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Title: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on August 31, 2010, 11:05:10 AM (http://i.imgur.com/ee82rR6.gif) Download the 2012 demo (http://www.indiedb.com/games/walled-garden/downloads/winter-solstice-demo-2012)
(https://i.imgur.com/YTQVQWa.gif) (http://i.imgur.com/X2I3cnB.gif) (https://i.imgur.com/UwVjopN.png) (http://) (http://i.imgur.com/eGDXicF.png) (https://i.imgur.com/4D44iFB.png) (http://i.imgur.com/hgolsQa.gif) TWG on IndieDB (http://www.indiedb.com/games/walled-garden) TWG on Facebook (https://www.facebook.com/WalledGarden) (http://) (http://) Youtube playlist of every development video. (http://www.youtube.com/playlist?list=PLB42436E27AA102B7) Name: The Walled Garden Authors: Derek Boe Release: TBD Tools: Game Maker 8.0, MS Paint Engine: Game Maker by YoYo Games Credit is always due where needed Radnom Games - Platformer engine (Grabbing) (http://gmc.yoyogames.com/index.php?showtopic=203637) 2d Destructible terrain found on GMC Forums (http://gmc.yoyogames.com/index.php?showtopic=315851) Discover the secrets that exist in the story of Eden... Title: Re: Destructive Gunner Post by: Carrie Nation on August 31, 2010, 11:38:15 AM Dear god that was an intense fucking trailer, I think my ears melted.
But yeah, I like the look of this game. The silouhette thing seems cool even if those are just placeholders. The system you have for destruction seems nice what with dividing blocks into 4 smaller blocks but I figure you could add some particle effects on top so it looks a bit less mathematical and a bit more melty and destructive. So basically I like the direction this is going in. Now give me a second while I run down to get a hose as my headphones seem to have burst into flames after listening to your trailer. Title: Re: Demolition Gunner Post by: Bones on September 01, 2010, 08:53:22 AM Thanks Keyser, I'm not too sure what I could do to make the terrain seem less mathematical.
I may end up staying with just the pure black silhouette style, it's starting to grow on me. Drill Pig! The Drill Pig is a juggernaut who does not let any terrain get in his way. Creating a hallway of destruction in his path. (http://i.imgur.com/Fs9axym.gif) Spent all day working on this guy yesterday, I had the oddest time trying to get him to destroy terrain properly. I decided to create two objects per Drill Pig, the body and the drill mask. The drill mask stays out in front of the Drill Pig and does all the collisions for the destruction now. Currently my problem with this is that each marker is only following 1 Drill Pig. So I can't currently have more then 1 drill pig, or else the 2nd one has no drill mask. Title: Re: Demolition Gunner Post by: Ataraxic on September 01, 2010, 10:22:32 AM This is looking to be really awesome. Very original. Keep up the good work.
Title: Re: Demolition Gunner Post by: mokesmoe on September 01, 2010, 02:38:21 PM You could make the pig generate the drill in a script, then use the object id it generates to make the right drill follow it.
Title: Re: Demolition Gunner Post by: Bones on September 01, 2010, 05:56:58 PM Yea I managed to fix it by doing just that mokesmoe.
(http://i.imgur.com/nGCUEnY.gif) Watch a day in the life of a Drill Pig/Porkgrind. (http://www.youtube.com/watch?v=-FDkVA425QU) (my attempt at zoologist type commentary such as Discovery channel) Thinking of what to add next now that the Drill Pig is fully functional. Edit: I decided that the terrain breaking sounds were too annoying. So I went out and downloaded some better smashing noises, I also have now made it so the volume fades out the further it is away from the player. Title: Re: Demolition Gunner Post by: Bones on September 03, 2010, 01:20:47 PM I was having a major problem with the terrain the other day..
It started snailing the fps on me, and I had to do something. So I did two things; Self sustaining; Destroy self after 5,8,10 seconds (each brick size) Corrosive bullets; What else could help but FASTER destruction, the bullets are now actually corrosive. As smaller terrain continues to always break. Your bullets residue will also melt any lower terrain, allowing for maximal destruction. New video showing new destruction system http://www.youtube.com/watch?v=ROn4IXDfDz0 (http://www.youtube.com/watch?v=ROn4IXDfDz0) && NEW DEMO LEVEL (http://punky.ensellitis.com/mygames/demogunn.exe) Try it and please tell me what you think I have done wrong. :beg: Title: Re: Demolition Gunner Post by: Guard on September 03, 2010, 03:16:03 PM Nice! I played the whole level. I didn't know what to do before my first door to open because I didn't know I could use whatever I had. So I was like... HOW DO YOU OPEN THIS?! Then I accidently pressed Space near it and I was like "whoa..." and I was like... "oh those thingies I got!"
Overall I like this game because I haven't seen one like it. The ability to demolish your surroundings to pass obstacles is fun! Title: Re: Demolition Gunner Post by: Bones on September 05, 2010, 12:51:49 PM The idea of terrain destruction being a main key kind of spawned from Bomberman and Dig-dug oddly.
Yea, I should probably make it more obvious that it is a key, and maybe keep track of the keys in some kind of HUD. GENERIC (http://www.youtube.com/watch?v=LHdof27bYow) I've also recently found this game on Pixel Prospector, it's terrain destruction is a bit more dramatic but I liked their approach to the platformer aspect so I'm looking to add this to my game. Falling Brick (Thwomp!)
Peg Prowler
Title: Re: Demolish Post by: Dragonmaw on September 07, 2010, 03:18:22 PM You have my attention. Definitely gonna keep track of this project.
Title: Re: Demolish Post by: Bones on September 07, 2010, 05:15:46 PM Cheers Dragonmaw
Always looking for testers :handjoystick::tired::handanykey: I have added a few new things. The gun now overheats (So no more holding down shoot) When it overheats there is then a timer for it to reset. You can do burst shots to not overheat the gun as it will cool back down automatically. Player health is now implemented and I have to say that obviously the game got much harder. Wall jumping is now easier, you just jump while in a wall slide. As supposed to pressing the opposite direction. (http://www.imgjoe.com/x/foodchaimom.png) There is an eco-food chain at work here anything at the top of the food chain can eat and destroy anything weaker then it. Terrain creates worms which allows for this loop each enemy can destroy terrain, each enemy can potentially kill the player. Worms
Peg Prowler
Title: Re: Demolish Post by: tesselode on September 07, 2010, 07:27:04 PM Looks good. I was about to complain about the wall jumping when I saw that you already changed it.
It'll be interesting to see how this can be made into a nice game. Title: Re: Demolish Post by: Bones on September 09, 2010, 02:17:34 PM In this world of surrealism
Destruction = Creation (http://www.imgjoe.com/x/trees.png) (Don't mind the 2x tree zoom I have not animated the 10-20 tree types as planned) The tiny little chunks of terrain have the chance of planting a tree seed. That seed will spawn a random selection of foliage, allowing you to destroy the lack of atmosphere in this square world. Certain trees might create power-ups on their branches, I haven't decided yet since I'm not really sure what kind of power-ups the game might actually use. For giggles I will list some off the top of my head Speed-Up, Big Jump, Juggernaut, Double shot, Shotgun, Cluster grenades, Gravity swap, Charged shot (http://www.imgjoe.com/x/treess.png) (http://www.imgjoe.com/x/rockseye.png) (http://www.imgjoe.com/x/treeshqh.png) Edit: The texture doesn't shrink they are just supposed to be smaller rocks. Title: Re: Demolish Post by: mokesmoe on September 10, 2010, 04:18:50 PM I think that shrinking the texture on the smaller blocks looks odd.
Title: Re: Demolish Post by: Bones on September 10, 2010, 05:30:04 PM (http://www.imgjoe.com/x/rockz.png)
I'm more un-satisfied with the way the smallest rocks look, when they fall as a group. They can either be circles, or bricks. I'm rather happy with the general tiling of the cluster. It's not like I can wrap 1 texture across separate objects and really I wouldn't want to. (http://www.imgjoe.com/x/rockztkt.png) Dither solid block 1 pixel dither transparent block? (http://www.imgjoe.com/x/rockzzgz.png) or a different dither pattern (so far I'm more set towards this pattern) (http://www.imgjoe.com/x/rockzwmw.png) Title: Re: Demolish Post by: mokesmoe on September 10, 2010, 06:22:38 PM I like the last one too.
For the other blocks, the way the smaller ones light up looks weird too, and changing that might help. Also, you could make new more destroyed looking texture (cracks and stuff), but that would take more work. (Depending on if you make one for each size of just a couple different ones.) Title: Re: Demolish Post by: Scut Fabulous on September 12, 2010, 06:35:52 PM Love the dither! This game is reminding me a little of Forbidden Forest, mood-wise.
Title: Re: Demolish Post by: Bones on September 13, 2010, 07:41:45 AM Yea the reason the smaller rocks get brighter is because I was trying make it appear as though light was hitting the outside rock texture, but I guess that effect doesn't pull it off.
Thanks Scut, I checked out Forbidden Forest after you said that. The only game I could find was an old Commodore 64 game with an archer, but it had black trees so I assumed that was the game you mentioned. (http://www.imgjoe.com/x/bossteaser.png) Tried working on some kind of boss thing, it's not much of a fight right now. Also I have begun to implement power-ups! So far added and working to an extent are... SpeedUp, Double Shot, Cluster Grenades I got double shot to act like a jet pack which you can use to gain vertical lift. I'm trying to think of a good way to handle power-ups, as right now they are just timed events. (which really doesn't work for Cluster Grenades) And occur as soon as you grab the power-up, some sort of inventory/slot system would probably really add to the game I think. Title: Re: Demolish Post by: Bones on October 16, 2010, 08:00:07 AM Project is not dead*
(http://www.imgjoe.com/x/screenshimi.png) Was experiencing some computer issues, but all is good now. Attempting to pull together a complimentary color scheme of some kind. Is the HUD too small? Too see through? Is it too far to the left? I think I'm going to have to make the solid bricks something other then rock material. Also don't mind the mockup of a damsel in distress. Next up is level design so I can start making this game proper. :crazy: Title: Re: Demolish Post by: Xion on October 16, 2010, 11:04:54 PM hud not too small I don't think but the icons and numbers are definitely too see through, methinks
glad to see you're still workin' on this Title: Re: Demolish Post by: Bones on November 06, 2010, 11:44:21 AM TheSnidr (http://www.thesnidr.com/) is working with procedurally generating trees.
And I have to say, they are awesome. :giggle: A bit large when put in the background of a screen shot but that will be sorted out. (http://www.imgjoe.com/x/procedurmkm.png) Though it may not be as windy in game. (http://www.imgjoe.com/x/yay.png) (this is just an overlay I haven't merged the two Game maker GMKs) (http://www.imgjoe.com/x/wowza.png) Title: Re: Demolish Post by: TheSnidr on November 07, 2010, 09:25:01 AM The procedural generation system is improved each day, it now looks like this:
http://www.youtube.com/watch?v=98HAIwJRxyU It's still far from finished, but I recon it'll look good :) Title: Re: Demolish Post by: Bones on November 07, 2010, 01:08:59 PM Progress! It's been implemented
Though there is no wind on the trees. (http://www.imgjoe.com/x/yayqtq.png) Until then enjoy a gameplay video (http://www.youtube.com/watch?v=wHhGWpDLS2c). Will release a new demo soon once I have some levels made up. or by a release date of November 12th because it be the two year anniversary since I started working on this game concept. November 12th 2008 video (http://www.youtube.com/watch?v=U1DaJwiLl40) Title: Re: Demolish Post by: droqen on November 09, 2010, 09:53:33 PM I have seen this!
I have tried it! It has been really fun, and each addition feels wonderful. The trees are amazing, but maybe they shouldn't poke through landscape like they do? (dunno how to avoid that though). Title: Re: Demolish Post by: Bones on November 21, 2010, 08:15:17 PM Sadly we can't make the tree's collide with the solids, or else that would be a whole lot of collision checks every step. ^^;
I've added some very basic shadows, as well as updated the HUD. These two screenshots are different, the first shows the current (new) hand pixeled gradients which I am now using for shadows. Personally myself I like the hand pixeled gradients as supposed to the computer generated version (image #2) which seems more like a solid darker block as supposed to a shadow. Thoughts? It does look a bit weird since this effect isn't cast below on the destructible rocks, and likely it wont ever. I'm also re-thinking how to go about the tiles, I'll probably make the ground thicker then 1 row of 32x32 tiles, and give the solid walls a better feel of permanence. As for the HUD, I gave it a small graphical update, but also decided to position it 32x32 pixels on screen. I've noticed a few other games have their huds away from the edges of the screen to allow for more visibility above the HUD. (http://www.imgjoe.com/x/shadowskyk.png) (http://www.imgjoe.com/x/gradientpep.png) I have also begun working on some new level designs (making them less flat) Attempting to work out a small learning curve for player actions, ect. Such as conditioning the player to adjust to the way the character moves, to gather their concentration towards the goal at hand, and work on their consistency of destroying the terrain while on the move. (http://www.imgjoe.com/x/chomper.png) Also fleshing out the Chomper's AI some more. Right now it's having a tough time returning to it's starting position when the player leaves. The blocks the player is standing on are solid wall's with HP that break after being shot at for a bit. Unlike the destructible tiles which break on direct impact, though the enemies will break them on contact. These dummy walls will be spread along the level, if you keep your eye out they could give you a shortcut. EDIT: (http://www.imgjoe.com/x/weirdshadows.png) What's your opinion about these weird layering shadows... I can't seem to get them to work any other way Does the tiling of the shadows seem off? Or does it work if so I'm leaving it. (http://www.imgjoe.com/x/weirdshakok.png) (http://www.imgjoe.com/x/acidsplat.png) Title: Re: Demolish Post by: Bones on November 28, 2010, 12:39:45 PM ... Kind of lacking motivation to work on this project every time my thread gets kicked back a page or two.
But I digress... For I have some progress this afternoon along with a new video for you all. :gentleman: Shadows, Splatter effects, Splash effects, Checkpoints Water is currently very static, so static that they way it's done I cant seem to put break-able terrain inside the water or else it wont update it's self. So that means that water will likely just be for little pools and not full on-water levels, at least not right now. http://www.youtube.com/watch?v=9x3Jiupbqes (http://www.youtube.com/watch?v=9x3Jiupbqes) (http://www.imgjoe.com/x/waterhth.png) (http://www.youtube.com/watch?v=9x3Jiupbqes) Anybody have any suggestions or ideas from what they've see so far? I kind of restricted myself from doing slants in that I used the default hspeed of game maker. >.< I need to think about how I'm going to go about levels this really wont be much of a metroidvania. But I don't want it to be too linear, I was thinking of giving two exit options which lead to different paths/levels but still eventually get you to your final destination. Title: Re: Demolish Post by: Inanimate on November 28, 2010, 12:56:13 PM I like the split path idea. It could be like Space Invaders Extreme, or... ehm... Shadow the Hedgehog... basically, they had a starting route, and it branched out to multiple areas, depending on a multitude of factors; path taken, grade gotten, etc.
Title: Re: Demolish Post by: droqen on November 28, 2010, 01:48:27 PM SECRET ITEMS / DOORS FOUND whoops I left caps lock on
Title: Re: Demolish Post by: Bones on December 01, 2010, 11:18:56 AM To do list:
- Work on level changing some more - Figure out different scenarios/puzzles for each creature - Work on making it more challenging - Think of something to do - other then collect keys to open doors. I haven't quite gotten the hang of warps. Thought I had done a decent system but I made a temporary one that will work for now. Also; Press DOWN ('S') to enter a door :handjoystick: New Demo (http://punky.ensellitis.com/mygames/demolishv2.exe) Added since the last released demo: - Procedural trees are in - Simple shadows - Better blood particle behavior - Water effects - Water physics - Fine tuned the players movement Need people to tell me how it's running on their computers, see if im getting any lag spikes from different pc builds, since I have added a lot more objects into the game. (http://www.imgjoe.com/x/dirrtt.png) (http://www.imgjoe.com/x/dirttnfn.png) Title: Re: Demolish Post by: BadgerManufactureInc on December 15, 2010, 12:58:14 PM This is looking awesome dude.
I'm missing our collab sessions.. I need to get net again. I think this is my favourite yet of your demos :) ~Badger Title: Re: Demolish Post by: AuthenticKaizen on December 15, 2010, 02:39:30 PM fantastic work!
great engine and art style. very promising work. keep it up :) played through the 2 levels without any lags. system specs: core duo 2 @2,66 ghz geforce 9500 gt 2 gb ram win 7 Title: Re: Demolish Post by: Bones on December 15, 2010, 05:36:25 PM @Badger yea I'd certainly like to start up with Sinister Corridors (http://www.youtube.com/watch?v=28sjRJ14JaY) soon again.
Thanks for playing the demo guys, I'm glad you like it and happy to hear that it's running smoothly. Will be nice to hear if any people with some older builds have any problems or slow spots. Recently I've been working on the storyline, basically a re-take of the expulsion of "Adam and Eve" except our main character's are named "Atom and Eva" I will likely change the name of the creator from "El" to something more obviously god sounding. (http://www.imgjoe.com/x/storyeoe.png) By now you all know the story of Temptation... El created Atom from the dust of the ground and in his sleep, split Atom to create Eva. Atom knew that to eat from the Tree of Knowledge was forbidden. Tempted by the serpent, Eva offered Atom the fruit... Atom knowingly chose to sin 'Cursed is the ground because of you; until you return to the ground, for out of it you were taken. You are dust,and to dust you shall return'. Eva was ripped out of existence from this world and forever remains, drifting through dimensional planes... Expelled from the garden and now alone Atom became increasingly rebellious. Using his obtained knowledge to create a weapon to destroy El. Title: Re: Demolish Post by: Bones on December 21, 2010, 02:20:53 PM New video! (http://www.youtube.com/watch?v=JoTxk0bCiOo)
I have finally added the ability to upgrade your gun, you can also purchase grenades as well. Eventually you will be able to upgrade your grenade proficiencies, such as blast radius, sticky bomb, cluster grenade or missile. (http://www.imgjoe.com/x/bullets.png) Currently you don't change your weapons on the fly, you have to purchase and swap out your gun at the "Shop" area. Enemies now drop "gems" which are known as "$cores" As for the gun upgrades currently implemented are; Single Shot $Free Slow single bullet long range -weak against enemies and terrain -slow overheat Double Shot $125 Average double bullets long range -average against enemies and terrain -average overheat Triple Shot $300 Fast triple bullets wide range -strong against terrain and enemies -fast overheat Spread Shot $400 Average triple bullets wide range -strong against terrain/average against enemies -average overheat Acid Spray $350 Fast single bullet short range -strong against terrain/weak against enemies -slow overheat Title: Re: Demolish Post by: TheSnidr on December 21, 2010, 02:43:03 PM This is getting better and better!
The sound effects really enhances the creepy feeling already in the game. Pretty awesome story telling, can't wait to try this out! Title: Re: Demolish Post by: JoGribbs on December 21, 2010, 02:51:25 PM I just played the demo and I am in love. Can't wait to see more!
(on a side note, are those trees randomly generated? I have been trying forever to do that.) Title: Re: Demolish Post by: Bones on December 26, 2010, 04:55:02 PM I'm happy to hear it's looking good in the previous videos but I'm running into issues now...
As per usual I tend to add so much to my badly programmed games that they begin to lag. I'm trying to isolate the issue, I have all the new weapons implemented but probably not in the most efficient manner.. Not sure if this is the issue, or if I'm creating too many bullets now and now there are too many step collisions occurring at once with the bullets or something... Basically I have it checking in the "Left Click step event" for all the powerUp information and then shooting the proper bullets. This could be slowing things down. The player is now making more bullets, and the more bullets maybe too many more?... So many possibilities as to what could be slowing me down. This lag is basically dragging me and this project down faster then a cement anchor. :facepalm: I'm sure most all of my "scripts" occurring in each step event is not nearly as efficient as it could be if it were written my someone else. Argh, this always tends to happen to me and my game development. (http://www.imgjoe.com/x/sprgunsala.png) Ace Rifle, Duece Rifle, Acid Spray, Tre Rifle, Tri-Spread, Charge Cannon I was just adding the weapon images into the game when I noticed this sudden drop in FPS from 29/30 to a 23-25 lag drop when firing around. Doesn't even seem that constructing smaller scaled levels is helping the lag issue. :'( Thought that making 640x480 levels instead of 1280x1280 could have helped, but no. Sure hope I can figure something out or this may be doomed... Or at least a much much longer dev-process than I had anticipated. Title: Re: Demolish Post by: Adam F. on December 26, 2010, 05:30:10 PM This is looking really nice, man! A really crazy concept, too.
Title: Re: Demolish Post by: TheSnidr on January 02, 2011, 02:17:44 PM Long time since update! How's it going? Have you figured out the lag problems?
This is such a wonderful concept, it can't be stopped by a simple resource leak! Let me have a look at the file some time, and I'll see what I can do Title: Re: Demolish Post by: Nektonico on January 03, 2011, 08:48:00 PM Looks weird and wonderful. I think ill give the demo a whirl if i have time.
