
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melos
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« Reply #162 on: June 20, 2013, 11:21:49 PM »

did work on pause menu, making sure it can be localized easily...minimal design. Fades a bit to black and then just white text, with uppercasing and hyphenation on the outside to indicate a choice is selected. nothing fancy:

Map
Inventory (might be viewable as aliph, sort of nice to have for a sense of where you are in the game - that's what this will bef or more than anything, you won't be acquiring new abilities, maybe it'll become a journal for aliph of some sorts? dunno)
settings - BORINGGGG
title
quit game

-----

Also tried to work on music for a bit. There are some areas I feel are more relaxing. I've been trying to write ambient stuff with light melodies to them. today I attempt a "burbling brook"...with harp and piano accompanying. still working on it.

it's sort of from I was wondering how we sort of accept there is just music playing in the universe, and I'm wondering if it's a crutch I'm using to convey the feeling of the area, and its place in the game's universe.

I want to try to write more natural-ambiance tracks - anodyne didn't really have any, there were melody-less tracks but I wouldn't say they captured what the "natural ambiance" might sound like, they were more of these...soundscapes, I guess, but then again they were mostly for places that don't have a natural ambiance (The space area, beginning two areas..)
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Conker534
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« Reply #163 on: June 21, 2013, 12:09:05 AM »

o god
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melos
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« Reply #164 on: June 21, 2013, 08:36:05 AM »

wat u awnt
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Pixelulsar
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« Reply #165 on: June 21, 2013, 10:50:55 AM »

If the game looks like that gif when it's done I will buy thousands of copies.
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melos
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« Reply #166 on: June 21, 2013, 02:47:22 PM »


Here's a part of a song I've been working on, this is about a minute and a half into it, the beginning is more set-up to enter the melody



Here's a screenshot for that area (and others similar to it). No tilesets yet obviously.

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« Reply #167 on: June 21, 2013, 03:56:01 PM »

I want your sloped tiles.
I want them inside my body.
Why is sloped tile collision so hard to make in non-Gamemakkur ;_;

I'm loving that song too. Gonna loop that for while.
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Whiteclaws
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« Reply #168 on: June 21, 2013, 04:26:28 PM »

AM I IN THE FARMING SIMULATOR PARADISE ?@$@$%  Who, Me?
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mushbuh
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« Reply #169 on: June 21, 2013, 05:35:14 PM »




the "melody" reminds me of this place, good waternoise too
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melos
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« Reply #170 on: June 21, 2013, 08:28:12 PM »




the "melody" reminds me of this place, good waternoise too

MAPLE STORY MUSIC ahghhhhhh such great music. Okay game.

You know it's funny, that game is kind of influencing how I am structuring the world, well sort of...

AM I IN THE FARMING SIMULATOR PARADISE ?@$@$%  Who, Me?

Huh?Huh???!?!?!?

I want your sloped tiles.
I want them inside my body.
Why is sloped tile collision so hard to make in non-Gamemakkur ;_;

I'm loving that song too. Gonna loop that for while.

Hehehehe...my tilemap class is FlxTilemapExt in HaXe. I added support for 22.5 degree tiles. I imagine adding 11.25 degree tiles would be pretty straightforward (there's a bit of a pattern in it), but I probably won't do that unless I have a good reason for it, since it would take a bit of time.


The class itself would probably be more understandable if I did it myself, but it was already entangled in Flixel so I didn't rewrite anything...for tilemap collisions, flixel finds all the tiles your object overlaps, then calls a collision function which will move your object around if needed...so this is at most 6 tiles in the case of the player...so you just check what corner might be in the slope and if needed push the player up. There are edge cases of course and weird hacks I had to do...but it sort of works o_o the implementation is a bit messy, but whatever..
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Whiteclaws
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« Reply #171 on: June 22, 2013, 05:34:10 AM »

Oh , yeah , forgot to make a post about it !

Yesterday was the farming simulator 2013 annual day !
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melos
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« Reply #172 on: June 22, 2013, 09:51:01 AM »



lol bird sounds

http://tindeck.com/listen/lyfw


inspired by






how to make bird sounds

make tiny sequence of notes (3 or 4)

pitch that shit up
pitch it even further up
mess around with it tilly ou convince yourself it sounds like bird
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mushbuh
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« Reply #173 on: June 22, 2013, 08:08:43 PM »



lol bird sounds

http://tindeck.com/listen/lyfw


inspired by






how to make bird sounds

make tiny sequence of notes (3 or 4)

pitch that shit up
pitch it even further up
mess around with it tilly ou convince yourself it sounds like bird
how do you make a CAW


CAW CAW
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melos
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« Reply #174 on: June 22, 2013, 10:59:56 PM »

i like the dialogue noises hehee

---

didn't do a ton today. played too much final fantasy 9. got to necron and rage quit.

well, did a little bit of everything but not a ton. okay it's the weekend ok
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mushbuh
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« Reply #175 on: June 23, 2013, 05:10:08 AM »

the bird noises are seriously good, so im guessing there will be more nature and stuff relevant in this game?
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melos
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« Reply #176 on: June 23, 2013, 08:33:25 AM »

Yeah. and thanks! it'll make things more challenging for music, and I Think for aliph's  areas it would be better to more strongly try to tie natural ambience and normal composition together.

--

Jon sent me concept art for the beginning aliph area with possibly the palette he'll use. It looks nice! When there's a tileset I'll post a pic.
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mushbuh
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« Reply #177 on: June 23, 2013, 08:43:48 AM »

so im guessing dream stuff will effect even in the real world kind of like the one mario game where you play inside of bowsers guts and stuff? Are there going to be puzzles that involve switching between them really fast, like pressing a level in one world to effect a block in another, or is this more of a seperate thing?
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melos
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« Reply #178 on: June 23, 2013, 08:49:33 AM »

so im guessing dream stuff will effect even in the real world kind of like the one mario game where you play inside of bowsers guts and stuff? Are there going to be puzzles that involve switching between them really fast, like pressing a level in one world to effect a block in another, or is this more of a seperate thing?

It's more of a separate thing, where you can switch at save points.
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melos
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« Reply #179 on: June 23, 2013, 08:57:37 PM »

did some things today. misc programming, a little bit of design, and a bit of music. too lazy to post it. maybe later~
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