Hayden Scott-Baron
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« Reply #3660 on: March 21, 2009, 08:33:45 AM » |
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Hayden Scott-Baron: nice looking forward to see it in the store :D
uploaded a quick vid of the current state of my game to vimeo.
not much, but its a start.
Thanks! Your video is looking great. I wholly approve of the fruit nomming in this game!!
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Gold Cray
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« Reply #3661 on: March 21, 2009, 03:29:09 PM » |
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Nice. It looks like you're generating edge tiles, but maybe it'd work better if you had a larger selection of tiles to draw from, and maybe expand it to checking a 3x3 array to determine what tile to put in a given spot?
I currently just start with an perfect 16x16 squares and then apply a variation of ChevyRay's map making algorithm and some smoothing. I feel like it would be more fun and explorey if you could see less of the cave at any time, either with fog or something, or just using a smaller screen / bigger tiles.
I designed it to be used as an overhead means, but I guess with proper configuring it works both ways.
I've been working on a platformer cave generation algorithm for a while, but none has worked as well as yours.
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mirosurabu
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« Reply #3662 on: March 21, 2009, 03:31:34 PM » |
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Helping Psyguy with something, although I haven't shown him yet so this is still unofficial. Hopefully I can get more frames for the walkcycle, feels a bit clunky with just three.
Some nice work there. The test animation looks okay to me.
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Ishi
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« Reply #3663 on: March 21, 2009, 03:32:36 PM » |
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I feel like it would be more fun and explorey if you could see less of the cave at any time, either with fog or something, or just using a smaller screen / bigger tiles.
Cool beans
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Xion
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« Reply #3665 on: March 22, 2009, 09:11:19 PM » |
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It's a maze you have to traverse by way of stepping onto squares with RGB values which correspond to the one on which you currently stand by a single binary difference.
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Morre
Level 1
Apocaquatic syntomy.
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« Reply #3666 on: March 22, 2009, 11:35:38 PM » |
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I'm... confused. Are the edge tiles almost exclusively white, or are the gray tiles on the edge trying to escape the Matrix?
...Sorry, I didn't originally intend for that to become a pun. It just turned out that way.
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deadeye
First Manbaby Home
Level 10
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« Reply #3667 on: March 23, 2009, 12:53:40 PM » |
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None of you know what any of this means. Tetris for the colorblind?
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Balrog
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« Reply #3668 on: March 24, 2009, 07:15:41 AM » |
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Video of my game...I'm not crazy about some of the new tiles but it's a WIP anyway.
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JasonPickering
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« Reply #3669 on: March 24, 2009, 11:08:39 AM » |
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looks good, but i think your movement engine needs a little speeding up. it had a mario 2 feel to it (american mario 2 not lost levels) the entire time the player was moving I just wished he was moving faster. also I assume he will have a "I am carrying something" sprite.
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Balrog
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« Reply #3670 on: March 24, 2009, 11:37:18 AM » |
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Yeah, there's a run button but I wasn't using it. Do you think I should speed up the basic walking speed? Oh, and I'm working on the other animations like carrying and such...
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JasonPickering
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« Reply #3671 on: March 24, 2009, 12:30:56 PM » |
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yeah I think you should or maybe even do a thing like mario has of acceleration where the player starts at oen speed, and then moves up to another speed, until they hit max, and possibly animations for each one. I feel that this game can just be speedrun, and they only thing holdign the player back now is the speed. if the levels were fuller. then I might see the speed, but in this game where you are runnign and jumping I think a little bit fast might help.
one thing you can try is take your character speed and make a little test level, and then add in a small bit of code. where while you are running around you can hit like plus and minus to change his top speed. if you can change those on the fly in the engine, it makes tweaking so much easier.
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Jay Jeon
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« Reply #3672 on: March 26, 2009, 07:50:32 PM » |
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These are screen shots of the game I'm working on. the game is the story of misterious creature living on fallen earth. Iam gonna expend the style of Silhouette.
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andy wolff
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« Reply #3673 on: March 26, 2009, 08:03:42 PM » |
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imwill those look really awesome
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Fuzz
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« Reply #3674 on: March 26, 2009, 08:22:14 PM » |
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It's like Night Game except different.
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Jay Jeon
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« Reply #3675 on: March 26, 2009, 10:04:41 PM » |
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yes, It looks like night game and stuff like that. but, gameplay would be totally different.
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Fuzz
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« Reply #3676 on: March 26, 2009, 10:42:23 PM » |
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That was intended to be a joke, but I guess it wasn't very funny.
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Jay Jeon
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« Reply #3677 on: March 26, 2009, 10:49:52 PM » |
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Actually, I was inspired by night game and another siluet games for graphic style.
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Fifth
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« Reply #3678 on: March 26, 2009, 11:11:15 PM » |
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I'm just hoping that a silhouette style doesn't become synonymous with Night Game. I'd had a short silhouette segment planned for a game a few years ago, but I'm kinda becoming afraid to use it...
But then, I suppose one shouldn't worry about drawing comparisons between other games and just focus on making a good game...
Anyway, looks nice so far, imwill.
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Jay Jeon
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« Reply #3679 on: March 27, 2009, 01:26:28 AM » |
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But then, I suppose one shouldn't worry about drawing comparisons between other games and just focus on making a good game...
Thank you. you remind me of what really important thing is.
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