Title: Re: Demolish Post by: superflat on January 04, 2011, 01:57:11 AM Looking hot there, Bones!
Title: Re: Demolish Post by: Bones on January 04, 2011, 10:26:02 AM I have narrowed it down and have been able to find some parts responsible for the resource leak.
- obj_bltpar && obj_bullet: Doing wayyyy to much collision detection. - obj_player left click: Inefficient weapon changing had much too many if statements checking global.singleShot and global.doubleShot... and then creating the bullets, and setting their speeds,and direction ect which was really slow... - obj_block4: The seeds which create obj_tree, are also taking up a lot of memory with gravity collision checking and interaction with obj_watertop && obj_lavatop (obj_player does not collide with these but over 70+ and its a dead frame drop) - obj_blood && obj_acid particles && obj_waterdrop: Being that my particles are objects, they are taking up a lot of resources... - obj_lavatop: Bad obj_lavaball spawning per step Code: //create event choice=irandom_range(1,50) alarm[0]=irandom_range(1,10) //alarm[0] event choice=random(50) if choice>=45 instance_create(x,y,obj_lavaball) alarm[0]=irandom_range(1,10) So lets try and count my average object count in a large 1280x1280 room... - 150+ 64x64 blocks (I can shorten this by adding 128x128 blocks which break into 64x64 blocks) - 90+ 4x4 blocks (during a large explosion that's 90+ objects with gravity and collision) - each bullet creates about 3 acid particles which live for about 5 seconds By removing most all of these resources from the game I am achieving a higher frame rate, so it's obvious that these objects are all impacting my frame rate. So I need to figure out an efficient method for bullet collision between obj_enemypar, obj_solidpar, and obj_blockpar (break-able block) And come up with a better particle system that isn't so resource heavy. Still getting a small resource leak but I can say it's not as bad anymore now that I've removed all the code that was hauling me down. This is what I get for making my "First game" ambitious. I'm adding so much to it that my bad programming is slowing the project down. Title: Re: Demolish Post by: Dan MacDonald on January 05, 2011, 12:17:55 AM Everyone's first game is ambitious, they just don't realize how ambitious until after they start :)
Title: Re: Demolish Post by: Bones on February 13, 2011, 12:16:50 PM It's not even that it's overly ambitious for me in-terms of previous game scopes.
This isn't really the first game I've "designed" just the first game I've decided to take a design into. I had designed a few web RPG/mmo concepts and learned how simpler single player games are to getting finished. (http://www.imgjoe.com/x/edenconcept.png) How about some concept art to liven up the thread. It's really just a combination of my bad coding habits + the amount of it I've put into my game. Everything I've done could be re-written much more efficiently. Title: Re: Demolish Post by: Bones on May 29, 2011, 09:39:33 AM (http://www.imgjoe.com/x/gateconcxgx.png)
Been trying to pixel some characters to get motivated into working on this again. ^^; So far my major issue coding wise is my lack of arrays for the gun and bullets. Title: Re: Demolish Post by: superflat on May 29, 2011, 12:55:57 PM You can do it Bones!
Here are some excited emoticons for motivation... :handshakeL::handanykey: :handanykey: :gomez: :gomez: :handanykey: :handanykey: :handshakeR: Title: Re: Demolish Post by: Bones on May 29, 2011, 02:52:49 PM Thanks for the support, I've roughly attempted to put the Ouroboros into the game.
Here is a video (http://www.youtube.com/watch?v=Oh3mnumFs2A) of what I've got so far and it is quite glitched as it is. (http://www.imgjoe.com/x/ouroborus.png) (http://www.imgjoe.com/x/ouro.png) Title: Re: Demolish Post by: Bones on June 01, 2011, 04:25:08 PM Colt, Ram and Phish (http://www.youtube.com/watch?v=gF-KOM1fa9k)
New video shows off some of the water effects. And some new ramming type enemies I've added. I have been experiencing some lag issued for the last 6 months, and I've finally found the culprit. All the 4x4 blocks/seeds were checking collision with the water and then slowing vspeed. Apparently that was too many checks per step. (http://www.imgjoe.com/x/drillfam.png) Just managed to make it so the Drill pigs will kind of bounce up and down out of water. It looks a little silly how much air they get, but it seems to be the only way to get them out. New- Drillpig video (They swim!) (http://www.youtube.com/watch?v=YcJwsW0iqdk) New- Wasps and Chompah video (http://www.youtube.com/watch?v=Tg6QfwojWY0) (http://www.imgjoe.com/x/screen1iui.png) (http://www.imgjoe.com/x/screen1ulu.png) (http://www.imgjoe.com/x/chompah.png) (http://www.imgjoe.com/x/deadchomp.png) Title: Re: Walled Garden Post by: Bones on June 04, 2011, 01:28:06 PM June 04th
(click for youtube video) (http://www.youtube.com/watch?v=d7dfPpA05as) To see it in motion. Also voting on names, Walled Garden, Gan Eden, Eden's Gate or Gates of Eden? Originally TheSnidr had programmed the thing to run very smoothly at 60+ tentacles. (http://www.imgjoe.com/x/bossxox.png) Sadly in my game it only runs at 15-20 before I start losing frames... So the result is. (http://www.imgjoe.com/x/boss1fif.png) The face is still placeholder and will likely not be the final design. I hope to also give the boss some emotions and different tentacle speeds ect. Title: Re: Walled Garden (Name vote!) Post by: Bones on June 07, 2011, 04:53:21 AM *Dont worry the bosses actions in the video above won't be the final actions in-game.
June 07th
Been working on a Firesword tonight (http://www.imgjoe.com/x/fireswornpn.png) Fire will now burn and destroy trees. And you cannot kill this sword directly, it must be done in-directly I'm sure you can guess how. (http://www.imgjoe.com/x/levelplan.png) (http://www.imgjoe.com/x/flameswosws.png) Title: Re: Walled Garden (Name vote!) Post by: Nate Kling on June 07, 2011, 11:44:27 AM Nice Bones! This looks awesome! I love the enemy designs, and referencing that tree of life thing is a really cool concept! And the tentacle boss looks incredible. That blew me away!
Title: Re: Walled Garden (Name vote!) Post by: superflat on June 07, 2011, 02:31:39 PM It's like I can feel the awesome building.. :epileptic:
Title: Re: Walled Garden (Name vote!) Post by: Destral on June 07, 2011, 07:05:40 PM Looking really interesting, and the level layout is a nice touch. Looking forward to seeing more of this!
Title: Re: The Walled Garden Post by: Bones on June 08, 2011, 08:17:11 PM New video showing some weather effects and the fire sword in action. (http://www.youtube.com/watch?v=DU-ogDfsff8)
June 08th
Was working on some logo's today after I decided upon The Walled Garden as a name. (http://www.imgjoe.com/x/walled.png) (http://www.imgjoe.com/x/logomockyzy.png) *Edit implemented some lava, though I'm not quite sure how you would get passed the emmiter. (http://www.imgjoe.com/x/lavaogo.png) (http://www.imgjoe.com/x/lavalul.png) Title: Re: The Walled Garden Post by: Cosr on June 09, 2011, 08:14:55 AM I am intrigued.
I think the logo with the sword angel would look better if the angel and the text were on the same background. So it would be more like the angel would be standing on top of the words rather than on top of the text box. Title: Re: The Walled Garden Post by: ஒழுக்கின்மை (Paul Eres) on June 09, 2011, 09:46:51 AM your videos showing little gameplay aspects of your game are great, i've been following them on youtube; i need to try doing the same for my games, it seems like a fun thing to do
Title: Re: The Walled Garden Post by: Pineapple on June 09, 2011, 10:56:16 AM Looking good.
Title: Re: The Walled Garden Post by: Bones on June 09, 2011, 11:38:03 AM Hey thanks Paul, they have been rather fun to make.
I want to make them more satirical explaining the enemies diets, and main habits. So I decided that it's only natural that lava that travels a long distance without joining a lava pool, or fizzing out in water it will become a small solid block. At first these blocks weren't destroyable, DERP :durr: (http://www.imgjoe.com/x/failchange.png) (http://www.imgjoe.com/x/lava1vqv.png) Title: Re: The Walled Garden Post by: droqen on June 09, 2011, 11:54:17 AM wallEd
garden Title: Re: The Walled Garden Post by: Bones on June 09, 2011, 02:09:23 PM Nice connection Droqen, I didn't even notice that.
Let the lava flow. (http://www.youtube.com/watch?v=qPZj7mZFmiw) This is a whole new gameplay mechanic to play with. :tired: Dammit... it's also very deadly when it takes over a region, need to think of a good puzzles to divert it's pathways. ??? Title: Re: The Walled Garden Post by: Bones on June 28, 2011, 07:34:55 AM Okay, some minor updates.
(http://www.imgjoe.com/x/tentacletrt.png) I've added some new spikes. A video of them in motion can be seen here (http://www.youtube.com/watch?v=DYB5wpmruS4). Also I've made an object that can bounce/ricochet bullets. You can see that here (http://www.youtube.com/watch?v=VOdsfeDlXuE). ATTENTION MUSICALLY INCLINED TIGers! I am currently looking for any musician(s) willing to help out with this game. The scope for music tracks I'm going for is about 10 level tracks + 5 boss tracks. Each track would have a different theme or emotion going for it such as; Intrusive, Wisdom, Love, Truth, Power, Choice, Creation, Destruction ect. So roughly 15 songs, if you feel this is way too many songs, I can use Creative Commons tracks such as the examples below for filler. The type of music I'm going for is dark ambient experimental type music. Here are some examples of what I'm kind of shooting for. 01 (http://gratisvibes.com/post/rust-to-rust/) 02 (http://gratisvibes.com/post/the-sky-is-never-dark-anymore/) 03 (http://gratisvibes.com/post/greenbient/) 04 (http://gratisvibes.com/post/dark-dark-music/) Title: Re: The Walled Garden Post by: Bones on July 01, 2011, 07:57:06 PM (http://www.imgjoe.com/x/snail.png)
Slimy and slippery, Snails are such fun. Slowly they move, They can't even run! Leaving their trail Behind as they go. You can see where they've been And how very slow. On their back is a shell, It's really their home. It's ever so small, But it goes where they roam. On stalks are their eyes, That wave all around. One can point up, And one to the ground! They eat lots of plants, And all of the flowers. Munching away, Especially in showers. Shiny and slippery, Snails are such fun. They eat and they eat, They must weight a ton! Click to see video of snail development. (http://www.youtube.com/watch?v=S-65ZAyeJmM) Snails implemented into the game (http://www.youtube.com/watch?v=vdElKU99Vv4)
Title: Re: The Walled Garden Post by: Bones on July 08, 2011, 02:51:06 PM Attention everyone!
I am in some desperate need of funding. http://www.indiegogo.com/Walled-Garden (http://www.indiegogo.com/Walled-Garden) Please if you can't donate to the project pass the link on to someone who might. Also I've been working on swimming in my game Left and Right now moves towards your mouse_position Up and Down control your altitude in the water. Watch the short video (http://www.youtube.com/watch?v=3WrSsEn2ay0) Title: Re: The Walled Garden Post by: ஒழுக்கின்மை (Paul Eres) on July 08, 2011, 02:52:19 PM would love to donate but i can barely fund my own game right now; i'll at least tweet your link on my twitter in hopes that someone will like it
Title: Re: The Walled Garden Post by: Bones on July 10, 2011, 12:54:23 PM Thanks Paul, I can use all the support I can get including referrals.
(http://www.imgjoe.com/x/shadedrgr.png) This is going to mean more work but I've decide to try shading most the sprites rather then keeping them silhouettes. I've also decided to record myself doing a little bit of pixel pushing. Animating a shaded drillpig (http://youtu.be/THNqllO8C-c) I may show me designing a new creature from the ground up. (http://www.imgjoe.com/x/lightingvuv.png) Title: Re: The Walled Garden Post by: Aoiichi on July 10, 2011, 03:51:09 PM Ah, money, the love and scourge of our lives (or at least mine). I hope your funding works out.
Also, nice job with the shading- I think the silhouettes had a different kind of charm, but the new shaded ones come out on top. Title: Re: The Walled Garden Post by: Bones on July 11, 2011, 11:11:45 AM Update July 11th
It's time for celebration I've taken a risky move with the audio system for my background music. Using MCI_commands instead of a confusing DLL made by someone else, game makers default sound system sucks for the fact that it can't play OGG's naturally. MCI_commands only work as long as the person has their correct sound driver installed. :shrug2: I will include a readme file with the game explaining what to do if peoples in-game music does not work. The MCI_command function (http://wiki.yoyogames.com/index.php/MCI_command) is a function in Game Maker that allows you to interact with Windows' Multimedia Control Interface (MCI (http://wiki.yoyogames.com/index.php/MCI)). Code: load the file MCI_command('OPEN "+chr(34)+file+chr(34)+" Type MPEGVIDEO ALIAS "name_here"') example MCI_command('open "music/gardenofeden.ogg" type MPEGVIDEO ALIAS "eden"'); play the sound MCI_command("play name_here from 0") pause the sound MCI_command("pause name_here") resume the sound MCI_command("resume name_here") Stop the sound MCI_command("stop name_here") Free the sound from memory MCI_command("close name_here") or MCI_command("close all") Now for the last two months I've been having issues with the music starting in the creation event of the room or an object. So my issue was if I saved and closed the game, came back and loaded my save file, no music would play because there was no file initialized or ready to play . So to fix this I made an object for when I want to change music for each level I include a load and save object in. The con of this, is that I need to make an object per song but oh well. Code: //create MCI_command('stop all') MCI_command('close "all"') MCI_command('open "music/gardenofeden.ogg" type MPEGVIDEO ALIAS "eden"'); MCI_command('play "eden" from 0') Code: //end step if MCI_command('status "eden" mode')!='open' && MCI_command('status "eden" mode')!='playing' { MCI_command('open "music/gardenofeden.ogg" type MPEGVIDEO ALIAS "eden"'); MCI_command('play "eden" from 0') if instance_exists(obj_treeoflife) { MCI_command('set "eden" speed 1000') } else { MCI_command('set "eden" speed 250') } } Now I have an object that checks the status of the song, if it is loaded && playing. If not it plays the correct song, I also have a variable which is changing the speed of the song so that if something has happened in a level and the songs tempo has changed, and you come back to that same level, the music's speed would not have changed back to regular speed. From what I can see the speeds are based off of 1000 being regular.
Title: Re: The Walled Garden Post by: BattleBeard on July 11, 2011, 11:15:24 AM Wow, Bones! This looks AMAZING!
I'd donate, but I'm poor. :< Title: Re: The Walled Garden Post by: jotapeh on July 11, 2011, 11:37:19 AM been watching this game for a while, donated 'cause you know, i can.
i have a mac tho so i'll just sit and watch the videos and cross my fingers that someday you port it. Title: Re: The Walled Garden Post by: Bones on July 11, 2011, 09:59:38 PM Holy smokes close call today. :screamy:
As I said my MCI_command system is a risky choice. The first person I gave to test the music was having issues with the music not playing at all. I have sorted out that issue and have included a readme file explaining how to fix it. Quote 4.Soundcard/Codec Setup !Important please read if you have audio issues! ----------------- The first time that The Walled Garden.EXE is run if you notice that there is no music playing then please immediatly take the following steps First step is to see if you have the proper CODEC The OGG Vorbis Codec is required to play If you do not have it please visit this URL >>>>>>>>>>>>>>>>>>>>>>>http://www.vorbis.com/<<<<<<<<<<<<<<<<<<<<<<< And download the codec file ASAP So far that was "B" bug #1 of today. "C" bug is for some reason speeding up the music or slowing it down was causing a stutter playback so that's not good I may not be able to play with the speed of the music as I thought I could... hmm It may be because the device isn't enabled. Title: Re: The Walled Garden Post by: Bones on July 13, 2011, 04:54:51 PM (http://www.imgjoe.com/x/watur.png) (http://www.youtube.com/watch?v=n1btaNumYjA)
New waterfalls + continuous sound emitters. Click image to see video and hear the emitter. You can also join the fan page on facebook (http://www.facebook.com/pages/The-Walled-Garden/219910951381317). Title: Re: The Walled Garden Post by: Bones on July 22, 2011, 08:18:56 PM I found out a major leak in the frame loss I was experiencing.
My water was built of 8x8 tiles, so the instance count went over 1500 easily. It's now for the most part 1-2 screen filling objects now. (http://www.imgjoe.com/x/flower.gif) I've also made some flowers that stick their tounges out and pull you into them. The animation was just slowed down so you could see it. Here's a short video (http://www.youtube.com/watch?v=uVkQda0Ivqo) showing them in-game. Title: Re: The Walled Garden Post by: QOG on July 23, 2011, 03:58:18 PM a major leak in the frame loss ... water :biglaff:Anyway, this looks really awesome, I would give you money but I have none. Title: Re: The Walled Garden Post by: Bones on July 24, 2011, 02:50:32 PM Hehe, water leak.
Monopods! (http://www.youtube.com/watch?v=APXcSzr17gg) (http://www.imgjoe.com/x/sprmonopuou.png)(http://www.imgjoe.com/x/sprmonopuou.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/c/c8/Nuremberg_chronicles_-_Strange_People_-_Umbrella_Foot_%28XIIr%29.jpg/250px-Nuremberg_chronicles_-_Strange_People_-_Umbrella_Foot_%28XIIr%29.jpg) From wikipedia: Monopods (also sciapods, skiapods, skiapodes, Monocoli) are mythological dwarf-like creatures with a single, large foot extending from one thick leg centered in the middle of their body. The name Skiapodes is derived from σκιαποδες - "shadow feet" in Greek, monocoli from μονοκωλοι - 'one legged' in Greek. Title: Re: The Walled Garden Post by: PowRTocH on July 24, 2011, 03:07:29 PM I think the question on everybody's mind is: Can you tip them?
Title: Re: The Walled Garden Post by: droqen on July 24, 2011, 03:13:44 PM You better be able to knock them over and watch them struggle to get back up again :D
Title: Re: The Walled Garden Post by: Bones on July 24, 2011, 03:52:20 PM Well that picture is actually showing a monopod using it's foot as a form of shade from the sun.
Though I'm not sure how you would tip it over, do you mean like shooting it while in the air? Or do you mean legitimately tipping it over by running into them? Title: Re: The Walled Garden Post by: PowRTocH on July 24, 2011, 05:19:44 PM Not sure, more like bumping into them I guess, though I was actually thinking of something like they have rudimentary physics where they lean forward and hop and that can lead to funny stuff/belly flops when they jump off high ledges. But that might be more retarded than the mood of the game allows.
Title: Re: The Walled Garden Post by: Happy Shabby Games on July 24, 2011, 05:29:35 PM I've heard of these guys before from a podcast. They are pretty creepy. I watched the video and they lean forward too much imo. His center of gravity is always in front of him and it seems kind of awkward. Maybe add some frames where he balances himself before the next jump? Other than that, things look pretty sweet man.
Title: Re: The Walled Garden Post by: Bones on July 25, 2011, 07:35:40 PM The reason they have to always hop around is because their center of gravity is so infront of them.
It's unnatural and awkward but that's why I like it. Btw, they were said to not have the greatest of balance and were easy to knock down (http://www.youtube.com/watch?v=qGWXObVm2Ic). Monopod tipping is the funnest thing to do since Drillpig bareback riding. (http://www.imgjoe.com/x/concept1.jpg) Here is some old concept art from 2010 that I forgot I never posted. You can see I had originally planned for the character to be much more slender and white. I also had thought about him hanging onto aerial creatures as well as being able to punt things away from him. Also I've got a nice little lantern effect going on now as well. (http://www.imgjoe.com/x/fog.jpg) Though it may be a little dark and a bit too small. Title: Re: The Walled Garden Post by: Bones on July 26, 2011, 06:44:28 PM Because most everyone loves achievements.
I have found an achievement example (http://gmc.yoyogames.com/index.php?showtopic=496129) and have implemented it successfully. The colors of the menu are likely to change since it's un-changed but I have implemented a couple achievements already. (http://www.imgjoe.com/x/achievement.png) (http://www.imgjoe.com/x/achievement1.png) Title: Re: The Walled Garden Post by: Theophilus on July 26, 2011, 09:37:34 PM I wanna know how a monopod lives with one buttcheek.
Looks like a great game so far. I wish I could donate. Title: Re: The Walled Garden Post by: ambinate on July 26, 2011, 09:38:14 PM i am digging that lantern a lot!
and monopod tipping looks like a grand ol time Title: Re: The Walled Garden Post by: Bones on July 27, 2011, 04:20:25 PM Theo: they poo from their belly buttons.
Worked on some achievements/experiences, the bold ones are in the game so far. Tell me if you think any of them are redundant or stupid. None of the names of the achievements are final either, I just couldn't think of anything good at the time. Comparing N+, Limbo and SuperMeatBoy each have 12 achievements for xbox 360. SuperMeatBoy for steam has 46 achievements, Aquaria has 27, but a lot of them are "accomplished a level in the game"
If you can think of any more to add I'm all ears. Basically I'm trying to avoid creating any achievements that you would get just by going through the game, such as completing a chapter isn't worth an achievement because you would do that anyways. I do agree that achievements ruin the immersion a game can have, and so that's why the achievement tells you what you have done so that you don't have to go out of your way to find it. I'm also wondering if achievements should give out increments of cash so you can upgrade your guns and buy more grenades. Title: Re: The Walled Garden Post by: PowRTocH on July 27, 2011, 04:30:55 PM Achievements for dying sort of seems counterintuitive to me.
Title: Re: The Walled Garden Post by: Bones on July 27, 2011, 05:05:25 PM The death achievement was based off of the only N+ achievement that wasn't "you beat levels"
Practice Makes Perfect Die 1000 times in Single Player mode. I find the achievements to just be there for people who like stats and for people who like exploring outside the norm. Sometimes achievements are just there to giggle at how much you sucked while playing. I naturally expect people to die over a hundred times or more in my game. The game plays off of N+ it had lots of dying. If you don't die, that's the true achievement right there. I hope the lava in my game can claim 25 kills, if people want to go ahead and leap into lava because they are told to that's fine, if a friend told you to jump off a bridge would you? But if lava just happens to kill you 25 times while your playing, would you not laugh at yourself for dying to lava so much? I'm sure psychologically people are going to see an achievement and want to do it. But I guess that comes with the territory of telling people they can do things. Anyways, I'm not going to worry about achievements too much right now. They are in that's all that matters. :B Title: Re: The Walled Garden Post by: Bones on July 28, 2011, 02:37:03 PM I've made a creature that regenerates tiles around it's self (http://www.youtube.com/watch?v=RE9Fg87ACnU).
You get crushed if you're caught inside it's regeneration. (http://www.imgjoe.com/x/regen.png) Title: Re: The Walled Garden Post by: Bones on July 29, 2011, 12:27:11 PM Yappy dogs are implemented.
I'm pretty sure their design was based from something very similar I saw a while back in a game prototype. (http://www.imgjoe.com/x/dogs.png) http://www.youtube.com/watch?v=r3knIHfwd1o (http://www.youtube.com/watch?v=r3knIHfwd1o) They are much more spastic then the monopods. So far they don't really like water and kind of hover above it which is not what I want. Also, should the monopods swim or sink? Edit* their sound pitch has now been lowered so that they sound more like dogs and less like mice. They are still just about as annoying but at least the sound isn't death on your eardrums anymore... ^^; The video shows the old sound effect it's a bit squeaky. Title: Re: The Walled Garden Post by: sergiocornaga on August 02, 2011, 12:55:08 AM ATTENTION MUSICALLY INCLINED TIGers! I am currently looking for any musician(s) willing to help out with this game. Did you try contacting OverCoat? Given that The Sky is Never Dark Anymore EP was made in one day (I think) he might be willing to come up with something. Title: Re: The Walled Garden Post by: Bones on August 20, 2011, 11:17:21 AM @Sergio - I contacted him on youtube, he said he'd try and make a few tracks he also gave me access to his archive which has plenty of similar tunes.
I've also been contacted by a few musicians and the game will probably feature 2-3 composers maybe more. @Gabriel - Thanks man, I need all the encouragement I can get I'm about to work on the graphics portion of the game... (http://i54.tinypic.com/1zlzy1k.png) I realized my backgrounds were lacking in some hd pixel graphics so I thought I'd start there. This is inspired by this. (http://www.canvasreplicas.com/images/Expulsion%20from%20the%20Garden%20of%20Eden%20Thomas%20Cole.jpg) (http://i52.tinypic.com/33oofoz.png) (http://i52.tinypic.com/6fv8tl.png) (http://i56.tinypic.com/280tgdu.png) (http://i54.tinypic.com/15rhbwh.png) Title: Re: The Walled Garden Post by: Bones on August 20, 2011, 02:37:55 PM Thanks man.
Bleh... It seems my image host is down and all my development images have disappeared. :facepalm: I'll upload whatever I've got left on my hard drive and at least update the first post with some images again... Title: Re: The Walled Garden Post by: Bones on August 23, 2011, 09:03:20 AM A wild tech demo (http://www.host-a.net/u/MrBones/The%20Walled%20Garden.rar) has appeared! (19.77 MB) the game has a lot of objects made for it, just lacking levels and tunes, my estimate for release size is around 25-30MB when all the music is included.
Check it out, if you don't have any sounds playing there is an included readme explaining how to fix your sound problems. Please tell me if you experience any major issues with the game within the first 10 or so levels. The rest I know are failures. For testing purposes atm you press Q and E to switch rooms, E is next room / Q is previous room If you run into an error, you should be able to ignore it and the game will go on. There are roughly 10-12 levels that are just test levels. Most levels contain about one enemy each so I could test them out (not all enemies have their own room yet) But at least now there is a demo that can be play tested again. Also you can press F4 to view the achievements, this button will likely change in the release. Current issues I'm aware of: The player sprite isn't correctly drawing at all times, sometimes two sprites are being drawn when only one should. Dying to Anti-Atom will crash the game because the player does not exist so his arm has nothing to point at, therefor it crashes. Easily fixable. EarthWyrm collision is a little fucked up, they aren't colliding properly with solids at the moment. When lava touches a tree the entire game slows down because of all the fire being created, because fire touching a tree also creates fire; so it's creating things it collides with whoops. Title: Re: The Walled Garden Post by: DrDerekDoctors on August 23, 2011, 11:18:43 AM Woo! Grabbin'! :)
Title: Re: The Walled Garden Post by: Bones on August 23, 2011, 11:42:53 AM Feels great to play. I absolutely love the ambience in the first couple rooms too. Cheers :toastL: :)Can you actually defeat the giant flying sword? Yea you can kill it, spoiler below Try and find some water to lure it into... maybe I should add a bit more throughout the level to make it more obvious. I'm going to go to my local zoo today and do some sketching, hopefully I'll come up with some cool birds and stuff like that. Thanks for the feedback though it's good to know if things are obvious or too hard. Title: Re: The Walled Garden (tech demo in 1st post) Post by: Bones on August 23, 2011, 07:50:41 PM Wow great feedback man this is exactly what I needed from releasing this demo to a few people I'll need to ask some questions obviously for some bugs so that I can attempt to repeat them myself.
- Fire sword movement Yea, I tried making the fire sword move differently then the homing missiles I have in the game (they aren't in any levels) They are based on the N+ missiles that kind of circle around you if they miss rather than move_towards_point - Yea, this has been an issue since I made the whole swimming in water thing. I may end up just removing it and sticking with standard mario type swimming with jumping rather then following the mouse. ^^; I think the issue is from you aiming down so your moving towards your mouse downwards rather then getting out of the pool of water... - Thanks, I want it to be very surrealistic so ambiance is important I feel in order to emerge the player in a strange world which has been the funnest part of making this game to be honest. It's been exciting to see and hear things sycnronizing and working together. - Semi frequent bug crashes?! Not good, first off are these when you begin roaming beyond the first 10 levels? Or are you experiencing crashes within the levels that are in working condition? I should just delete the rooms that don't work. There error I know of that sometimes crashes is when I don't have a checkpoint in a room with the player. Which occurs in the rooms of the fail realm. - Youre being damaged when shooting into terrain? I have not been able to replicate this, can you tell me where your doing it? The outer ring is the health, the inner circle of the HUD is your gun overheating is that what you mean? Or is the doughnut actually losing health? :( - Sure thing I'll increase the friction a smidge. - Yea those pick-ups are still temporary I haven't quite decided how I plan to distribute the points, and because of this I'm not sure how to distribute the guns other then a shop which seems kind of lame. - Haha I'm glad you like the snail guys they are the reason many of the level beyond 10 don't work because I had to change the origin of all my solids so the snails would collide with them properly. - Thanks, I thought that would be a neat way to make killing it difficult but the thing is super overpowered with it's laser and you can't actually kill the tentacle boss right now. OH Also I forgot to mention!!! When your outside fighting the Firesword Press SHIFT and you will activate rain and wind. The effect sounds, and looks stupid in-doors so just shut it off when your inside. :P (The rain effect sucks right now but the lighting is pretty neat) I really just enjoy seeing the trees rotate back and forth. Title: Re: The Walled Garden (tech demo in 1st post) Post by: jeffrobot on August 23, 2011, 11:38:33 PM Can't play this cuz I'm on a mac, but it looks siiiccckkk.
Title: Re: The Walled Garden (tech demo in 1st post) Post by: Bones on August 24, 2011, 10:23:07 AM Oh my Hieronymus Bosch you sly dog you, thanks for the concept art bud.
(http://upload.wikimedia.org/wikipedia/commons/thumb/6/6d/The_Garden_of_Earthly_Delights_by_Bosch_High_Resolution.jpg/800px-The_Garden_of_Earthly_Delights_by_Bosch_High_Resolution.jpg) (http://www.imgjoe.com/x/shadedqiq.png) Oh hey imgjoe is back with all my images, now my devlog isn't empty. Title: Re: The Walled Garden (tech demo in 1st post) Post by: Xion on August 24, 2011, 10:51:06 AM H. Bosch fuck yeah
Title: Re: The Walled Garden (tech demo in 1st post) Post by: BattleBeard on August 24, 2011, 11:01:09 AM Amazing...this is actually the best tech demo I've ever seen for the Game Maker platform in my life.
Title: Re: The Walled Garden (tech demo in 1st post) Post by: Bones on August 24, 2011, 03:46:53 PM I've updated the EXE in the RAR, so if you'd like to play around with a few more enemies I added a larger level with a few fallbricks, and mountable enemies and the rams and regenerative block.
I also fixed the swimming, I hope. I changed it so its not based on the mouse position anymore but the player still spins around. Walls are a bit glitchy underwater you can kind of rocket jump off a wall, but so far that's the only issue I'm finding. I tried making the firesword less homing, but it's a little glitched sometimes now it kind of just circles around aimlessly. I forgot to fix the friction as Gabriel had suggested so I will do that now and it will be in the next update. Enjoy and have fun, please paste any errors you recieve if you get one in any of the first 10 levels. Tech demo download (http://www.host-a.net/u/MrBones/The%20Walled%20Garden.rar) Title: Re: The Walled Garden (tech demo in 1st post) Post by: Bones on August 25, 2011, 08:36:02 AM Working on some mini-boss sprites.
(http://www.imgjoe.com/x/shadedbsb.png) Of course I've seen Princess Mononoke. (http://chibipodhiei.webs.com/Princess.Mononoke.339705.jpg) (http://t2.gstatic.com/images?q=tbn:ANd9GcTzj9yNJm_3E8qhqU5GcloL0pUTtgDHxoR_CeJOHVV24RLt0NNxkg) (http://images2.fanpop.com/images/polls/271000/271491_1248128611607_160.jpg?v=1248128692) Title: Re: The Walled Garden Post by: CK on August 29, 2011, 09:05:43 PM (http://www.imgjoe.com/x/dogs.png) (http://i54.tinypic.com/15rhbwh.png) Wow. This is something I really want to explore. Really, really great stuff so far! Title: Re: The Walled Garden (tech demo in 1st post) Post by: Belimoth on August 31, 2011, 01:34:19 PM I am loving that frog boss :-* Can't wait to see it in motion.
Title: Re: The Walled Garden (tech demo in 1st post) Post by: Bones on September 22, 2011, 09:59:07 AM Hey TIGs long time no chat.
My laptop has betrayed me, but I did manage to save and backup everything I had, graphics and game source codes so not all is lost. Just need to retrieve my desktop back from my dad, he's become accustomed to using my PC. :-X ETA on when I'm back to work on this should be no more then a week longer. http://www.mediafire.com/?t2a3b6qjq22anfi (http://www.mediafire.com/?t2a3b6qjq22anfi) Anyways, I do have an update over the past couple months I've been trying to organize with some composers on an OST, here is a zip containing 6 tunes from 3 composers. Austin Har / 2 tracks Overcoat / 1 track Alex Hawthorn / 2 tracks I am pretty sure there are a few tracks missing from the zip, I'll update that as I find them in the slew of emails. Most of these are samples, but tell us what you think. Title: Re: The Walled Garden (tech demo in 1st post) Post by: Bones on September 24, 2011, 10:28:00 AM Sept 24th, 2011
Title: Re: The Walled Garden (tech demo in 1st post) Post by: Bones on October 07, 2011, 08:47:19 PM Crazy news, I won $900 on the radio at 7pm - I'm ecstacic
I also managed to do this earlier tonight. (http://www.imgjoe.com/x/conceptseie.png) Title: Re: The Walled Garden (tech demo in 1st post) Post by: InkBlotBunny on October 07, 2011, 09:36:04 PM I'm really liking the looks of this game. Keep up the good work!
(It's also nice to see I'm not the only Calgarian game developer here :) ) Title: Re: The Walled Garden (tech demo in 1st post) Post by: Bones on October 19, 2011, 10:04:05 PM Hells yes, fellow Calgarian.
We must jam soon. (http://www.imgjoe.com/x/frogleap.png) Sketches for an animation if anyone cares. :waaagh: I also got permission from all owners of the artwork used for newest sprites. They were oddly excited for me to use their work. So with out further ado some introductions and credit is necessary. Reykat's Caramel (6 legged monster) (http://reykat.deviantart.com/art/Caramel-Monster-199878039) (http://fc05.deviantart.net/fs71/f/2011/064/2/f/caramel_monster_by_reykat-d3b02vr.jpg) Ellier's Critter (http://elleir.deviantart.com/gallery/#/d4ajypq) (http://fc02.deviantart.net/fs71/f/2011/264/9/5/critter_by_elleir-d4ajypq.jpg) Tickoo's "The Horror" (http://tickoo.deviantart.com/gallery/?offset=72#/d1ho7h4) (http://fc08.deviantart.net/fs25/f/2008/181/0/4/THE_HORROR_by_tickoo.png) Title: Re: The Walled Garden Post by: Bones on October 21, 2011, 10:41:09 PM (http://www.imgjoe.com/x/horror.gif)
Watch the arm ooze, it's mesmerizing. The rest isn't done but it's been a long day of trying to make that loop. Title: Re: The Walled Garden Post by: Chris Pavia on October 21, 2011, 11:13:51 PM I think if you teamed up with Amon26 you guys would make the ultimate mind fuck game.
Title: Re: The Walled Garden Post by: Bones on October 22, 2011, 12:12:57 AM I think if you teamed up with Amon26 you guys would make the ultimate mind fuck game. Funny you should say that, Amon actually sent me an email out of the blue last January.I totally forgot to reply to his email... Thanks for reminding me about it. Quote Hey I just wanted to encourage you to keep going with Demolish. I tried the demo on PixelProspector and there's so much great stuff going on in it already at this level. Keep going keep going keep going. If ya need anything and think I can help, just let me know. Best wishes, keep kicking ass -Amon26 Title: Re: The Walled Garden Post by: Momeka_ on October 22, 2011, 02:17:25 AM Those enemy designs are amazing. Agreed. They are beautiful. Title: Re: The Walled Garden Post by: delete me on October 22, 2011, 10:43:11 AM The lighting and atmospherics are really nice, and the enemy designs are incredible. I love the art that inspires you, and I hope you really push the envelope with it - like you already seem to be doing. :handthumbsupR:
Title: Re: The Walled Garden Post by: CK on October 30, 2011, 08:58:48 PM (http://www.imgjoe.com/x/horror.gif) :wtf: :-* (http://i43.tinypic.com/2gv3lz6.gif) Title: Re: The Walled Garden Post by: gimymblert on October 30, 2011, 10:44:07 PM that's awesome, boss!
Title: Re: The Walled Garden Post by: Yameki on November 14, 2011, 12:29:30 AM I already want this game.
Title: Re: The Walled Garden Post by: jazeker on November 15, 2011, 06:37:43 AM Great game, I can't wait to see it finished!
I see you need a lot of sprites, so if you need some help with them, I can maybe help you. ;) Title: Re: The Walled Garden Post by: Bones on November 16, 2011, 09:09:42 AM @xoorath thanks, I aim to please. I actually wasn't sure if the whole ceramic face style was going to work, obviously doing it on the smaller ones is a bit harder and doesn't look as good, but I think the larger sprites help show what the little ones don't need to show.
Should I post more of my inspiration along with my posts? If that's the case I'll do it since I enjoy appropriating material as new content a lot. Most of the scenery in the game will be coming from old paintings of paradise among anything else I can find. @beef haha that post cracks me up. @yameki You will just have to wait a bit longer so I can work some kinks out. @jazeker I'm honored you decided to use your first post in my thread, you should perhaps introduce yourself here (http://forums.tigsource.com/index.php?topic=45.0). Thanks for the offer, but I'm a veteran pixel artist of 8 years. The only things I really need help with most the time is music and occasionally some coding problems I run into. Thanks for the support everyone. I've been having a lot of technical difficulties lately so development has again slowed down a little bit. Just need to get a new hard drive, or attempt to get my old one working again. I will likely be doing a lot more art over the next month if that's the case. Now for some devlog material. I am combining Atomism (http://en.wikipedia.org/wiki/Atomism) into the mix. (http://upload.wikimedia.org/wikipedia/commons/thumb/3/39/Daltons_symbols.gif/689px-Daltons_symbols.gif) I'm thinking of making Atom collect atoms through out the game, but I can't really think of any reason for doing this besides to please people who like searching for hidden objects. 20 elements hmm... this has a neat corrispondence to the Kabbalah tree of Life Quote The 10 Sefirot, arranged into the 3 columns, with the 22 Paths of Connection of three types (http://upload.wikimedia.org/wikipedia/commons/thumb/8/89/Sefiroticky_strom.jpg/291px-Sefiroticky_strom.jpg)I'm thinking of trying to add some sort of hand menu so you can unlock doors. (http://upload.wikimedia.org/wikipedia/commons/0/0b/Shefa_Tal.png) Quote A hidden Kabbalistic practice focused on Kavanot (meditations) of Divine names. Angels elevated or blocked prayers in the ascending Worlds. The names were seen as keys to gates in Heaven, though simple tears of others could also open gates Edit: @ Belimoth The first page shows that the Kaballah Tree of Life was the level/chapter plan. So it was already in this, I'm just wondering if I should include more? @ hangedman (http://www.imgjoe.com/x/handsxhx.png) Yea I was thinking that you'd probably start off with little to no finger markings. And it would be inverted for the sake of style, I'll re-draw the hands and stuff thats no problem. I'm wondering if I should make the finger tattoos into the atom symbols. Title: Re: The Walled Garden Post by: Belimoth on November 16, 2011, 09:35:27 AM Somehow I knew the Kaballah was going to find it's way into this.
Title: Re: The Walled Garden Post by: Hangedman on November 16, 2011, 09:44:59 AM Go ahead. The esoteric value is well worth possible complaints.
I like the hand puzzles to unlock doors, it's a vary cool concept. Rather than find keys, you find words, and maybe the word combinations would be granted by NPCs or written on walls in the game world or something (like the colour puzzles in Biomenace). Maybe you construct upgrades out of atoms? So the player can save up for bigger upgrades or something, or get small ones immediately. Title: Re: The Walled Garden Post by: Lehmann on November 16, 2011, 10:31:23 AM First of all, AWESOME GAME. Really enjoying the atmosphere.
i was checking the minibosses and this came in to my mind http://www.ragdata.com/index.php?page=bmonstros&mob_id=&mob_name=Thanatos&element=&race=&size=&exp=&jexp=&sort_r=1 (http://www.ragdata.com/index.php?page=bmonstros&mob_id=&mob_name=Thanatos&element=&race=&size=&exp=&jexp=&sort_r=1) i prefer the Hayao Miyazaki reference, but you should take a look at this creatures too :) keep up the good work! Title: Re: The Walled Garden Post by: Bones on November 25, 2011, 08:46:36 AM Thanks Lehmann, it seems most my compliments are about the atmosphere which is good since it's one of my main focuses.
I have played Ragnarok, I forgot about that awesome panda creature. I made some sprites last week not sure I like them. (http://www.imgjoe.com/x/conceptdgd.png) I've also made a large collection of "No Face Creatures" If you would like to see where some of my inspiration is coming from. punkypenguin.deviantart.com/favourites/47128865 (http://punkypenguin.deviantart.com/favourites/47128865) Today is my birthday! I was 20 when I started working on this and now I'm 23. :tired: Title: Re: The Walled Garden Post by: happymonster on November 25, 2011, 10:37:53 AM Happy Birthday!!
Title: Re: The Walled Garden Post by: Bones on November 25, 2011, 04:36:45 PM (http://a7.sphotos.ak.fbcdn.net/hphotos-ak-ash4/s720x720/387999_2740773921706_1328160082_3055572_980767533_n.jpg)
Birthday fanart by Amon26 Title: Re: The Walled Garden Post by: Belimoth on November 25, 2011, 05:07:56 PM Happy Birthday, you talented jerk :beer:
Title: Re: The Walled Garden Post by: CEDE on February 02, 2012, 10:10:37 AM (http://www.jakobhaglof.com/items/walledgarden.jpg)
Title: Re: The Walled Garden Post by: C.D Buckmaster on February 02, 2012, 09:12:30 PM Well now you have to continue development.
Title: Re: The Walled Garden Post by: CEDE on February 03, 2012, 08:35:32 AM Well now you have to continue development. Yeah, he's right. Title: Re: The Walled Garden Post by: Chris Pavia on February 03, 2012, 10:37:00 AM Dang it, I got excited when I saw this pop up because I thought there was going to be a progress update!
Title: Re: The Walled Garden Post by: Bones on February 05, 2012, 01:17:47 PM Dang that post-it is absolutely boss. :-*
(http://www.imgjoe.com/x/splitstrip14.png) It's taken me a while to figure out how this thing would open it's dual mouths. I was working on a walk cycle but my program crashed. :-X Title: Re: The Walled Garden Post by: CK on February 08, 2012, 01:28:00 PM It's taken me a while to figure out how this thing would open it's dual mouths. >:D This is great, and CEDE's post-it is great too. Title: Re: The Walled Garden Post by: Bones on February 23, 2012, 10:17:04 AM (http://www.imgjoe.com/x/tumblrln3rky.jpg)
(http://www.imgjoe.com/x/lighthougtg.png) Title: Re: The Walled Garden Post by: ஒழுக்கின்மை (Paul Eres) on February 23, 2012, 10:37:02 AM btw, this game is probably the indie game i'm most looking forward to playing, i'm enjoying the updates/videos to it even if i don't say much
Title: Re: The Walled Garden Post by: PompiPompi on February 23, 2012, 10:43:55 AM I opened the first page, looked at the IndieGOGO page, and saw it's already due and unfunded. This was surprising, because the game is so original and creative, I guess it really show that these kind of funding need a lot of marketing and connections to really work?
Title: Re: The Walled Garden Post by: Bones on February 23, 2012, 12:21:58 PM Wow thanks Paul, I'm happy to hear that your enjoying the updates.
I hope the game keeps up with the expectations. @Pompi I was happy to get $250 it helped for my tuition, I didn't really market myself much, but I've recently been making marketing connections so it's certainly not a bad thing to have. Speaking of which I owe three people t-shirts. (http://www.imgjoe.com/x/lighthoufef.png) Bah this thing is getting complex I haven't even started shading it. Dx (http://www.imgjoe.com/x/lighthourmr.png) So I'm thinking this void building will be like 3 levels. You walk in from the left and end up in a forest level, where there is a door to an ocean level. You go out the end of the forest level and end up on the other side of the building. It's like inception a level within a level, 2 levels deep... or is it? - First level outside the building - Forest level with a door - (Beach level possibly more) - Exit on the right edge of forest level - Outside of void building (http://www.imgjoe.com/x/levelvov.png) Title: Re: The Walled Garden Post by: Bones on February 24, 2012, 01:22:03 PM Felt like you guys may care to see some of my inspiration source material for this project.
Prepare for some surrealism and such. (http://www.imgjoe.com/x/2354c2696dc5.jpg) (http://www.imgjoe.com/x/tumblrkyuud3.jpg) (http://www.imgjoe.com/x/superstock15.jpg) (http://www.imgjoe.com/x/deadtreeands.jpg) (http://fc03.deviantart.net/fs70/f/2010/141/a/e/The_Paradox_by_jslattum.jpg) (http://fc07.deviantart.net/fs70/f/2010/155/0/a/darkness_by_NegativeFeedback.jpg) There is more I'm just not sure how many I should post, this seems like a small amount. Title: Re: The Walled Garden Post by: Bones on February 25, 2012, 08:47:29 AM Tried running my game on a AMD Athlon 2400+ Processor 2.00 gHz 2.00 GB RAM - Radeon 7500.
Had some issues, first time I ran the game at regular resolution and the trees were all solid white rectangles, there were no trees. Second time running it I was told to run it in a smaller resolution and I did, but then I received random errors with the trees that weren't there before. I took the same source code, ran it on my other computer. AMD Sempron Processor 3100+, 1.5 GB RAM, NVIDIA GeForce 9600 GT Trees are working, no errors besides the ones I'm aware of. Seems to run, so at least development is back up, I can begin fixing stuff again. I'm noticing Game Makers default room transitions are slow as molasses in winter. Also when I use the shift left or right, the graphics on screen kind of drag across and repeats on the screen. Fade-in and out's aren't as quick as I'd hoped, so I may just go with no effect for level changes. Title: Re: The Walled Garden Post by: Bones on February 25, 2012, 10:07:08 AM New video! (http://www.youtube.com/watch?v=JZQIR4iNfIc)
Watch the new video to get a glimpse of the building in-game. :D Also created an object that creates a forest in the creation event. It covers the bottom layer of the level in a random number of trees in random x positions. I also slowed down tree growth, I may slow it down some more see how it looks. Title: Re: The Walled Garden Post by: CK on February 25, 2012, 10:11:29 AM (http://www.imgjoe.com/x/tumblrkyuud3.jpg) Love it. Here's some random inspiration pics I've collected: (http://i.imgur.com/31hzf.jpg) (http://i.imgur.com/Dw9qG.jpg) (http://i.imgur.com/ANRyP.jpg) (http://i.imgur.com/lPcyq.jpg) [EDIT] Sry, feels like I'm pooping in your devlog. Title: Re: The Walled Garden Post by: Bones on February 25, 2012, 10:21:41 AM Awesome little collection!
I like like this kind of weird and dark stuff, don't feel sorry for posting possible inspiration material. Quote (http://i.imgur.com/ANRyP.jpg) I'm liking this one.I wonder why... Title: Re: The Walled Garden Post by: Bones on March 10, 2012, 02:47:58 PM (http://upload.wikimedia.org/wikipedia/commons/0/0b/Shefa_Tal.png)
Elaborating on the idea for the hands. Quote A hidden Kabbalistic practice focused on Kavanot (meditations) of Divine names. Angels elevated or blocked prayers in the ascending Worlds. The names were seen as keys to gates in Heaven, though simple tears of others could also open gates (http://www.imgjoe.com/x/handsxhx.png) (http://www.imgjoe.com/x/handsrur.png) Combination lock maybe? Or maybe the sum total of both hands, or something of that manner. Title: Re: The Walled Garden Post by: cynicalsandel on March 10, 2012, 02:56:29 PM I don't know what this is, but it looks amazing. The trees growing was awesome, and all the art is great. Good luck with the rest of it!
Title: Re: The Walled Garden Post by: Bones on March 10, 2012, 04:08:42 PM http://www.youtube.com/watch?v=uMyG5emzOCA (http://www.youtube.com/watch?v=uMyG5emzOCA)
Small video to try and see how changing hands would look without animation, not bad. Trying to create a way so that every hand position creates a unique variable when you combine both hands. Left hand is 1,2,3,4,5 Right hand is 6,7,8,9,10 Left hand*righthand=total But I've found a flaw with that way. 6,7,8,9,10 12,14,16,18,20 18,21,24,27,30 24,28,32,36,40 30,35,40,45,50 There are 6 duplicates that occur. My next idea is to assign words to each finger. And then combining the two words to get a unique combination without duplicates. Edit: There are 25 possible combinations. 1,2,3,4,5 + 10,20,30,40,50 Changing the numbers and adding them instead of multiplying seems to be the fix. (http://www.imgjoe.com/x/handsrur.png) Title: Re: The Walled Garden Post by: Bones on March 11, 2012, 12:09:32 PM It has no back leg.
This has been a fun animation. (http://www.imgjoe.com/x/giraffe.gif)(http://www.imgjoe.com/x/giraffewalk.gif) (http://www.imgjoe.com/x/giraffevlv.png) Oh and spoiler (http://farm4.staticflickr.com/3250/2300598737_a0a7d9f9c9_z.jpg?zz=1) When the giraffe dies it turns into Dali's Burning Giraffe. Giraffes are deadly (http://www.youtube.com/watch?v=huxDnZs2_OQ). Title: Re: The Walled Garden Post by: Nate_G on March 11, 2012, 12:56:59 PM Fascinating project, I managed to miss this one until today.
If you're not fill to the brim with music already, I might have some suitable stuff you could use. Take a listen to my ambient stuff at www.icefishing.gallardosound.com (http://www.icefishing.gallardosound.com) if you fancy it :) Title: Re: The Walled Garden Post by: Bones on March 12, 2012, 11:06:20 AM Hey awesome thanks!
I've lost track of how many people are helping out with music. So I'm starting to make a list and check it twice. Always looking for more music, though I can't seem to access your site. :( (http://www.imgjoe.com/x/giraffewalk2.gif) This animation still has a lot of kinks to be fixed. Title: Re: The Walled Garden Post by: PsySal on March 12, 2012, 05:44:56 PM This creature is excellent, it really reminds me of Miyazaki like in Princess Mononoke.
Title: Re: The Walled Garden Post by: Nate_G on March 13, 2012, 12:30:26 AM Hmmm very strange, the link works for me. Is it broken for anyone else?
[edit] AH. It is broken. I thought I'd worked out all these issues. My former domain name service killed my domain and it's been a huge ball-ache since. [edit 2] OK, sorted. It's working now :) Title: Re: The Walled Garden Post by: Bones on March 13, 2012, 11:42:35 AM Youve got some pretty awesome ambient stuff, I also like that you listed the items used to make some of the sounds.
I could see myself using a couple of these for sure. Title: Re: The Walled Garden Post by: Nate_G on March 13, 2012, 01:54:50 PM Thanks dude :)
icefishing I has been implemented (remixed) in Red Rogue, but icefishing II is up for grabs. I also have buttloads of general ambience and such I've generated over the past few weeks, so that's on offer too if you're interested! Title: Re: The Walled Garden Post by: Bones on March 14, 2012, 03:25:29 PM Cool good to know, I'll find a nice spot for them.
(http://www.imgjoe.com/x/explosiobob.png) Decided to make a new grenade explosion animation. Better than the old circle I was using before. Title: Re: The Walled Garden Post by: Franklin's Ghost on March 14, 2012, 05:23:17 PM New grenade explosion is looking nice and seems to work better visually in the world then the old one. I was trying to create an explosion like yours for my game but sucked at it and gave up :)
Title: Re: The Walled Garden Post by: Bones on March 15, 2012, 11:15:45 AM (http://www.imgjoe.com/x/explosionani.gif)
Thanks Franklin took myself a little bit to get the animation to look right. Today's Update Added randomly generated 32x32 boulders to the terrain that can fall and crush you if you are underneath them. Working on some more boss action ideas and getting them working in-game. Designing a couple levels for early tutorial type levels that show the basics. Made the shooting have some recoil instead of shooting in a straight line all the time. Code: direction=(point_direction(x,y,mouse_x,mouse_y)-random(5)+random(5)) Title: Re: The Walled Garden Post by: Bones on March 15, 2012, 01:14:56 PM Sorry for the terrible quality video but I'm working on some boulders.
They wont always fall from the sky I'm just testing collisions, noticing a few errors grenades need to get pushed by the falling boulder instead of keep the rock floating in the air. http://www.youtube.com/watch?v=1CNWhBK7yeQ (http://www.youtube.com/watch?v=1CNWhBK7yeQ) (http://www.imgjoe.com/x/boulders.png) Title: Re: The Walled Garden Post by: Bones on March 26, 2012, 01:17:17 AM Hasn't been too much to update you all on.
Fixed a few bugs in some of the enemies behaviours, trying to get everything that is already made to work with no problems. In the mean time, decided to post some more inspirational works. Here (http://punkypenguin.deviantart.com/favourites/47128865?offset=0) is a small collection of no-face/mask creatures. The game is currently very dark graphically, I feel I need to bring a lot more colour into the aesthetic and make the darkness really pop out against the colour. Beksinski will likely be the number one influence in this portion. (http://beksinski.dmochowskigallery.net/gfx/db/big/002478.jpg) (http://beksinski.dmochowskigallery.net/gfx/db/big/002222.jpg) (http://beksinski.dmochowskigallery.net/gfx/db/big/002503.jpg) (http://beksinski.dmochowskigallery.net/gfx/db/big/002459.jpg) (http://fc03.deviantart.net/fs70/f/2010/114/6/f/City_on_a_Hill_by_One_Vox.jpg) (http://fc06.deviantart.net/fs25/i/2008/162/0/b/Moon_Shadow_by_RedEyeLoon.jpg) (http://th03.deviantart.net/fs70/PRE/i/2011/322/7/b/siikwynders_and_sfynxes_by_yenk-d4gjzp1.jpg) (http://th00.deviantart.net/fs42/PRE/f/2009/114/e/7/e746919eb1fe49cc750cc101c2ba23a7.png) Title: Re: The Walled Garden Post by: CK on March 27, 2012, 10:54:47 AM In the mean time, decided to post some more inspirational works. Here (http://punkypenguin.deviantart.com/favourites/47128865?offset=0) is a small collection of no-face/mask creatures. This is great - love looking at these. (http://fc03.deviantart.net/fs9/i/2006/038/0/7/No_Face_by_zooni.jpg) The game is currently very dark graphically, I feel I need to bring a lot more colour into the aesthetic and make the darkness really pop out against the colour. Looking forward to seeing this. I already really dig the colours for the explosion, as so: (http://www.imgjoe.com/x/explosionani.gif) (http://www.imgjoe.com/x/explosiobob.png) Don't have anything bad or anything I dislike to comment on :shrug2: Title: Re: The Walled Garden Post by: C.D Buckmaster on March 27, 2012, 04:28:27 PM That new grenade effect is beautiful and I love the weird designs for enemies you keep creating. I can't wait to see more updates.
Title: Re: The Walled Garden Post by: Bones on April 01, 2012, 01:39:15 PM Haha well thanks but those enemie designs are not mine.
Just a collection of masked creatures I've found on dA, if I choose to use any of them I will be sure to get permission from the original artist like I have for the creatures I am using that are not of my original design. I met Steve Sim aka Steb Sly (http://www.imdb.com/name/nm1980521/) at the Global Game Jam in January. He has offered to help me out with creating some original sound effects for the creatures and bosses in my game. Steve was the Lead sound designer for Bioware he worked on Dragon Age, Mass Effect, Jade Empire and Star Wars : Knights of the Old Republic to name a few. So lets make a warm welcome for my new mentor in sound design! >:D He's moving to Nova Scotia... D: Frack. (http://s18.postimage.org/foxq3c2tj/handofgod.jpg) Saw this in the game "Rage" Thought it would make for a good Hand of God. Here are a few notes I've jotted down from a few books I've been reading. "The Tree of Life: Image for the Cosmos - Roger Cook" & "Creation Myths: Man's introduction to the World - David Maclagan" Quote - Hidden Seeds - Root of all Roots - Spheres of God - Seven eyes of The Lord : Seven Heavenly Bodies - Hand of God - Word of God - Light of God - Center of the World consists of two Olive Trees "Not of the East nor of the West" - The oil from these trees burns even if no fire touched it - Burning Bush - The Tree of Life : Cosmic Tree grew from the earth to the heavens, it is the fulcrum of all things. - The four rivers (http://digital-art-gallery.com/oid/3/640x494_1759_Gate_Tree_2d_fantasy_forest_gate_dark_tree_godbeams_dappled_sunlight_picture_image_digital_art.jpg) Quote A dark door at the base of a tree. The door leads to the depths of the unconscious and signifies the need to renew a disturbed and troubled consciousness by making a return to the depths of psychic life. (http://s18.postimage.org/ycybafy2x/treedoor.jpg) Title: Re: The Walled Garden Post by: petra on April 01, 2012, 02:39:23 PM This is gorgeous.
Title: Re: The Walled Garden Post by: Bones on April 02, 2012, 07:51:37 PM Why thank you Rhubarb, I'm trying my damnedest to make it all look pretty.
http://www.youtube.com/watch?v=9g6Wrsl3Ggw (http://www.youtube.com/watch?v=9g6Wrsl3Ggw) Working on the void boss known as "The Horror (http://tickoo.deviantart.com/gallery/?offset=72#/d1ho7h4)" (http://www.imgjoe.com/x/horror.gif) (this animation still needs to be finished) Doesn't quite work how I want it to, the bullets are also supposed to start homing in on the player. And then the player is supposed to boomerang back into the void, still not sure how that will even work... Cant seem to get any screen capture software to run well enough cause my computer has like no virtual memory D: Here is some Guns N' Roses cause they support being lost in the Garden of Eden (http://www.youtube.com/watch?v=LuhLVl5qf2A). Title: Re: The Walled Garden Post by: Nate_G on April 03, 2012, 03:18:24 AM OOOohhh The Horror is awesome. Love it.
I don't want to distract from your thread with self-whorage but I thought I'd mention I've got a new extended noise/drone/ambient kind of piece you might be interested in for TWG... It's here (http://icefishing.bandcamp.com/album/icefishing-iii) if you fancy having a listen. It's 40 minutes long so I'd be happy to chop it up and whatnot if you were interested in it :) Title: Re: The Walled Garden Post by: Bones 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
Also reading over this got me questioning my game's map Quote Games Without Maps This is my map, well technically it's the chapter listing, each circle will have 10 levels or more.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! 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? (http://i41.tinypic.com/mrpu1k.jpg) In the meantime here is more inspiration art I have laying around. (I did not draw these) (http://i43.tinypic.com/91h209.jpg) (http://i39.tinypic.com/aeobyw.jpg) (http://i44.tinypic.com/16061c.jpg) Title: Re: The Walled Garden Post by: Bones on April 29, 2012, 09:29:21 AM Going to try working on the snake/ouroborus today.
previous design: (http://www.imgjoe.com/x/ouro.png) (http://s18.postimage.org/p3ye1ocjb/snake1.png) (http://s15.postimage.org/6ixsz63zv/snakeplans.png) Title: Re: The Walled Garden Post by: Belimoth on April 29, 2012, 09:33:38 AM (http://s18.postimage.org/p3ye1ocjb/snake1.png) (http://s15.postimage.org/6ixsz63zv/snakeplans.png) I like where this is headed. Title: Re: The Walled Garden Post by: Happy Shabby Games 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. Title: Re: The Walled Garden Post by: oyog on April 29, 2012, 03:05:45 PM I like the Ouroboros. In fact the occult theme of the whole game is awesome.
Title: Re: The Walled Garden Post by: Bones on May 17, 2012, 09:07:00 PM Tonight I shall deem to be a productive one art-wise.
(http://s14.postimage.org/765aykurl/colortest.png) 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. (http://d1466nnw0ex81e.cloudfront.net/iss/600w/661/516611/3789291_1.jpg) Title: Re: The Walled Garden Post by: Franklin's Ghost on May 18, 2012, 04:11:08 AM Promethea is awesome so nice find :) Love the artist layouts in it.
Title: Re: The Walled Garden Post by: offset on May 18, 2012, 05:36:19 AM Looks so awesome! >:D
Title: Re: The Walled Garden Post by: rek 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"). Title: Re: The Walled Garden Post by: oyog 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. Title: Re: The Walled Garden Post by: Bones on May 19, 2012, 10:01:57 PM @Rek
(http://s14.postimage.org/hkn4obmep/kabalah.png) 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. (http://s9.postimage.org/cx4kskflr/mockup1.png) Thank you Promethea, you've giving me the push I needed. (http://s9.postimage.org/pcoh7df5r/rocks.png) Started doing some rock studies yesterday night. Title: Re: The Walled Garden Post by: CK on May 22, 2012, 10:44:42 AM Good.
(http://i.imgur.com/zUghb.gif) Title: Re: The Walled Garden Post by: C.D Buckmaster on May 24, 2012, 07:10:34 PM Sky eyes are best eyes.
Title: Re: The Walled Garden Post by: Bones on May 24, 2012, 11:11:06 PM Estimated release date.
December 23rd, 2012 Title: Re: The Walled Garden Post by: Bones 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 a video (http://www.youtube.com/watch?v=dyFe9M2KSaM) 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. (http://s18.postimage.org/5vucjnk0p/horrorscream.png) (http://s13.postimage.org/4vx3xyqav/tornado1.png) Title: Re: The Walled Garden Post by: Dylan93 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 a video (http://www.youtube.com/watch?v=dyFe9M2KSaM) 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 (http://gmc.yoyogames.com/index.php?showtopic=512187). Title: Re: The Walled Garden Post by: Bones on May 28, 2012, 10:12:23 AM Rock and roll.
(http://s15.postimage.org/9exlbqn7v/rocks1.png) Title: Re: The Walled Garden Post by: Qqwy on May 28, 2012, 01:17:44 PM They look awesome. Are they destructable?
Title: Re: The Walled Garden Post by: peous on May 29, 2012, 12:29:35 AM nice piece of art !
Title: Re: The Walled Garden Post by: Bones 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. http://www.youtube.com/watch?v=aT9AcSTT6bY (http://www.youtube.com/watch?v=aT9AcSTT6bY) TheSnidr figured out how to get the effect working. Now I've gotta start finishing his animations. Title: Re: The Walled Garden Post by: Belimoth on June 01, 2012, 01:17:34 AM Stationary texture, yesssss
(http://i.imgur.com/eCPOC.jpg) Title: Re: The Walled Garden Post by: Bones on June 01, 2012, 06:12:46 PM Spoiler alert (http://s12.postimage.org/zcngtzc2l/firegiraffe.png)
This is going to be a bitch to animate... Still don't like how it looks to be honest. Title: Re: The Walled Garden Post by: Dylan93 on June 02, 2012, 12:45:04 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. http://www.youtube.com/watch?v=aT9AcSTT6bY (http://www.youtube.com/watch?v=aT9AcSTT6bY) TheSnidr figured out how to get the effect working. Now I've gotta start finishing his animations. You're drawing a void background with a surface over it, the monster sprite subtracts from the surface showing the background is that right :lol: ? Title: Re: The Walled Garden Post by: C.D Buckmaster on June 02, 2012, 06:54:16 PM Hopefully that monster moves around a lot, so that the effect is obvious enough.
Title: Re: The Walled Garden Post by: Bones on June 03, 2012, 09:27:47 AM Roughing out some tile ideas.
(http://s16.postimage.org/m9j0xqiwl/subdivtiles.png) Better than the old? (http://s9.postimage.org/vr02o1ebz/subdiv.png) You're drawing a void background with a surface over it, the monster sprite subtracts from the surface showing the background is that right :lol: ? I guess so? I don't know, I'm not much of a programmer - I'm an artist. Had to ask assistance of a programmer friend to get it figured out. Since I don't know anything about surfaces in Game Maker. Hopefully that monster moves around a lot, so that the effect is obvious enough. Yea I'm hoping to make the monster move a lot, the background will also be fixed and touched up.I'm going to start a new part of this devlog now. Please let me know if you like this sort of information, I'll keep posting things like this in the future as I begin working on the chapters and levels more thoroughly. Today we learn about the first sphere of consciousness "Malkuth" (http://s7.postimage.org/tx4ep9wuf/malkuth01.gif) Quote Malkuth is the first sphere upon which an initiate enters the Tree of Life. It is in this realm that you learn of the existence of other things, other than the earth, and touch upon divine sources. Sandalphon is the name of the Archangel that presides over this sphere and without his permission, you will not be allowed to leave Malkuth and enter into the other spheres of the Tree of Life. Newcomers to the Tree of Life will spend some time exploring in this sphere, some of that time on his or her own. Eventually, when Sandalphon feels the time is right and you have proved to him that you are ready and worthy and pure of heart enough to enter into the other realms, he will come up to you and present you some kind of key. This key is a symbol that you can travel to the other spheres. Symbols and images often identified with this sphere are; Storages Memories Gravity Freedom Earth, dry land Rose This sphere is divided up into sections: Quote Malkuth is often associated with the four classical elements of Greek philosophy: fire, air, water and earth. The elements themselves are further considered to represent energy, gasses, liquids and solids; power, will, intuition and strength; and destiny, spirit, life and inanimate matter. North -- Karmic forcesEast -- Desire and emotional forces South -- Silence and forces of inertia West -- Limiting and restrictive forces Quote Malkuth is a very big and dynamic sphere, more so than the other spheres of the Tree of Life. The rich diversity of the Earth Plane interpenetrates here and makes Malkuth a magical wonderland of things to do and see. This rich dynamic base coupled with your own human wants, desires, fears, and lacks makes your wanderings here in Malkuth an adventure and a half. Take you time with this sphere and enjoy it. There is a wealth of opportunity here that you should not miss for anything. Malkuth will serve as the tutorial chapter, teaching you all aspects of the game without actually telling you anything about it. It will likely be one of the largest chapters in the game. (http://www.ghostwoods.com/wp-content/uploads/2010/05/MalkuthTemple.jpg) Title: Re: The Walled Garden Post by: mokesmoe on June 04, 2012, 12:58:39 AM I like the new tiles, but they look kinda odd with lots of little ones stacked together. Also they might look odd being destroyed.
Title: Re: The Walled Garden Post by: Bones on June 07, 2012, 05:38:12 PM Your right the tiles do look weird in-game.
Especially when it breaks up... (http://s16.postimage.org/u6xd5aus3/wolf.png) This is all very WIP Never really drawn a wolf before. (http://s14.postimage.org/y0ckpngnx/chomp.gif) The jaws look pretty messed up, will have to fix this add some tension to the the bite so it doesn't feel so mechanical. (http://s13.postimage.org/p1yyjbirb/walled_garden.png) Title: Re: The Walled Garden Post by: mokesmoe on June 07, 2012, 06:31:15 PM You want the image to link to this: http://s16.postimage.org/6spdtdcur/wolf.png
I think the bottom part of the legs are too long. Looks pretty good though. Title: Re: The Walled Garden Post by: C.D Buckmaster on June 07, 2012, 08:19:01 PM I think the lower jaw should be moving more than upper. It might also look better if its head draws back and then lurches forward for the bite.
Title: Re: The Walled Garden Post by: Bones on June 07, 2012, 11:15:48 PM To clear up the back legs, they are bulls legs maybe I should just make them normal wolf legs.
I agree with all of these suggestions. (http://s17.postimage.org/7lg96ttjj/pyramid.png) Okay so thats one background started, I should concept out a few more before the night is done if it's in me. Title: Re: The Walled Garden Post by: mauz on June 08, 2012, 12:09:48 AM I like the wolf design very much, it's really creepy! Maybe you could use an intercalation frame or two to the jaw. Maybe you could use the same mechanic of white shark jaws as a reference.
Title: Re: The Walled Garden Post by: Bones on June 08, 2012, 01:34:35 AM Thats a great idea I'll certainly look into some shark chomps.
Lets keep this momentum going. (http://s13.postimage.org/6k0y77ujr/moonriver.png) Title: Re: The Walled Garden Post by: Scut Fabulous on June 08, 2012, 04:43:51 AM Great colours in that night water scene.
Title: Re: The Walled Garden Post by: Bones on June 14, 2012, 07:26:13 AM (http://s15.postimage.org/tv1fo30y3/hands.png)
I really feel like using this beksinski piece as a background. Mainly because look at the small guy at the the bottom of the piece. (http://3.bp.blogspot.com/-Dhcwuz5P-IQ/T4w33-kF2AI/AAAAAAAAG1Y/xhd8-Gr9wkw/s1600/Zdzislaw+Beksinski+polish+art.jpeg) (http://s14.postimage.org/p0f8am569/beksinski.png) Threw this up in the sky, cause I felt like it. It along with everything else in this thread still needs to be finished but at least they are started. :tired: (http://beksinski.dmochowskigallery.net/gfx/db/big/003442.jpg) (http://s14.postimage.org/hk3k5ps4x/ocean.png) Title: Re: The Walled Garden Post by: Bones on June 15, 2012, 12:28:48 PM Made a new tree of life based on the Yggdrasil from norse mythology.
(http://s7.postimage.org/8xjchfxiz/treeoflife.png) (http://upload.wikimedia.org/wikipedia/commons/thumb/8/8d/The_Ash_Yggdrasil_by_Friedrich_Wilhelm_Heine.jpg/465px-The_Ash_Yggdrasil_by_Friedrich_Wilhelm_Heine.jpg) Better than my old placeholder "tree of life" if it could be called that. (http://s10.postimage.org/evtm9fegp/treeofcrap.png) Title: Re: The Walled Garden Post by: Scut Fabulous on June 15, 2012, 07:31:30 PM That's gonna be a monster to pixellate. Nice new avatar btw!
Title: Re: The Walled Garden Post by: :^) on June 15, 2012, 07:54:11 PM gosh
Title: Re: The Walled Garden Post by: oyog on June 17, 2012, 08:35:18 AM Are you familiar with Barlowe's Inferno?
I don't remember seeing any images from it in the thread and I think it fits the theme of your inspiration. So; (http://i.ebayimg.com/00/s/NDk5WDcyMA==/$%28KGrHqF,!k0E67ynY32KBO8qs5f%29cg~~60_3.JPG) (http://spacereptilesareyourfriend.com/images/2-Wayne-Douglas-Barlowe-War-Horse.jpg) (http://ftp.kwasd.ru/dropbox/Barlowe%27s%20Inferno/bs-WayneBarlowe-Inferno-Agares.jpg) Inferno (and pretty much anything by Barlowe) is definitely worth owning if you don't already. Title: Re: The Walled Garden Post by: CK on June 23, 2012, 08:55:24 PM I really appreciate your imagination, Bones. This is great, compelling stuff that I definitely want to experience/explore/see more of. One of the very few games I'm looking forward to.
Title: Re: The Walled Garden Post by: offset on June 24, 2012, 01:32:44 PM It has long been following the project. So, I downloaded and tested the tech demo. This game combines really interesting mechanics and awesome graphics. Interesting that this game developed for 4 years. I really surprised about content of this game.
So, how I can complete first stage? Bugs: - Error with o_antiPlayer in player VS anti-player stage - room_goto(Menu) error in shop stage Cheers, Dec. Title: Re: The Walled Garden Post by: Bones on June 25, 2012, 06:32:29 AM Thanks very much guys, I need some motivation these days.
Seeing as though I'm unemployed which makes me broke and rather hungry. Since being kicked out of art school out for being too poor, my motivation has been pretty low lately. @Scut Figured this is my feature game so I may as well go all out in terms of pixeling objects and backgrounds. I feel like I've bit off more than I can chew, but I do have a large mouth. Don't want to let my mouth write a check that my ass can't cash. @oyog I believe I've seen some of Barlowe's Inferno long ago, but had forgotten about a lot of it. Thanks for the references. @Connor Golly such a nice thing to say, thanks. After working on something for so long you start to question if any of it works at all. So it's good to get that reassurance that things are looking decent. @UncleDec Thanks for taking the time to try it all out. I appreciate the feedback and bug reports. The first stage I believe has the fire sword in it, you are supposed to lure the sword into some water so that the fire sword gets put out by the water. Though I have to work on making that seem a bit more obvious to the player. At the moment I'm worried that the boss fights don't have enough impact. The ones I've started to work on seem a bit boring, so thats no good. For the last few weeks I've been trying to implement an inventory system. I've come very close to getting one to work but I seem to run into issues with moving the view and inventory at the same time. I wanted to try and avoid making the inventory a separate screen. It's a shame I suck at programming or a lot of this process would go quicker. Title: Re: The Walled Garden Post by: ஒழுக்கின்மை (Paul Eres) on June 25, 2012, 08:06:55 AM you should try teaming up with a programmer perhaps? there are probably plenty who'd like to help, you just need to find the right one
anyway too bad about art school, but i've never heard of someone being kicked out for being too poor before; usually if you're poor you can take out school loans or get financial aide? unless it's a private school that doesn't accept those things i guess Title: Re: The Walled Garden Post by: Bones on June 25, 2012, 09:34:39 AM TheSnidr has been helping me out big time, since he's the one who created the procedural trees, and a few of the effects.
a) Easy to implement b) Easy to work with c) Stay in the view properly with no errors I've had three examples get close to working, but never got close enough to fully work without errors. I DID IT! Found this example (http://gmc.yoyogames.com/index.php?showtopic=448094) (http://i35.tinypic.com/25jxfg2.png) So far I've managed to get it all to work in my game. As for school it's a complicated mess. I was receiving financial assistance for the first two semesters from a provincial service. When the third semester came they paid for my tuition and gave me $1800 for living assistance and school supplies. 18 days later I received a letter stating that the payment was a mistake and they had taken my tuition from the school and I owe them $1800 So I owed my $1800 tuition + $1800 living assistance cheque. I paid off my school tuition that semester by taking out all of my savings. The following semester I fell back in payments because I had no money saved up and my job as a sign spinner wasn't giving me enough hours. I won $900 on the radio so I managed to pay half of my tuition, but I still owe $1800 to Alberta Works for their financial mistake. I was two months over due and so they told me I wont get credit for the semester I just finished, and cant register for my next classes until I pay them $900 Here are some more inspiration images. Salvador Dali - Saint George and the dragon (http://ujuo.org/wp-content/uploads/HLIC/6bff3cd0650089c155126384a4349a39.jpg) Anne Bachelier (http://www.cfmgallery.com/Artwork/Anne-Bachelier/1010/Anne-Bachelier-C%27est-un-Ile.jpg) (http://www.cfmgallery.com/Artwork/Anne-Bachelier/1010/Anne-Bachelier-Au-Dela-de-la-Grande-Porte.jpg) Telarca@dA (http://fc02.deviantart.net/fs70/i/2011/356/4/4/telarca_by_afantini-dlx10m.jpg) JasonEagle@dA (http://fc08.deviantart.net/fs70/f/2011/339/0/4/ascendant_by_jasonengle-d4ia5rk.jpg) Title: Re: The Walled Garden Post by: Bones on June 25, 2012, 03:40:39 PM Started on some items.
I'll probably get some more done tonight. See if you can guess what they are, some of them aren't very obvious. (http://s17.postimage.org/az6n8omrz/items.png) (http://s14.postimage.org/g59h7hapt/items.png) Lantern | Eye of Providence | Twig | Apple Lantern Oil | Grenade | Phoenix Ashe | Incence Mushroom | Gryphon Feather | Egg | Coin Snake Tongue | Seed | Drum | Sand Skull | Black Mass Title: Re: The Walled Garden Post by: CK on June 25, 2012, 04:02:15 PM Started on some items. I'll probably get some more done tonight. See if you can guess what they are, some of them aren't very obvious. (http://s17.postimage.org/az6n8omrz/items.png) All seem obvious to me (I think). Lantern | Pyramideyefuckyou | Twig | Apple Potion? | Eye or Mine | Burning sand? Pheonix? | Rocfeather Drugs | Title: Re: The Walled Garden Post by: Franklin's Ghost on June 26, 2012, 10:54:13 AM Nice icons :-*
Title: Re: The Walled Garden Post by: Bones on July 06, 2012, 10:47:25 AM I'm begining to organize all of my music collection together so I can keep track of everything I have freedom to use.
Feel free to take a listen to them and let me know how they fit. Sound producers who have contributed: OverCoat ★ Aussie All-Star ★ http://archive.org/details/GardenArt (http://archive.org/details/GardenArt) http://gratisvibes.com/post/dark-dark-music/ (http://gratisvibes.com/post/dark-dark-music/) http://gratisvibes.com/post/the-sky-is-never-dark-anymore/ (http://gratisvibes.com/post/the-sky-is-never-dark-anymore/) http://gratisvibes.com/post/rust-to-rust/ (http://gratisvibes.com/post/rust-to-rust/) http://gratisvibes.com/post/greenbient/ (http://gratisvibes.com/post/greenbient/) Hoping to collect all the original scores that have been sent to me and I'll zip them all up so they can be downloaded as well. And here is a video update on an enemy from my game. VIDEO (http://www.youtube.com/watch?v=pp0n1Ivx-DA) It's animation is so realistic I could almost touch it. Title: Re: The Walled Garden Post by: Bones on July 09, 2012, 10:17:50 AM So after four years I have finally designed the FIRST 5 seconds of this game.
(http://s10.postimage.org/3mz2ucr4p/firstlevel.jpg) I took a page out of the mario book and decided to let the player learn how to play the game in the first 10-15 seconds of gameplay. Without specifically telling the player what to do. After this wall I think some kind of large gap which the player has to jump and learn to wall jump will be the best follow up lesson. Title: Re: The Walled Garden Post by: Bones on July 15, 2012, 07:16:06 PM (http://s9.postimage.org/eqinckzyn/beksinski.png)
(http://s9.postimage.org/62f9a8snj/beksinski.png) Been working on this piece. Once it's done it will decide the final quality for all the others. Title: Re: The Walled Garden Post by: tchassin on July 16, 2012, 11:39:21 AM I'm getting a good vibe from the latest update, keep up the good work !
Title: Re: The Walled Garden Post by: Bones on July 17, 2012, 09:40:27 AM Thanks man, I'm starting to feel good about this piece.
Still a lot to be done and not just on this background... (http://www.imgjoe.com/x/beksinski.png) (http://www.imgjoe.com/x/beksinski.png) Title: Re: The Walled Garden Post by: Bones on July 20, 2012, 11:05:46 AM (http://i46.tinypic.com/htznu0.png)
Here are 7 of the 12-20 backgrounds I still have to make. Trying to make it all one big panoramic image. Title: Re: The Walled Garden Post by: CK on July 20, 2012, 02:58:45 PM Here are 7 of the 12-20 backgrounds I still have to make. I especially like the last one with the creepy planetoid. :handthumbsupL::wizard: Title: Re: The Walled Garden Post by: Scut Fabulous on July 20, 2012, 03:43:57 PM Looking great Bones. I wish I could do giant pixel canvases at the speed you do.
Title: Re: The Walled Garden Post by: Bones on July 23, 2012, 01:49:32 PM Here are 7 of the 12-20 backgrounds I still have to make. I especially like the last one with the creepy planetoid. :handthumbsupL::wizard: Looking great Bones. I wish I could do giant pixel canvases at the speed you do. Thanks Scut, I wish I could work even faster but I'm stuck with the speed I can do for now.Will have to wait until I get robot arms so I wont ever have to undo a line. Terrain idea! I'm hoping to do a bit more with the terrain destruction feature of the game. So to add a bit of variety I thought of having three different terrain types. (http://s19.postimage.org/fwkefufkj/terrain.png) - Rock; normal terrain, doesn't react to player - Ice; cracks when the player jumps or lands on it - Sand; pushes down while the player stands on it, also has a timer and will disappear shortly after the player walks on it. Big thanks to Hempuli for two more terrain ideas. - Lava Rock; Technically it's the same as "Rock" but it damages the player while he stands on it - Sacred Ground; Standing on it makes attacking prohibited. Title: Re: The Walled Garden Post by: alemke on July 23, 2012, 02:13:11 PM Quote Terrain idea! I'm hoping to do a bit more with the terrain destruction feature of the game. So to add a bit of variety I thought of having three different terrain types. (http://s19.postimage.org/fwkefufkj/terrain.png) - Rock; normal terrain, doesn't react to player - Ice; cracks when the player jumps or lands on it - Sand; pushes down while the player stands on it, also has a timer and will disappear shortly after the player walks on it. Big thanks to Hempuli for two more terrain ideas. - Lava Rock; Technically it's the same as "Rock" but it damages the player while he stands on it - Sacred Ground; Standing on it makes attacking prohibited. You could get into some really interesting puzzles with the different types of terrain. great idea! Maybe i just didnt look hard enough, is there a mac demo anywheres? Title: Re: The Walled Garden Post by: Bones on July 24, 2012, 10:48:23 AM Thanks I think it will add a lot more to the gameplay of the world so the player isn't always shooting to break the terrain.
I regret to inform you there is no mac demo, I will hopefully be releasing on mac but there likely wont be a demo unless I can get a game maker pro working on a mac to export one. Edit: Bahhh I just realized a problem with sand. When you shoot out the terrain around it, it just stays as a big block... (http://s19.postimage.org/ttbgu2mab/sand.png) Looks a little lame for sand... Title: Re: The Walled Garden Post by: Bones on July 25, 2012, 07:51:10 AM (http://s19.postimage.org/fo65z66oj/sand.png)
Decided to make the sand blocks generate a sand particle, I think it makes the sand at least seem a little more sand-like. Though it's disappearing... Which seems a bit odd for sand since sand doesn't just vanish and poof away. Not sure if I can make the sand move without messing with the players collision. Which has been a major problem with making any terrain have gravity, when it falls on top of the player; the player can't move. Right now sand at least works differently to rock, but there are still times where it doesn't seem like sand because it doesn't sink or move, it just vanishes. Title: Re: The Walled Garden Post by: namragog on July 25, 2012, 07:58:01 AM yay, bones is back! :-*
Title: Re: The Walled Garden Post by: Bones on July 26, 2012, 12:02:41 AM I sure am!
And I'm back fulltime, now that I have a job I wont have to worry about starving to death in the near future. So now I can devote all my time at home on the game, like I should have been doing everyday for the last three years, I'd be much further along if I had such... Last night I officially released Phase two of my Indie-gogo campaign (http://igg.me/p/186672?a=192636). That's right ladies and gentlemen donations are open yet again! Benardete’s paradox Quote "Benardete’s “Paradox of the Gods”: A man walks a mile from a point α. But there is an infinity of gods each of whom, unknown to the others, intends to obstruct him. One of them will raise a barrier to stop his further advance if he reaches the half-mile point, a second if he reaches the quarter-mile point, a third if he goes one-eighth of a mile, and so on ad infinitum. So he cannot even get started, because however short a distance he travels he will already have been stopped by a barrier. But in that case no barrier will rise, so that there is nothing to stop him setting off. He has been forced to stay where he is by the mere unfulfilled intentions of the gods.[5] — M. Clark, Paradoxes from A to Z Title: Re: The Walled Garden Post by: Bones on August 03, 2012, 10:49:11 PM I got GameMaker Studio for free!
Quote YoYo Games supplied GameMaker:HTML5 for use by all entrants, free of charge. As this was limited use for the competition only for 2 months, all entrants who signed up for the YoYo Games mailling list also qualified to receive a 50% discount for GameMaker Studio. But to thank everybody who used GameMaker:HTML5 for the GGJ, and who signed up for our mailing list, we've instead decided to give you each a copy of GameMaker Studio for FREE! Now making levels should be much easier! Since GM8.1 level editor allowed you to zoom out which I really liked. I've been making this game in GM8 so it will be nice to get a free upgrade to the better level editor. Guess that means I no longer need to raise $99 to purchase it since they just gave it to me, cause I'm awesome. 8) Expect some more levels and a stable demo in the near future. Title: Re: The Walled Garden Post by: namragog on August 04, 2012, 07:09:17 AM Awesome!
I have a question for you, Bones: For the inventory, does it stay throughout rooms? Basically, does a persistent object keep it's variable values throughout rooms, or does it disappear? Title: Re: The Walled Garden Post by: Bones on August 04, 2012, 11:20:31 AM The inventory is a persistent object, if it's open when you change rooms it will stay open until you close it.
Though I could put a timer on it and make it disappear if it's not used for a while. Plugged in my scanner for you all. Here are some paper notes I've jotted down here and there. This first page was the first game design doc I wrote during class one day. (http://s19.postimage.org/dlnt8v8lv/notes.jpg) The following is a journal as kept by Atom. (http://s19.postimage.org/pkzbg6e6r/Atoms.jpg) (http://s19.postimage.org/nugaeownn/kabbalah.jpg) (http://s19.postimage.org/6jpvmo503/treeoflife.jpg) (http://s19.postimage.org/hkl0rox8z/Infinity.jpg) Title: Re: The Walled Garden Post by: C.D Buckmaster on August 04, 2012, 05:00:51 PM Seeing physics diagrams and spiritual symbols on the same page makes me hot.
Title: Re: The Walled Garden Post by: Bones on August 07, 2012, 09:49:32 AM Okay hopefully this can better answer Gabriel's question.
Guess this could basically be the "Mission statement" if my game was ever to have one. Simply put, this game is about infinity. ∞ Life from Death, that lovely juxtaposition which guides our lives and all generations of galaxies before us. There are always two forces warring against each other within us, Yin and Yang. (http://s19.postimage.org/p3e9uk18z/yinyang.jpg) The Kabbalah tree of life is a metaphor for understanding the temple known as your being. To ascend into the tree is to find one’s self and place in this metaverse. Striving for Kether and gaining greater creativity; any ending information; finishing an inner spiritual quest and its causes and attainment; union with Elohim. By the end of this game I don’t intend to have any specific ultimate meaning. The assumption is that the player will walk away with their own take of what this game fundamentally means. Since I suspect not everyone will play it the same way. Title: Re: The Walled Garden Post by: 08--n7.r6-79.84 on August 07, 2012, 09:53:48 AM beautiful!
Title: Re: The Walled Garden (@WalledGardenTWG) Post by: Bones on August 09, 2012, 08:33:16 AM Thanks man.
Okay so IGF just announced that submissions are OPEN. Now that I don't have to spend $99 on GameMaker:Studio I may as well spend $95 on entry fee. Can't hurt to enter really. I have opened a Twitter account for TWG, follow me @WalledGardenTWG Have a lot of books to hunt down and read; Trivium Quadrivium A theory of fun for game design Valis - Philip K. Dick Burt Harding: You are a light being Power of now Celestine Prophecy Be here now Does anyone else know of any existentialist books I should read or take into consideration? Also does anyone know of any blogs that would be willing to feature my game? I am in terrible need of some publicity for this project. Afraid that if I have no coverage over the summer, I'm going to have a tough time releasing on December 21. Since no one will know about it. Today is my cake day on reddit so please upvote my posts. <3 I submitted my game to r/atheism, r/gaming and r/occult www.reddit.com/r/atheism/comments/xycms/for_the_past_three_years_i_have_been_creating_a/ (http://www.reddit.com/r/atheism/comments/xycms/for_the_past_three_years_i_have_been_creating_a/) www.reddit.com/r/gaming/comments/xybvu/today_is_my_cake_day_for_the_past_three_years_i/ (http://www.reddit.com/r/gaming/comments/xybvu/today_is_my_cake_day_for_the_past_three_years_i/) Quote from: Random reddit atheist Listening to the "explanation" of what a game is about was like listening to an insane person talk. I liked the music. The game itself seems very derivative. Quote from: Random reddit gamer This looks like a lot of fun! :) Title: Re: The Walled Garden (@WalledGardenTWG) Post by: Bones on August 10, 2012, 09:53:01 AM Thanks Gabriel, I figured now is a good time to kick into gear and start cranking out some updates.
I spent one whole day on Reddit and Twitter, so I think I don't need to do that anymore. I'll still use twitter to show updates, but it's best I stay away from procrastination traps. As for the 3370 followers. I already had $5 on Fiverr from a drawing I did of a potato in a kilt (http://i45.tinypic.com/vz9fmc.jpg). Some guy just offered to get me 1000 followers for $5. So really that drawing paid for the 3000 fake twitter accounts. I assumed most of them would be fake, but with the fake ones come real followers. I'd say maybe 300 of them are real, the other 3000 are likely bots. But still from 10 followers to 300 seems worth the $5 I agree that the money could be spent better, but I don't plan on doing this again. Just did it so my twitter page would seem inflated with followers and perhaps appear more popular than it is, thus enticing someone to follow me. And so far it appears to be working since it's rising slowly. I wish someone of importance would retweet me, that'd obviously help a lot. My indie-gogo went up by $60 yesterday so I think it seems like a $5 well spent. I did get some awesome comments on reddit yesterday here they are: Quote from: godsfordummiesfrom /r/Atheism Listening to the "explanation" of what a game is about was like listening to an insane person talk. I liked the music. The game itself seems very derivative. Quote from: iamthevoxpopuli from /r/Atheism Have you read "The Lost Symbol" by Dan Brown? This reminds me of it. This game looks AMAZING and I have a feeling that I will be spending many fun hours playing it! Quote from: palinola from /r/Antitheism Definitely looks interesting, and your art style is exquisite. Reminds me of All Of Our Friends Are Dead Quote from: rickyrick26 from /r/Occult You say that its related to these esoteric themes, but how does that actually play out in the game? How does that manifest? Quote from: Dunabu from /r/Occult I'd hope it would introduce the concepts gradually so as not to confuse some of the players. The idea has really powerful potential, but it could become a barrage of meaningless esoterics that may or may not even exist to the extent of some players' knowledge of all that hocus pocus. Quote from: a_throwaway00 /r/gaming This looks like a lot of fun! :) Quote from: apocalypsebrad /r/gaming It looks awesome. I think you're going to get alot of attention once it's actually finished and available to play. These honest comments are absolutely what I needed. Some of these are the kind of questions I have been asking myself. Title: Re: The Walled Garden (@WalledGardenTWG) Post by: ஒழுக்கின்மை (Paul Eres) on August 10, 2012, 10:07:24 AM I wish someone of importance would retweet me, that'd obviously help a lot. which retweet do you want retweeted? i'm not important but it'd perhaps help if you'd say stuff in the forums here like 'retweet me! here's a link to the tweet' Title: Re: The Walled Garden (@WalledGardenTWG) Post by: Bones on August 10, 2012, 09:59:07 PM Retweet me! Here is a link to the tweet. (http://twitter.com/WalledGardenTWG/status/233266568593801216)
Thanks paul much love. :gentleman: Today is payday, I shall go buy some pens and Post-it notes. Need to start making some to-do lists and get organized, my desk is a mess. I need to find a direction, create priority bug fixes and get that shhtuff done. Title: Re: The Walled Garden Post by: Bones on August 20, 2012, 10:26:32 AM Met this local musician (http://www.hellomoth.com/) on Saturday his stage name is Hello Moth.
Will definitely be cool to get an original track from him. Title: Re: The Walled Garden Post by: Bones on August 21, 2012, 05:18:37 PM Pressing 'S' aka Down will allow Atom to meditate.
(http://s13.postimage.org/4cffoykcz/meditation.png) Meditation will let Atom save his game, and also allow him to astral project. Astral projection will give Atom the ability to move through solids he can't break. (http://fc00.deviantart.net/fs44/i/2009/124/2/3/ASTRAL_PROJECTION_by_swarooproy.jpg) Image by swarooproy.deviantart.com (http://swarooproy.deviantart.com) Title: Re: The Walled Garden Post by: knotty spine on August 21, 2012, 07:17:09 PM :handclap: >:(
Title: Re: The Walled Garden Post by: Cellusious on August 22, 2012, 05:50:55 AM What to say?
The art style is effective for the mood, i't works, I'm interested in physics, so you hooked me a bit with the physics thing but it doesn't really make that much sense nor the other "stuff". It works, it looks cool. :handthumbsupL: Title: Re: The Walled Garden Post by: Bones on August 22, 2012, 09:21:56 AM What doesn't make sense about it?
Care to elaborate on that? perhaps I could help answer some questions about how it all fits. Are you wondering how physics plays into the game, it's actually not that deep into the game quite yet. I don't have like 2d box physics or anything like that, so there are some pretty rudimentary video game physics inplace instead. What "other 'stuff'" ? All the religous/spirutal/accult "stuff" like Adam and Eve, Kabbalah, Yggdrasil, the Ouruborus, Yin and Yang, The Eye of Providence and Meditation? I guess you may not yet see the connections between all of the related topics yet. But they are there I assure you, I'm not just picking topics out of a hat. Based on Nassim Haramein’s most recent scientific paper, The Schwarzschild Proton. "This significant paper marks a new paradigm in the world of quantum theory, as it describes the nuclei of an atom as a mini black hole, where protons are attracted to each other by gravitation rather than some mysterious undefined strong force." Quote The nuclei of an atom as a mini black hole. You must keep in mind the main characters name is Atom not Adam. Perhaps you could help me fill any gaps in my idea that you may see? Or ask questions so we can try to make the connections stronger. If anyone feels there is something that needs to be discussed about the logistics of my game, this would be the place to do it. I have been looking at this thing for so long that I'm convinced now that it's working as a whole, but if something doesn't work; If you see any flaws or plot holes in my storyline, let me know. This thread has been extremely useful for me when people have ideas to contribute or suggestions on something I may have overlooked so please, help me. :beg: Title: Re: The Walled Garden Post by: Bones on August 23, 2012, 10:20:16 AM New video showing some actual work in game maker.
and attempting to make Atom meditate in-game. www.youtube.com/watch?v=1i7UI9Ts2fU (http://www.youtube.com/watch?v=1i7UI9Ts2fU) Maybe Atom should just slowly sink into sand instead of it breaking up? and I could just do like sand animations when you enter it like the water. Title: Re: The Walled Garden Post by: brettchalupa on August 23, 2012, 10:32:00 AM This is looking really good - keep up the hard work. :)
Title: Re: The Walled Garden Post by: emacs on August 23, 2012, 03:37:17 PM Looks really cool! Perhaps when Atom is meditating, he could animate up and down slightly so it isn't so static.
Title: Re: The Walled Garden Post by: mokesmoe on August 24, 2012, 01:54:02 PM I feel like meditate shouldn't be down because that's too easy to press and it brings up a save menu and stuff.
Title: Re: The Walled Garden Post by: Bones on August 24, 2012, 11:49:33 PM Well I was thinking of creating a decently long timer on it so the save doesn't pop up instantly, to avoid players from saving every two minutes.
Also have to think of how to let the player load their save file. Title: Re: The Walled Garden Post by: Bones on August 25, 2012, 12:01:58 PM Though perhaps instead I should make save areas? Like a save stone or something.
The meditation could be a form of slow healing perhaps? Found some older concept art from when I watched "The Fountain (http://www.imdb.com/title/tt0414993/)" Contains some of the HUD ideas I had. (http://i50.tinypic.com/2qk13yq.jpg) Title: Re: The Walled Garden Post by: Bones on August 29, 2012, 08:22:29 AM New youtube video (http://youtu.be/96oQ6yBmBQs)
Just working on air gusts, need these for a few levels. Title: Re: The Walled Garden Post by: Nate_G on August 29, 2012, 08:34:20 AM The video looks great, like the way the ground deforms too.
What's the tune in that video? I dig it. Title: Re: The Walled Garden Post by: Bones on August 29, 2012, 09:22:37 AM paged
New youtube video (http://youtu.be/96oQ6yBmBQs) Just working on air gusts, need these for a few levels. Thanks although I'm considering changing the rock texture, since I still don't like how it looks. It's an original track made by Overcoat (http://gratisvibes.com/post/the-sky-is-never-dark-anymore/) for the game. He's going to work on another track when he gets some time. Title: Re: The Walled Garden Post by: Nate_G on August 29, 2012, 12:01:58 PM Oh snap, I love that EP, got it in a compilation at some point a while back, didn't recognise it in the video though!! I mentioned I'd like to contribute some music a few pages back, would you still be up for that?
Title: Re: The Walled Garden Post by: Bones on August 29, 2012, 04:44:06 PM Yeah man I'm down with it, I'm encouraging everyone to attempt to work outside their comfort zones with sounds they may otherwise not have worked with before.
There are a few examples posted, but feel free to take your own interpretation on them. I can give you a specific set of words to work with if you'd like? Each song will have a certain theme or mood to it, to help contribute to each levels setting. Title: Re: The Walled Garden Post by: Nate_G on August 30, 2012, 02:24:53 PM I'll take the time to read back over the thread and seek out the examples in the morning. A set of words is a good idea, I like working within confines, otherwise I just tend to 'do my thing'.
Title: Re: The Walled Garden Post by: EdgeOfProphecy on August 30, 2012, 05:34:26 PM I hope when you release the game, you release all the strange occult concept art along with it. I really dig that sort of stuff.
Title: Re: The Walled Garden Post by: Bones on September 02, 2012, 07:40:44 AM I'll take the time to read back over the thread and seek out the examples in the morning. A set of words is a good idea, I like working within confines, otherwise I just tend to 'do my thing'. At the bottom of the first post.Quote The type of music I'm going for is dark ambient experimental type music. Here are some examples of what I'm kind of shooting for. 01 (http://gratisvibes.com/post/rust-to-rust/) 02 (http://gratisvibes.com/post/the-sky-is-never-dark-anymore/) 03 (http://gratisvibes.com/post/greenbient/) 04 (http://gratisvibes.com/post/dark-dark-music/) Also pick a Sefirot and I shall give you a list of words based on that choice. (http://www.chabad.org/media/images/68/EpsV680019.jpg) I hope when you release the game, you release all the strange occult concept art along with it. I really dig that sort of stuff. Yeah I was considering putting them in some sort of "Extra" area of the game so people could see them all.There are lots of them that I have laying around that have not yet scanned or posted. In other news; I found this page (http://c2.com/cgi/wiki?WalledGarden) explaining what a Walled Garden is when referring to Wikipedia pages. Also found this breakdown of Promethea (http://www.enjolrasworld.com/Annotations/Alan%20Moore/Promethea/Promethea.htm). Putting these here so I have them for later. The description of these Walled garden's reminds me of Beksinksi's void buildings. (http://24.media.tumblr.com/tumblr_lvx99lNJo71r7e3v8o1_500.jpg) Also this page (http://c2.com/cgi/wiki?PiecemealGrowth) which talks about Piecemeal Growth is pretty interesting. It's pretty much how my development has gone as an inexperienced game developer. Title: Re: The Walled Garden Post by: Bones on September 23, 2012, 06:50:53 PM Karma system (http://youtu.be/BZnJaQaYLj8) is go.
The experiences aka "Achievements" will alter your karma as you go depending on what kind of experience it is. Some will give you no karma, and some may alter your karma for the rest of the game. Title: Re: The Walled Garden Post by: Bones on September 26, 2012, 12:14:33 PM Productive day so far.
Meditation + Astral Projection (http://www.youtube.com/watch?v=diNMevGVcLA) is implemented. (http://s11.postimage.org/5l2e247kz/astral.png) Working on adding depth to the backgrounds. Parralaxing background attempt (http://www.youtube.com/watch?v=e05R0NCv_2M) (http://s17.postimage.org/t10weavnz/screenshot.png) Title: Re: The Walled Garden Post by: C.D Buckmaster on September 26, 2012, 03:18:35 PM That background...
Title: Re: The Walled Garden Post by: Bones on October 02, 2012, 08:15:02 AM Inventory update. (http://www.youtube.com/watch?v=VckYsjdzEio)
I've had a couple of comments lately about the gun play and achievements in my game. Not exactly sure how I should take them. Quote 1. Attempt to make metaphorical and deep game 2. Add guns. Quote the achievements and gunplay ruin the atmosphere. Since the gunplay adds to the casual factor of just destroying the world and seeing trees grow, so I don't see how it loses it's atmosphere if anything the gunplay adds atmosphere because of the Creation from Destruction juxtaposition. The achievments are going to be changed to experiences and they will alter your karmic alignment. Do I really need to make a passive game like Knytt in order for my game to be seen as deep or metaphorical? I mean it's the players choice to use the gun, I will make it so the game is beatable in a passive way if people want to play it that way. I've also changed the HUD because I realized all the information I had on the hud is displayed in the new inventory. (http://s17.postimage.org/vl9t6uz4f/hud.png) So I can just use the HP bar and Overheat circle Title: Re: The Walled Garden Post by: Lazycow on October 02, 2012, 08:21:25 AM (http://s11.postimage.org/5l2e247kz/astral.png) Yeah, finally some colors from you. I have missed them so much in the early screenshots. Excellent background! :handthumbsupL: Title: Re: The Walled Garden Post by: Bones on October 03, 2012, 09:58:39 AM Thanks Lazycow, you should go back a couple pages if you want to see all the other backgrounds I have to finish still.
Tweaking the tree growth speed. (http://youtu.be/76EzX4vM-G0) Waiting for TWG's Indie-DB page (http://www.indiedb.com/games/walled-garden) to become public. Title: Re: The Walled Garden Post by: Bones on October 04, 2012, 07:22:43 AM Parralaxing attempt #2 (http://www.youtube.com/watch?v=OrkCI1qKPfw)
I have to remember to read all of this (http://www.illuminati-news.com/00363.html#ia) and this (http://www.lawofone.info/). In the next few days I will be applying for an artist consultation from Alex Grey and his wife at the Chapel of Sacred Mirrors (http://www.cosm.org/events/artists_con.html). I would like to go for a week retreat and set some life goals and measure my accomplishments while I'm there. And just a reminder to everyone there are only 50 days left in my indie-gogo (http://www.indiegogo.com/WalledGarden?a=192636). Title: Re: The Walled Garden Post by: oyog on October 04, 2012, 10:28:47 AM Parralaxing attempt #2 (http://www.youtube.com/watch?v=OrkCI1qKPfw) In the next few days I will be applying for an artist consultation from Alex Grey and his wife at the Chapel of Sacred Mirrors (http://www.cosm.org/events/artists_con.html). I would like to go for a week retreat and set some life goals and measure my accomplishments while I'm there. That's incredibly exciting. I'm still a little disappointed I never got up there while I lived in MA. Title: Re: The Walled Garden Post by: emacs on October 04, 2012, 12:07:27 PM Cool, I've got relatives who live a few minutes away from there. Enjoy your stay and good luck with the campaign!
Title: Re: The Walled Garden Post by: Bones on October 05, 2012, 06:42:48 PM (http://button.indiedb.com/popularity/medium/games/19313.png) (http://www.indiedb.com/games/walled-garden)
Put TWG on indiegogo That's incredibly exciting. I'm still a little disappointed I never got up there while I lived in MA. Yeah I live in Canada and have never been to the US.So it should be interesting if I'm accepted for consultation. Cool, I've got relatives who live a few minutes away from there. Enjoy your stay and good luck with the campaign! Thanks, nothing is for certain yet - all I can do is hope. :DIn other news. I have figured out a way to hide Experiences aka Achievements so they don't break the emergence of the game. Title: Re: The Walled Garden Post by: Bones on October 06, 2012, 10:02:18 AM www.youtube.com/watch?v=BZnJaQaYLj8 (http://www.youtube.com/watch?v=BZnJaQaYLj8)
To elaborate on this video from earlier in the week. I have implemented the karma system into the HUD (http://s12.postimage.org/ve2j1i05p/hud1.png) With that I leave you with this science factoid; Magnetism is caused when atoms are all pointed in the same direction. Title: Re: The Walled Garden Post by: Bones on October 16, 2012, 08:55:31 AM For the next little while I will be working on the Hidden Hand.
(http://gonzoj.files.wordpress.com/2010/05/6a00d8341bf6cb53ef00e54f2d53428834-800wi.jpg) Based on Left for Dead's info_director (https://developer.valvesoftware.com/wiki/Info_director) The Hidden_Hand object will be an automated entity which will alter different aspects of gameplay based on the players actions and logic timers to add a bit of randomness to the mix. I will keep the information that is monitored a secret, however I will list a few things the hidden_hand might manipulate while you are playing.
The Hidden Hand has three modes Mother, Teacher, and Destroyer Mother is nurturing, it's friendly doesn't put you in danger. Teacher isn't as nurturing it tries to teach you about the dangers of the destroyer. If you anger the Teacher the Destroy takes effect and begins to throw curve balls at you. (http://s15.postimage.org/qvmrp1y1j/h_h.png) The equivalent of :smb02: If anyone has any ideas as to other things the hidden_hand could manipulate I'd love to hear them. Title: Re: The Walled Garden Post by: tchassin on October 16, 2012, 01:22:35 PM Sounds both very intriguing and interesting.
Title: Re: The Walled Garden Post by: oyog on October 17, 2012, 07:42:19 AM If anyone has any ideas as to other things the hidden_hand could manipulate I'd love to hear them. I don't know how well this works with the gameplay you have planned or even if it's possible to implement but randomizing creature behavior a bit. You'll also have to excuse me if you've already mentioned something like this in the devlog, I haven't been following it that long. I imagine the world would feel more alive if the creatures aren't always behaving the same way when alone or around other creatures. Occasionally creatures of the same kind might be playing before interrupted. Or a predatory creature might be hunting something before interrupted. Stuff like that. Title: Re: The Walled Garden Post by: Lazycow on October 17, 2012, 09:16:22 AM Ok, I watched the "parallax attempt 2"...
The parallax effect itself: It looks supercool at the beginning when the player descends, but then some glamor vanishes in the sidescrolling area. Maybe because you just see the background and almost no foreground blocks are there for your eye to look at. (maybe scrolling a bit more downwards would help?) Also, another background layer with different speed would be nice of course... Another thing: I was thinking about these fragments that stay in the air after you destroy some blocks... A cool effect would be if they just fall to the ground, otherwise they look a bit "wrong", because they just float in the air. Anyway, nice work so far, keep it up! :handthumbsupR: ;D Title: Re: The Walled Garden Post by: Kapser on October 18, 2012, 10:23:47 AM I tought I recognized that animation style! Then I realized who you are from your nickname from your youtube channel. We attempted to make a red ninja game once a while ago :)
Good luck with your project, it seem to be a pretty rich game with lot of great features. I absolutely love the art, since not only I love your style but I'm also a Miyasaki fan. Keep up the good work! Title: Re: The Walled Garden Post by: Bones on October 22, 2012, 10:20:57 PM @oyog Yeah, for a while there I was contemplating having certain creatures actually mate for spawning and stuff. But I thought that was a little over-kill.
I do like the idea of like an idle/frolic mode to change up the standard moving. @Lazycow Hey thanks, yeah that room is just my sandbox room where I'm prototyping everything at the moment so it's not really much of a level. I had terrain them falling, but everything kind of just falls apart when I do that, and then there isn't much of an actual level in very little time. At the moment when you jump on them they do fall if they are single bricks. @Kapser Hey yeah I still have all the animations and images from that project. Red Ninja was quite fun, I enjoyed the little wall jumping and stabby prototype you had made. I appreciate the comments; This solo project has taken a lot out of me over the past few years. :tired: Title: Re: The Walled Garden Post by: Bones on October 27, 2012, 09:45:34 AM Thanks to a kind donation of $150 from an individual on indiegogo I was able to purchase myself a new laptop.
So development should start coming back to daily updates very soon. Attempting to convert the game over to GM Studio so I can release on Mac. Have been having a lot of issues with most of my code being now obsolete. Have to change my entire sound system. I finally got the game to compile and run in GM Studio, but it gets an error if you do just about anything at the moment... Release on mac isn't looking too bright. In other news... Yesterday I got a tattoo of TWG's desktop icon, now my dedication to this project is on my body for life. (http://s12.postimage.org/jgmyod39p/yinyang.jpg) Title: Re: The Walled Garden Post by: Swaggermuffin on October 27, 2012, 03:57:53 PM This is all really high-level stuff. I don't see that often in games, and I'm intrigued to see more.
Also, nice tat. Title: Re: The Walled Garden Post by: C.D Buckmaster on October 27, 2012, 05:31:34 PM That's some hardcore game deving commitment right there.
Title: Re: The Walled Garden Post by: caffeine on October 28, 2012, 07:40:22 AM That's some dedication you got man. If you ever need any help, be sure to hit me up.
Title: Re: The Walled Garden Post by: Bones on October 31, 2012, 01:36:10 PM Thanks Swagger, that's quite a compliment to be called high-level.
I am honored for such a title. CD, green thanks I take my game quite seriously these days. So this tattoo is a visual reminder that I need to be working on my game at all times while I can. Quote http://soundcloud.com/walledgarden/sets/walled-garden-soundtrack (http://soundcloud.com/walledgarden/sets/walled-garden-soundtrack) I have uploaded the current soundtrack to soundcloud. It's about ten minutes long at the moment, and more songs will be added to it as I get them. Fanart by Bannon Rudis (http://Bannon Rudis) (http://s11.postimage.org/gt8ofhleb/garden.jpg) (http://s11.postimage.org/gt8ofhleb/garden.jpg) Title: Re: The Walled Garden Post by: Bones on November 02, 2012, 09:07:30 AM (http://s8.postimage.org/c8mombi3p/Gryphon.png)
Working on implementing the Gryphon. At the moment you jump to dismount horses, so I'm trying to think of how the Gryphon will work when you jump on top of it. Perhaps pressing up will flap it's wings otherwise it like perhaps kind of glides falling slowly to the ground? Since it's not on the ground the more likely button to push is down for a dismount. Here is a video of it in action. (http://youtu.be/nrDLcOQbbbU) There are no animations yet so it's static, bare with me. Title: Re: The Walled Garden Post by: PsySal on November 05, 2012, 02:47:50 PM Yesterday I got a tattoo of TWG's desktop icon, now my dedication to this project is on my body for life. (http://s12.postimage.org/jgmyod39p/yinyang.jpg) Love lurking this thread and seeing how this project is coming along. Awesome tattoo!! Even if it wasn't from TWG it would be an awesome tattoo. Title: Re: The Walled Garden Post by: Bones on November 05, 2012, 02:59:33 PM Thanks Calvin! :]
Here is a nice obstacle I've come up with. (http://s9.postimage.org/4fcgbdum7/IMG_1620_1.jpg) (http://s15.postimage.org/i4qrrh763/castle.png) It's actually a neat little puzzle to get up to that ledge. These "castle" graphics are placeholder, I will need to do up a castle tileset. I also have to work on the global pallet and making sure all the colours match and are coherent throughout the entire game. Because right now certain things stick out being more saturated and what not. - In the North you come face to face with your karma. However, this karma is presented to you in a most unique and wondrous way: in some kind of dramatic adventure. Sandalphon has a castle in the North, and often you will have to travel to this castle to retrieve some kind of tool. You may have to cross a mote or engage in some kind of struggle to get there. However reaching this castle or goal is a sign that you are able to balance out your human karma and is one of the signs needed to show to Sandalphon that you are ready for the rest of the Tree of Life. Title: Re: The Walled Garden Post by: Bones on November 19, 2012, 12:14:57 PM Working on fleshing out the castle tiles.
(http://s18.postimage.org/ems3h23u1/castletiles.png) (http://s16.postimage.org/ve8wxj8xh/wiptiles.png) Considering giving the fall bricks faces. Title: Re: The Walled Garden Post by: Bones on November 20, 2012, 04:32:11 PM (http://s15.postimage.org/88hgqtk6z/Shading.png)
(http://s15.postimage.org/km65mdta3/coloumns.png) (http://s11.postimage.org/6ww5ms8ar/throne.png) (http://s10.postimage.org/4canphwjd/castle2.png) Title: Re: The Walled Garden Post by: Bones on November 21, 2012, 12:15:39 PM Less than 38 hours remaining in the indiegogo fundraising campaign (http://www.indiegogo.com/WalledGarden).
(http://s9.postimage.org/qmx04og2n/malkuth1.png) Constructing Malkuth. Based on an earlier post (http://forums.tigsource.com/index.php?topic=14623.msg741882#msg741882) in the thread. Quote Malkuth will serve as the tutorial chapter, teaching you all aspects of the game without actually telling you anything about it. (http://s8.postimage.org/j4bz2nlhx/Malkuth_Temple.jpg)It will likely be one of the largest chapters in the game. Title: Re: The Walled Garden Post by: Bones on November 23, 2012, 11:47:12 AM Guess I'll just keep on truckin'
(http://upload.wikimedia.org/wikipedia/commons/3/35/Cole_Thomas_Expulsion_from_the_Garden_of_Eden_1828.jpg) The next few videos will be the construction of this level based on the painting by Cole Thomas. I will record myself pixeling each separate layer of the background in the next video. Here is video 1 (http://www.youtube.com/watch?v=KM8rI_AeohU) Title: Re: The Walled Garden Post by: Bones on November 24, 2012, 11:47:08 AM Here is video 2 (http://www.youtube.com/watch?v=IziOPm05MCo)
A short video showing some dither action for anyone interested in seeing my process, let me know if I should do more of these or not. Title: Re: The Walled Garden Post by: Swaggermuffin on November 24, 2012, 12:19:55 PM let me know if I should do more of these or not. Yes, please. It's frustratingly uncommon to be able to see people's workflow on projects of this sort. Title: Re: The Walled Garden Post by: Bones on November 27, 2012, 04:58:46 PM Alright, here is a video (http://www.youtube.com/watch?v=9y4_n16MCT0) of me working on the Yggdrasil a bit.
(http://s13.postimage.org/99hpg6e3b/treeoflife.png) Title: Re: The Walled Garden Post by: Bones on December 02, 2012, 02:42:08 PM (http://s11.postimage.org/nca0qjukz/treeleaves.png)
For some reason I'm getting some draw problems with the border of the surface. (http://s13.postimage.org/jf8w6g513/leafboarder.png) This will currently be what I'll be working on implementing in the next few days and get it all working. A big thanks to TheSnidr (http://thesnidr.blog.com/) for his awesome contributions. Here is a video (http://www.youtube.com/watch?v=g_bVE6yDVfg) of the leaves in action. Title: Re: The Walled Garden Post by: Bones on December 03, 2012, 01:15:15 PM I've been trying to figure out good things to put along the top area of a level.
For a while it's looked weird having terrain so high up all the time, so it's nice to have some alternative objects to walk on. Decided to take a page out of the book of Mario. (http://s15.postimage.org/jk24w49x7/airlevel.png) Title: Re: The Walled Garden Post by: happymonster on December 03, 2012, 01:19:08 PM That looks nice! :-*
Title: Re: The Walled Garden Post by: emacs on December 03, 2012, 01:26:59 PM This looks really great so far, but I can't help but feel that the brick tiles are boring, especially compared to Yggdrasil and those awesome trees.
Title: Re: The Walled Garden Post by: ஒழுக்கின்மை (Paul Eres) on December 03, 2012, 01:32:33 PM i'm surprised the indiegogo campaign didn't succeed, the game looks far better than a lot of games that reached much higher goals. i think it's mostly a matter of marketing
Title: Re: The Walled Garden Post by: Bones on December 03, 2012, 01:55:59 PM @Happymonster - Cheers - Right now I'm hoping everything looks like it belongs together.
Need to establish a global palette still. This looks really great so far, but I can't help but feel that the brick tiles are boring, especially compared to Yggdrasil and awesome those trees. Yeah they are pretty boring... Tiles and backgrounds have usually been my down fall.So all the tiles are all still very WIP until I've made up my mind on a good design. i'm surprised the indiegogo campaign didn't succeed, the game looks far better than a lot of games that reached much higher goals. i think it's mostly a matter of marketing What can you do right. :shrug2:I'm amazed this game has gotten me $550, it's my most profitable project as far so I'll take what I can get. It seems to be that if I don't do a good professional trailer, I have little chance of getting any viral hype. I got a fairly good reception on reddit on the Occult (http://www.reddit.com/r/occult/comments/xyh0j/for_the_past_three_years_i_have_been_creating_a/), Esotericia (http://www.reddit.com/r/Esoterica/comments/y1sop/for_the_past_three_years_i_have_been_creating_a/), Antitheism (http://www.reddit.com/r/Antitheism/comments/xyj15/for_the_past_three_years_i_have_been_creating_a/). Although gaming and indie gaming didn't seem to like it as much. Here is a video of the clouds (http://www.youtube.com/watch?v=lETcffCEKMw) I posted bout an hour ago. Title: Re: The Walled Garden Post by: Bones on December 04, 2012, 12:46:36 AM (http://s11.postimage.org/nu85o9byb/Relax_Concept.jpg)
(http://s11.postimage.org/4hh9hzmbn/Cave_Concept.jpg) Title: Re: The Walled Garden Post by: Bones on December 04, 2012, 02:36:10 PM Working on refining some of the sprites designs.
(http://s17.postimage.org/d868e8mij/frog.png) (http://s10.postimage.org/fmsyq9pc9/touchups.png) Title: Re: The Walled Garden Post by: beetleking22 on December 04, 2012, 03:47:52 PM <3 Creepy Unique Beautiful.
Title: Re: The Walled Garden Post by: Bones on December 06, 2012, 02:10:59 PM (http://s17.postimage.org/6wi583qnj/beesandphis.png)
Doing some more sprite work. The wasps/bees I had in game just seemed pointless, they flew around and crowded you but it was fairly boring. So I decided to make a deadlier bee by giving it a drill like the drill pig. They will be like moving fall bricks, perhaps not an instant-kill when the hit you. But perhaps something like 1/2 or 2/4 of the players health. You also wont be able to shoot them from below as their drill will be their defense point. Also I didn't like that the phish I had just looked like a regular fish, and it also didn't have any attack patterns. (http://images.nationalgeographic.com/wpf/media-live/photos/000/104/cache/fish-transparent-head-barreleye_10442_600x450.jpg) The phish will now charge at the player and jump out of the water at him and fairies. Title: Re: The Walled Garden Post by: ClayB on December 06, 2012, 02:41:35 PM :-* @ EVERYTHING
Looks real ambitious, keep it up! Title: Re: The Walled Garden Post by: Bones on December 07, 2012, 01:52:39 AM (http://s8.postimage.org/r7iqni50l/raven.png)
(http://s12.postimage.org/mp8zyn6st/phrog.png) Title: Re: The Walled Garden Post by: Bones on December 08, 2012, 02:45:58 PM (http://s10.postimage.org/c89tk1twl/cloudgif.gif)
(Animation still WIP and appears faster in-game) Have added what I believe to be a decent logic system to distribute karma influence based on the actions taken by the player. Here is an example of an interaction with the Bee enemy - 1. Lawful to jump on the bee and disable it 2. Chaotic to shoot the bee while it's enabled 3. Good to let it live and become re-enabled 4. Evil to kill it while it's disabled Video of the bee in action! (http://www.youtube.com/watch?v=m9wNbvglA5s) Title: Re: The Walled Garden Post by: Belimoth on December 09, 2012, 11:32:58 AM Is there anyway to achieve Chaotic Good with that rule set? Or can shooting it disable it as well?
Title: Re: The Walled Garden Post by: Bones on December 09, 2012, 01:55:13 PM Absolutely.
You can be Chaotic Good just as much as you can be Lawful Evil. If you jump on the Bee after shooting at it; Managing to disable it, leaving it to re-enable it's self. That could be considered Chaotic Good. I could also make it so you can disable the bee by shooting it from the side, perhaps being the chaotic choice? I'm currently working on establishing a global palette of 60-64 colours. That way I don't end up with weird clashing colours or pick a colour that really isnt much different than one available in the existing palette. (http://s8.postimage.org/r11lj5kkh/globalpalette.png) (http://s11.postimage.org/g6ukw9yqn/globalpalette1.png) (http://s8.postimage.org/m9rv48hph/magicianroom.png) (http://s12.postimage.org/6wx7o0xcd/malkuthnorthtemple.png) (http://www.learntarot.com/bigjpgs/maj01.jpg)(http://www.learntarot.com/bigjpgs/maj02.jpg) Title: Re: The Walled Garden Post by: Bones on December 09, 2012, 06:08:04 PM Those old tiles were starting to bug me.
(http://s13.postimage.org/y3utegxzb/rockandfoliage.png) Title: Re: The Walled Garden Post by: Bones on December 10, 2012, 09:27:44 AM (http://s14.postimage.org/cbfc4xlvl/rockandfoliage.png)
Going to need a lot more foliage than this if I don't want it to seem too repetitive. Have a little over 276 hours until the demo for The Walled Garden will be released. Title: Re: The Walled Garden Post by: jwaap on December 10, 2012, 10:22:53 AM looking cool
Title: Re: The Walled Garden Post by: Bones on December 11, 2012, 01:33:40 PM Thanks Jan, glad you like what you see.
(http://www.learntarot.com/maj00s.gif) (http://s9.postimage.org/g1naa1lwv/foolcard.png) (http://s7.postimage.org/e5x6wk06j/expulsioncole.png) Title: Re: The Walled Garden Post by: rickardwestman on December 11, 2012, 02:44:54 PM I absolutely love all the referential material you have for this game. And your karma system is an interesting thing. I might have to backtrack a bit if you already told us, but how will the karma affect things in the game?
Great stuff, keep it up! Title: Re: The Walled Garden Post by: happymonster on December 11, 2012, 03:33:17 PM I think if you are going to throw in Rider-Waite Tarot cards symbolism then the rest of the graphics should reflect that style. It looks a bit odd at the moment as the rest of the graphics are in a very different style.
Title: Re: The Walled Garden Post by: Bones on December 12, 2012, 09:15:41 AM Your karma system is an interesting thing. I might have to backtrack a bit if you already told us, but how will the karma affect things in the game? The karma system I am using is Dungeon & Dragons alignment system (http://en.wikipedia.org/wiki/Alignment_%28Dungeons_%26_Dragons%29).The things in game that karma affect are monster interactions, item drops, determines storyline quotations that appear throughout the game, and possibly decide what music to play. If you are evil or chaotic, you will be able to meditate on these actions, and get your karma to return to neutral status. BTW, nice avatar - little guy looks like my main character. I think if you are going to throw in Rider-Waite Tarot cards symbolism then the rest of the graphics should reflect that style. It looks a bit odd at the moment as the rest of the graphics are in a very different style. Well I'm throwing in a lot more symbolism than just Rider-Waite's cards, since tarot is all about interpretation.As for trying to get the graphics to be a similar style - I don't quite see what you mean. I figured the game is starting to look more polished, rather than things are starting to clash or stick out. But your saying it seems out of place? Care to elaborate on what exactly sticks out to you? (http://s10.postimage.org/5fm1tatmh/foolsjourney.png) Title: Re: The Walled Garden Post by: happymonster on December 12, 2012, 09:41:44 AM You have detailed textures on some parts and very flat section on others (such as the outlined mountains, pillars, sky, etc..). Are they not done yet, or is this the final style? (which I thought it was)
Title: Re: The Walled Garden Post by: Bones on December 12, 2012, 09:50:18 AM Consider all current graphics work in progress.
The only background even close to being "rendered" is the big skeleton statue background. That's why I had an indie-gogo so I could try to get paid to do this. With my old full-time job I didn't have time to really work on much. But since I quit my job recently these next two weeks are to be full-time gamedev. The graphics that will be shown in the released demo will not be representative of the final draft. Your getting to see everything get made including huge pixel art pieces. I just have so many of them to do + animations + programming and finishing the game... xD So yeah it's a slow process, especially at the scale I'm using - I'm fighting against pixel art at this point. Most artists just say to use non-pixel art backgrounds at this scale, it's just logical. But I'm illogical, which is why nearly everything in this game has been drawn in msPaint so it's taking me probably 100x longer than it would if I used a more appropriate pixeling application. Or at least something with layers. Although now that I have some cash from the indie-gogo I should purchase a legit copy of Promotion. That will making tiling 100% easier for me. Title: Re: The Walled Garden Post by: happymonster on December 12, 2012, 10:34:57 AM Oh I see, sorry I thought that most of the backgrounds were finished.
Title: Re: The Walled Garden Post by: rickardwestman on December 12, 2012, 12:17:53 PM Your karma system is an interesting thing. I might have to backtrack a bit if you already told us, but how will the karma affect things in the game? The karma system I am using is Dungeon & Dragons alignment system (http://en.wikipedia.org/wiki/Alignment_%28Dungeons_%26_Dragons%29).The things in game that karma affect are monster interactions, item drops, determines storyline quotations that appear throughout the game, and possibly decide what music to play. If you are evil or chaotic, you will be able to meditate on these actions, and get your karma to return to neutral status. BTW, nice avatar - little guy looks like my main character. Cool, I'll read up on that D&D alignment system, thanks for giving me the link. Yeah, now that you mentioned it the small character in my avatar image looks kind of exactly like your main character, haha. The image is a couple of years old though. Lets see it as a common good taste :beer: I love the Beksinski references too. I worked on a movie project a year ago where Beksinski's dark imagery was a huge inspiration, though the project got cancelled a couple of months later. Cool to hear that you have some more time on your hands now too. Really want to see this finished someday! Title: Re: The Walled Garden Post by: Bones on December 12, 2012, 02:54:25 PM Oh I see, sorry I thought that most of the backgrounds were finished. I'd say far from, I should infact change the percentage bar. It's certainly not accurate as to how far I am into the graphics for the game which is why it's sat at 60% for a while. It's that last half of development things have been conceptualized, now it's time to make them. Most the backgrounds are still very rough sketches at most. Here is about 10 minutes of rendering. (http://s11.postimage.org/z0x73s2sj/foolcard.png) Title: Re: The Walled Garden Post by: Bones on December 13, 2012, 07:04:33 PM Good evening ladies and gentlemen,
As of tomorrow I have only one week remaining until Dec 21st, I will be releasing the demo for The Walled Garden during the end of the world. Here is a to-do list for myself
I've also solved the grenade distribution issue I was having. I will be placing more less the equivalent of Mario coins around the levels aka Atoms. You will be able to create basic grenades from the Atoms you collect. Title: Re: The Walled Garden Post by: gimymblert on December 13, 2012, 07:38:31 PM I think this is the most successful end of world conspiracy ever, should be a brand of its own.
Title: Re: The Walled Garden Post by: Swaggermuffin on December 15, 2012, 05:13:53 AM The karma system I am using is Dungeon & Dragons alignment system (http://en.wikipedia.org/wiki/Alignment_%28Dungeons_%26_Dragons%29). The things in game that karma affect are monster interactions, item drops, determines storyline quotations that appear throughout the game, and possibly decide what music to play. If you are evil or chaotic, you will be able to meditate on these actions, and get your karma to return to neutral status. You've got my attention. This whole project reminds me a little bit of the Shin Megami Tensei games. And Persona. Will your alignment affect the ending, and if it does, how? Like, is it going to be a simple 'good ending for good alignment, bad ending for evil,' or will Law and Chaos factor in? Or am I digging too much into spoiler territory. Also, I was wondering about what you're doing with the Tarot: are you going through all 22 major arcana? I remember Persona 3 based its plot on the Tarot, but it stopped after the 13th arcanum, Death. Iirc, the reason (or one of them) was that the ones after Death were just too obtuse and abstract to really be able to write a plot around. Title: Re: The Walled Garden Post by: Bones on December 15, 2012, 11:37:07 AM You've got my attention. This whole project reminds me a little bit of the Shin Megami Tensei games. And Persona. Will your alignment affect the ending, and if it does, how? Like, is it going to be a simple 'good ending for good alignment, bad ending for evil,' or will Law and Chaos factor in? Or am I digging too much into spoiler territory. Also, I was wondering about what you're doing with the Tarot: are you going through all 22 major arcana? I remember Persona 3 based its plot on the Tarot, but it stopped after the 13th arcanum, Death. Iirc, the reason (or one of them) was that the ones after Death were just too obtuse and abstract to really be able to write a plot around. I don't believe the alignment will affect the ending, there is ultimately only one very vague open-ended ending. It's kind of been the keystone highlight of the entire game like "The moral of the story is..." Karma plays more influence with in-game interactions than post-game results otherwise people will play a certain way just to get that particular ending rather than play how they want to play. Atom ultimately has just one goal and objective in the game and that is to find Eve at all costs. I could perhaps think of one or two more endings, but they don't quite fit with the main ending that I have already have in place. The 8 tarot cards after Death-13 are still quite important within the tree of life, so of course they will find their way in. If Alan Moore can do it in Promethea, I should be able to do it with TWG. I will also be trying to incorporate the lower arcana into this if I can find a good way how to, although that may be too much for me to try and include. In other news... I've been doing some soul searching lately and have been coming up with some interesting things that point to me making this video game - I'll share them with any of those who are interested in the things I'm beginning to notice. Or perhaps it's simply a case of the number 24, seeing connections to things that aren't really there. Adding my birth month, day, and year - then add the total digits together to get your "fate" card. 11+25+1988=2+0+2+4=8 8 = Strength Attributed to the card Strength is "Intelligence of the Secret of All Spiritual Activities"
Piecemeal Growth used to be considered bad by many of those who thought about software development. It was a sign of not planning ahead. But now most people acknowledge that iterative development and phased delivery are good. Piecemeal Growth is not nearly as controversial as it used to be, though many large organizations still try to develop software with a Master Plan. Title: Re: The Walled Garden Post by: gimymblert on December 15, 2012, 11:56:53 AM Your bullet point list as 8 consecutive bullets, then a sentence is long enough to separate the the next four and the final paragraphe is four line long, 8!!
therefore 24 is the ultimate question to the ultimate answer 42, 24<>42 Title: Re: The Walled Garden Post by: Bones on December 15, 2012, 12:02:52 PM Yesterday after I had posted the 320th post, there was 32323 views with 22 pages.
I would have been royally mind fucked if it was the 323rd post on the 23rd page with 32323 views. 420 is a very important number to me. I have used then number 42 often in random chances and variables within the game. Four people, four tarot suits. 4+4=8 8x3(the holy trinity)=24 <> 42 It's all there. :giggle: Title: Re: The Walled Garden Post by: Bones on December 15, 2012, 04:38:04 PM Today's updates
(http://s16.postimage.org/n1hlw0l6t/aceofswords.png)
Title: Re: The Walled Garden Post by: namragog on December 16, 2012, 09:07:33 AM According to your method, I am the sage, or hermit.
:wizard: Title: Re: The Walled Garden Post by: Bones on December 16, 2012, 10:38:53 AM On the contrary, this isn't my method, it was one provided by Mary Katherine Greer (http://en.wikipedia.org/wiki/Mary_K._Greer) in her introduction to Amber Jayanti's (http://s11.postimage.org/op7ip85v7/fungi.png) book I've been reading "Living the Qabalistic Tarot"
The Hermit eh? Spiritual values, Guidance, Mystery quest This formula can apparently be done to every day of life as well by attributing a card to each particular day from using this formula. Although it doesn't say what to do if the number is above 22. Today would be... 6 The Lovers. Wholeness, Union, Harmonious interaction Title: Re: The Walled Garden (Need playtesters this week) Post by: happymonster on December 16, 2012, 10:46:59 AM The graphics look better with the shading and detail work. :)
Title: Re: The Walled Garden (Need playtesters this week) Post by: Nate_G on December 16, 2012, 12:46:44 PM You know I'm a fan but this is really coming on now Bones, I'm really looking forward to playing the demo!
I you're still working on it when I finish uni in April I'd love to contribute some more sound or music if you need it. Title: Re: The Walled Garden (Need playtesters this week) Post by: Bones on December 16, 2012, 02:16:27 PM Yeah I feel it starting to actually come together as a game finally.
There will be lots of tile appearance issues in the demo, bare with them until I can manage to make a nice working tileset. (http://s14.postimage.org/8718ipnlt/hiddenroom.png) @happymonster Okay good, glad that it's only the WIP graphics that are clashing. Title: Re: The Walled Garden (Need playtesters this week) Post by: happymonster on December 16, 2012, 02:23:28 PM That's nice! I like the aura bands. From the earlier images in this devlog it seemed like the theme of the game was more of a nightmarish quality. Are you still going in this direction, or adding more positive elements too? :)
Title: Re: The Walled Garden (Need playtesters this week) Post by: Bones on December 18, 2012, 07:15:31 PM Thanks, I'd say it's still a dark theme with it's bright and cute moments.
(http://s11.postimage.org/xhhla9u2b/waterlevel.png) Title: Re: The Walled Garden (Need playtesters this week) Post by: Linkshot on December 18, 2012, 08:12:18 PM Alright, giving this a spin on my nearing 6-year-old laptop with processing troubles.
Pressing E wherever will just send me to the next area, apparently. Holding down E eventually gives an error I have to ignore twice to proceed. Eventually I got one that wouldn't let up, so I held Enter and it sent me back to the controls screen. And now there are three of me Using the download link on the first post. Title: Re: The Walled Garden (Need playtesters this week) Post by: Bones on December 19, 2012, 09:13:20 AM @mooosh
Yeah it feels like it's finally coming all together. @Linkshot You just play tested a two year old tech demo that doesn't need anymore testing. In the real demo, you will not be able to change levels like that. I didn't really need a play test on a tech demo that I already know is glitchy as ass. :P Maybe when I actually release the demo this Friday, you will then have something to actually test out. I will probably select a few play testers to try it on Thursday to make sure it all works before I release to public. Title: Re: The Walled Garden (Need playtesters this week) Post by: Linkshot on December 19, 2012, 11:38:31 AM Okay thank goodness for that. I was worried for a moment!
Title: Re: The Walled Garden (Need playtesters this week) Post by: Pixelulsar on December 19, 2012, 12:21:10 PM Places with finished art are looking great. I really like the destructible terrain and the story/theme of this game.
Can't wait to play the demo when it comes out on Friday. Title: Re: The Walled Garden (Need playtesters this week) Post by: pluckyporcupine on December 19, 2012, 03:23:57 PM Maybe when I actually release the demo this Friday, you will then have something to actually test out. Oooo. Can't wait. Been silently watching this for a while. :)Title: Re: The Walled Garden (Need playtesters this week) Post by: Bones on December 19, 2012, 09:41:26 PM Places with finished art are looking great. I really like the destructible terrain and the story/theme of this game. Thanks, I was worried for a little bit that the destruction mechanic wasn't really working out level design wise.Can't wait to play the demo when it comes out on Friday. But I've finally gotten the hang of how to distribute it throughout the levels. Okay thank goodness for that. I was worried for a moment! Yeah, I just went back and played that old demo.Be prepared for something more meaty and chewable. Did an extensive play testing session today; Stomped out a game crashing bug! Made a couple more levels, Friday release is not looking so scary. :D Besides the whole beginning of a new age with all that esoteric winter solstice jazz. Maybe when I actually release the demo this Friday, you will then have something to actually test out. Oooo. Can't wait. Been silently watching this for a while. :)Title: Re: The Walled Garden (Need playtesters this week) Post by: DrDerekDoctors on December 20, 2012, 04:27:57 AM I'm interested to play this. It has this vibe that kinda' reminds me of old 1980's Speccy games, where there was a proper sense of mystery and it didn't just bare it's soul like so many games do these days.
Title: Re: The Walled Garden (Need playtesters this week) Post by: Bones on December 20, 2012, 11:01:02 PM 3 minutes to midnight!
Well the end of the world is upon us Ladies and Gentlemen. I hope you know where your children are at this time. We are all entering a new age. Let this be a good one. Without any further ado, I present to you the 2012 Winter Solstice Demo for the Walled Garden (http://www.indiedb.com/games/walled-garden/downloads/winter-solstice-demo-2012) Enjoy the demo - I hope no one runs into any major issues. I hope a good time is had by all. Keep in mind, this is still my first ever video game. It's not amazing, it's not stunning, but it's a game! Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on January 04, 2013, 11:14:10 AM Hey everyone, happy new years - Welcome to the Age of Aquarius!
Has been a couple weeks, since I've worked on the demo. I see some major flaws in the design I've made so far, it's back to the grid paper for me. Will be re-desiging levels so I can introduce things better and create better flow for the player. http://www.youtube.com/watch?v=GOct_NM_vnY (http://www.youtube.com/watch?v=GOct_NM_vnY) Here is a video I would consider to be SPOILERS for anyone interested in learning the game on their own without any help. But it shows the first level and half and the first actions one must take to get through such levels. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: namragog on January 04, 2013, 03:42:38 PM Now, I know this is a demo, and you probably expect glitches, so here are some I found, and also some criticism and stuff.
Pros: That intro was cool as hell. These graphics are cool as hell Platforming is solid and it was fun to jump around and shoot stuff. Cons: Saving and loading with the generic Game Maker popup. Random trees growing at inopportune times. (Yes, I know they come from destroying the blocks, but doing so isn't immediately obvious. Fall damage that the game tells you nothing about until you hit the ground, and there is nothing to heal you at that point. "Interact with object is Right-Click" Oh, I guess I'll right click on this savepoint? "No, that only applies to items in the inventory. Press S to interact." Oh. Explain this to us before we learn the inventory. What objects are interactive? This blue block? Oh, a sword killed me. Okay. How do you get past the sword? It's invulnerable to bullets and running away seems dumb because I just came from there. Oh, it killed me. I have to start all over. I am at a dead end. What do I do. Oh, I can make a gun. Thanks for telling me back when I needed it. I have to jump over these snails... oh no! I stepped on one! But it didn't hurt me. Oh. Glitches: When killed by the flaming sword, the camera no longer follows the player after a save game is loaded. Two heads during a wall jump. Random music ending. Continuation of burning noise and no sound after death from flaming sword. The trees have artifacts and white outlines that look like someone cut and pasted glitchy paper trees onto my screen. No sound is coming out of my computer anymore. Why would you have people install a third-party program in order to listen to the music and sounds in your game? There are thousands of ways to implement sound without third party programs. Why would you do this? I have to uninstall this and restart my computer now, because I have no sound. Basically, fix the glitches and review the cons and you should be fine. Capitalize on the pros and you will be great! Damn that intro was really cool... Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on January 04, 2013, 04:50:16 PM Now, I know this is a demo, and you probably expect glitches, so here are some I found, and also some criticism and stuff. Pros: That intro was cool as hell. These graphics are cool as hell Platforming is solid and it was fun to jump around and shoot stuff. You liked the simple text and image intro that tells the story? :) That's good I was afraid it was too simple. Cons: ATM I don't even know how to add details to the slot based save system.Saving and loading with the generic Game Maker popup. Random trees growing at inopportune times. (Yes, I know they come from destroying the blocks, but doing so isn't immediately obvious. Fall damage that the game tells you nothing about until you hit the ground, and there is nothing to heal you at that point. It's stuck being just Slot 1 - Slot 2 - Slot 3 But I certainly agree, I just got it in there so things would work properly. (Even though they don't) The seeds that plant the trees have a random chance to do so, I could make them less random but that means more trees. There is supposed to be a screen shake to alert the player of the impact. Don't expect the game to tell you about it, the game tries to tell you as little as possible on purpose. SPOILER: Once you have your weapon you can use Atom's to heal. Eventually you find an item that removes fall damage. "Interact with object is Right-Click" Oh, I guess I'll right click on this savepoint? "No, that only applies to items in the inventory. Press S to interact." Oh. Explain this to us before we learn the inventory. This is an interesting point, I will add the 'Press S' instructions to the save points, that way it's more obvious what to do.What objects are interactive? This blue block? Oh, a sword killed me. Okay. Blue block? It sounds to me like you are somehow seeing invisible objects. The blue block would be the object that controls the players warp, it is set supposed to not be visible, so I don't understand how you are seeing it. :( How do you get past the sword? It's invulnerable to bullets and running away seems dumb because I just came from there. Oh, it killed me. I have to start all over. The fire sword level is being changed at the moment from feedback I got on the feedback forums (http://forums.tigsource.com/index.php?topic=30547.0).I am at a dead end. What do I do. Oh, I can make a gun. Thanks for telling me back when I needed it. I am making it more compact so I can put the water on the right side of the door. At the moment there is such a SMALL window of survival to make it into the water. Putting it on the right will make more sense, that way the player doesn't have to backtrack. This is a learning curve for me, I've never made a game before. Again, I don't want to tell the player anything - the inventory and the items themselves explain that you need to collect 20 Atom's to build a weapon of some kind. Ironically after building your weapon, it is useless against the fire sword. I have to jump over these snails... oh no! I stepped on one! But it didn't hurt me. Oh. Yes, the snails are passive on purpose - Mainly because they cannot be killed.Maybe later on I'll add ones with spikes. Glitches: Huh... Camera issue.. First I've heard of this.When killed by the flaming sword, the camera no longer follows the player after a save game is loaded. Two heads during a wall jump. Random music ending. Continuation of burning noise and no sound after death from flaming sword. The trees have artifacts and white outlines that look like someone cut and pasted glitchy paper trees onto my screen. Yeah drawing sprites at the right times is still weird for me, sometimes your entire character disappears. The music ends randomly? Or randomly when you change levels? I knew about the fire sound continuing after death, have that already fixed. White pixel artifacts... This is out of my realm - I didn't make the trees will have to speak to the creator. Sounds like a graphics card issue, perhaps your graphics card does not like surfaces in game maker. No sound is coming out of my computer anymore. Why would you have people install a third-party program in order to listen to the music and sounds in your game? There are thousands of ways to implement sound without third party programs. Why would you do this? I have to uninstall this and restart my computer now, because I have no sound. That "third party program" is the codec required to play OGG sound files on your computer. I plan to have likely over 50 songs, which will make my file size huge. OGG is as small as I can get my sound files. If the person doesn't have the codec to play OGG they wont have any music playing. The demo is overly glitchy due to me rushing myself to release it by December 21st. Updating the demo is easy and I can release v1.1 soon Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: namragog on January 04, 2013, 05:15:52 PM Wow, looks like you have all of this under control. Very, very nice. I'm definitely looking forward to the next demo.
My graphics card handles surfaces really well. I don't know what that is. I said blue instead of grey, accidentally. I can't see the warp thingy, so that's good ^^; I still think the snails should be colored or act differently, or even be smaller, because to me black and white things moving up and across pillars screams 'enemy' to me. Also I understand the 'idea' element with the first weapon, but I had no idea that I needed 20 atoms until I absently moused over it way later on, when I had around 40. The icon should glow a little, I think. Also setting up the first level so the player learns how the game works without it telling them would help a lot. Right now it doesn't tell you anything, which is even worse. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on January 06, 2013, 12:13:33 PM Started working on the GUI, and implementation of the Karma system into the Exeperience Pop-up
Quote I have implemented the karma system into the HUD (http://s12.postimage.org/ve2j1i05p/hud1.png) With that I leave you with this science factoid; Magnetism is caused when atoms are all pointed in the same direction. (http://s8.postimage.org/598rlrm9h/karma.png) (http://s9.postimage.org/kc40qo9tb/gui.png) The bar will only appear when you experience something unique. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Friend on January 06, 2013, 01:58:54 PM My religious opinions asside, this game looks really good.
Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on January 19, 2013, 10:19:34 AM Thanks.
I've been re-organizing the design document. Instead of being a rather large word document, I decided to convert it into HTML form. Allowing it to be organized like a wiki. It can be viewed here (http://punky.ensellitis.com/TWG/index.html). (WARNING MAJOR SPOILERS IN SOME PARTS) I am still working on much of it but this new organization allows me to add a lot of citations to references being made within the game. Which is handy for myself to remember them all. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Swaggermuffin on January 23, 2013, 02:50:36 PM I've been re-organizing the design document. Instead of being a rather large word document, I decided to convert it into HTML form. It can be viewed here (http://punky.ensellitis.com/TWG/index.html). (WARNING MAJOR SPOILERS IN SOME PARTS) The links for Unlockables, Experiences, Karma System and Hand of God are coughing up 500 Internal Server errors when I click them. Which is probably just as well; I don't want to spoil the game for myself. but then again I do even though I know it'll suck are you making some point about forbidden knowledge is that what this is you monster Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: joshbrech on January 25, 2013, 10:27:32 PM Hey Bones,
I made a profile here to post to you. I'm on a mac... but I love the sprites, and the backgrounds, and the demo vid. Love the intricacy of the theological world you're building too. W/r/t surrealism, Magritte's my guy, but I'm sitting here under GoED, so yeah I'm a fan. I'm an indie musician and music producer, under the name Visager. I was emailing with Nate today, and he mentioned that he was turning over some tracks to you. Are you still looking for more music? I might have a good complement to those that are on the WG soundcloud. Let me know. Thanks and good luck. Best, ~Josh Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on January 30, 2013, 09:26:02 PM are you making some point about forbidden knowledge is that what this is you monster Hey Bones, I made a profile here to post to you. I'm on a mac... but I love the sprites, and the backgrounds, and the demo vid. Love the intricacy of the theological world you're building too. W/r/t surrealism, Magritte's my guy, but I'm sitting here under GoED, so yeah I'm a fan. I'm an indie musician and music producer, under the name Visager. I was emailing with Nate today, and he mentioned that he was turning over some tracks to you. Are you still looking for more music? I might have a good complement to those that are on the WG soundcloud. Let me know. Thanks and good luck. I'm honored to make you register to tig source, I can always use some more original tracks, I'll send you some details via PM. (http://s9.postimage.org/jh3brgdob/savepoint.png) Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on February 03, 2013, 12:01:50 PM This weeks updates:
(http://s12.postimage.org/mp6z6irsd/astralplane.png) (http://s7.postimage.org/knoil5b17/1_1.png) I've been attempting to dissect the second level, as it's general feel is something I need to really work on throughout the whole game. (http://s7.postimage.org/v3j65jfy3/aces.png) Started working on a few radial type effects. (http://s17.postimage.org/ow39wmi2n/karmarings.png) (http://s7.postimage.org/96iuzxym3/sphere.jpg) (http://s3.postimage.org/ro2c8k8xv/eyeofprovidence.png) This effect seems to have a few uses like drawing multiple objects in a ring. (http://s17.postimage.org/5qpem2cuz/cloudring.png) