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TIGSource ForumsCommunityDevLogsSmall Castlevania (Needs a Name)
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Author Topic: Small Castlevania (Needs a Name)  (Read 7663 times)
klabelkholosh
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« Reply #60 on: June 06, 2013, 01:02:31 AM »

Castle Mania

Castle-meenia.

..CastleMeeny.

(Castleminutive)
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Cellusious
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« Reply #61 on: June 06, 2013, 01:08:46 AM »

Repetitivegroundtilesrougelike3000
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« Reply #62 on: June 06, 2013, 02:18:28 AM »

Castle Mania

Castle-meenia.

..CastleMeeny.

(Castleminutive)

Has anyone said Castleminia?
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surt
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« Reply #63 on: June 06, 2013, 02:52:01 AM »

Has anyone said Castleminia?
Castleminima.
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« Reply #64 on: June 06, 2013, 03:24:25 AM »

Has anyone said Castleminia?
Castleminima.

PERFECT!
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InfiniteStateMachine
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« Reply #65 on: June 06, 2013, 03:43:45 AM »

The name hath been found.
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Fallsburg
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« Reply #66 on: June 06, 2013, 05:44:52 AM »

so this is a bit for people who use OGMO level Editor. I added Levers into the game and made it so that each Lever has a Node. When the Lever is thrown an activator is created at that location and that activator allows it to interact with anything I want. In the new test the lever will drop a bridge for you.

The next step is to have a Wire object that you can place on an object and then place a node on another object to completely modularize it.
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JasonPickering
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« Reply #67 on: June 06, 2013, 01:12:13 PM »

Fallsburg: I am not sure what you mean.
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JasonPickering
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« Reply #68 on: June 06, 2013, 05:49:13 PM »

another small update. Gates are in and working and levers can now affect as many different objects as I want. this should work much better for creating some puzzles and locking off certain areas for the player.
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JasonPickering
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« Reply #69 on: June 07, 2013, 12:19:06 PM »

back on to the combat system. still messing all around with it. I have the two different paths and cant figure out which one I like better.

I am going to try adding a skeleton next. The skeleton will block incoming attacks, but if you move out of the way of its attack, you will get a brief window in which to attack them. I think this will be what I want from the enemies. It gives me the block - wait attack feel, but instead of having an actual block, it will just be up to the player to move out of the way. (Especially for some of the bosses I have planned, a shield will not keep you safe)

also working on some type of player progression. there are no real stats at the moment. so I need to start looking into figuring that out. should be a hoot.

 
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« Reply #70 on: June 07, 2013, 02:02:08 PM »

bug.. when you stand ontop of ladder and get hit by enemy, you fall into ladder, when you climb up after being hit, you climb up the wall into the ceiling.
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HyMyNameIsMatt
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« Reply #71 on: June 07, 2013, 02:15:58 PM »

very annoying thing about the demo is holding left or right during an attack animation and standing still after the animation due to it not having be input again.
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JasonPickering
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« Reply #72 on: June 07, 2013, 06:06:01 PM »

AlexHW & HyMyNameIsMatt: both bugs I need to fix. I am just to lazy to go back and redo them.

another update to the prototype. added a slime death. I switched the slime to one large eye. no eye during the spawn, because I am thinking about how the slime would work. One idea I have is that the slime will come after you, but only takes damage when the eye is visible. if the eye is not open, it will just get pushed back slightly from a hit. the Eye is the Weak spot.

Edit:

here is a Gif of the slime spawn and death
« Last Edit: June 07, 2013, 06:42:13 PM by JasonPickering » Logged

JasonPickering
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« Reply #73 on: June 14, 2013, 09:13:06 AM »

working on some mockup ideas for better touchscreen controls I think taping to move to a location, and also tapping enemies to attack could work out well. I need to test them on a phone though, Any games that use this kind of system?



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JasonPickering
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« Reply #74 on: June 15, 2013, 11:12:01 AM »

so the newer touch controls. feel much much better.
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JasonPickering
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« Reply #75 on: June 18, 2013, 04:19:05 PM »

another Update:

Test it out

Testing out Enemies that can only be hit at certain times. Try out the slime.
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JasonPickering
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« Reply #76 on: June 26, 2013, 01:45:54 PM »

So I put the Slime back to the way they originally were. But I want to do something similar with the Skeletons I think. where they will shield themselves, that's next on my enemy List. I also added Bats, but they felt really wonky. I was thinking about maybe doing a fake lighting engine, but really having trouble with it, plus I don't think it would add anything to gameplay and be strictly cosmetic.

Mockup:
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fallenart
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« Reply #77 on: June 26, 2013, 05:10:35 PM »

Very nice. loving the style you got going on this. Castlevania meets nintendos angry love child from the 90's.
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« Reply #78 on: June 26, 2013, 05:20:36 PM »

another Update:

Test it out

Testing out Enemies that can only be hit at certain times. Try out the slime.

I gave it a try. I really like the graphics.

The attack animation feels too slow, in my opinion.

I found a bug: if you are holding left or right and press attack, and let go of left or right during the attack animation, then the character will continue walking after the animation completes, even though you're not pressing any arrow keys.
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JasonPickering
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« Reply #79 on: June 27, 2013, 11:41:18 AM »

dont worry, The attack is constantly changing. The current build I have sped it up by maybe 40% its much faster then the public build. I am also working on that bug, with the controls.
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