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TIGSource ForumsDeveloperPlaytestingOze - 2D exploring/mining (Demo released!)
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Author Topic: Oze - 2D exploring/mining (Demo released!)  (Read 38132 times)
Loren Schmidt
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« Reply #40 on: March 24, 2011, 11:08:54 AM »

I like the new tiles. Is each tile a single sprite, or are you rendering them in multiple layers? They work really well.
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Ozeotropo
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« Reply #41 on: March 24, 2011, 04:37:45 PM »

Each tile its a single sprite, but the tiles are 16x16 and the tiles are bigger (about 24x24) so they overlap and give a nice effect. It also takes away a lot of work Smiley
Still working on them though, they will work this way but will be chosen from a random set to make the grid less noticeable.
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Loren Schmidt
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« Reply #42 on: March 24, 2011, 04:50:35 PM »

Neat, thanks for the response. The current tiles already look pretty good, and a little bit of randomization will look great.

By the way, in the current sprite the lower edge has a fairly visible light line across it- it might look less grid based if you make the light marks more uniform.
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niiinjaguppy
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« Reply #43 on: March 25, 2011, 11:53:18 AM »

Can't wait for beta
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andy wolff
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« Reply #44 on: March 25, 2011, 05:44:05 PM »

This looks great.
However, I hope you don't neglect the fun of the game by focusing too hard on the awesome, very-polished mechanics.
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Ozeotropo
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« Reply #45 on: March 25, 2011, 05:50:46 PM »

This looks great.
However, I hope you don't neglect the fun of the game by focusing too hard on the awesome, very-polished mechanics.
Don't worry. Awesome ropes are ok as long as they are justified by their gameplay. Tomorrow I'll post a video with the digging mechanics if I have time to fix some bugs I've found.
Can't wait for beta
Maybe this week? this month? Who knows... but as soon as I think it's OK and when I can't find any bugs.
Neat, thanks for the response. The current tiles already look pretty good, and a little bit of randomization will look great.

By the way, in the current sprite the lower edge has a fairly visible light line across it- it might look less grid based if you make the light marks more uniform.
Thanks. I think it will become less evident with the new tileset.

Thanks everyone for your comments, they are really helpfull Smiley
« Last Edit: March 26, 2011, 10:46:05 AM by Ozeotropo » Logged

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dhondon
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« Reply #46 on: March 28, 2011, 04:08:06 PM »

Wow!:) Looks like an really promising game (something I would like to play). I'll be watching this thread. If you ever decide to want to team up with an 2D artist (and musician) for an royalty share deal, keep me in mind: http://forums.tigsource.com/index.php?topic=16993.msg486834#msg486834
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Ozeotropo
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« Reply #47 on: March 28, 2011, 04:33:28 PM »

Wow!:) Looks like an really promising game (something I would like to play). I'll be watching this thread. If you ever decide to want to team up with an 2D artist (and musician) for an royalty share deal, keep me in mind: http://forums.tigsource.com/index.php?topic=16993.msg486834#msg486834
I'll send you a PM.

Finally, I've uploaded a new video. It shows some of the new features.

This video focuses on underwater exploration. Ecco the Dolphin comes to mind Smiley

Spoiler!! sad ending Cry




Hope you like it!
« Last Edit: March 29, 2011, 11:34:23 AM by Ozeotropo » Logged

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Oddball
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« Reply #48 on: March 28, 2011, 04:46:20 PM »

This is progressing nicely. The rope control looks a little idiosyncratic, but it has its charms. Good stuff.
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Shackhal
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« Reply #49 on: March 28, 2011, 06:13:42 PM »

I really like the rope system, really realistic. Keep the excellent work!! Hand Thumbs Up Left Smiley Hand Thumbs Up Right
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X-Tender
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« Reply #50 on: March 28, 2011, 09:24:39 PM »

Awwww. He's so cute when he die! Smiley
Like the digging particles.
Did you add some kind of indicator for the different materials to see how hard they are during digging? (like the Crackles in Minecraft)
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Ozeotropo
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« Reply #51 on: March 29, 2011, 11:34:01 AM »

Awwww. He's so cute when he die! Smiley
Like the digging particles.
Did you add some kind of indicator for the different materials to see how hard they are during digging? (like the Crackles in Minecraft)
Nope, just the number of shovel hits it takes to destroy a block, wich is 2 for every diggable type right now.
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Ozeotropo
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« Reply #52 on: March 29, 2011, 03:38:37 PM »

Just some fun:

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niiinjaguppy
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« Reply #53 on: March 29, 2011, 03:55:54 PM »

Just some fun:


My Word!
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Oddball
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« Reply #54 on: March 29, 2011, 05:52:53 PM »

Ha! I watched the vid for a bit and was just about to press the back button when... Shocked
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Mr.Flibble
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« Reply #55 on: March 30, 2011, 02:02:28 AM »

This looks like a hell of a lot of fun.  Loving the videos.

Keep it up.
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Ozeotropo
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« Reply #56 on: March 31, 2011, 03:24:19 PM »

New tileset (again!), this time for good. Check it out:

Special thanks to teknogames for his Pixotello tile painter.
I decided finally to use real tile sets. It's a pain to code the CA because of the bunch of possible cases but I thinks the result it's woth it.
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niiinjaguppy
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« Reply #57 on: March 31, 2011, 04:53:28 PM »

I miss the jigsaw look, but I guess its for the best.
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« Reply #58 on: March 31, 2011, 09:53:10 PM »

What is a CA?  Undecided
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kevglass
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« Reply #59 on: March 31, 2011, 10:09:33 PM »

This just makes me sick with joy. Love it! Smiley

Kev
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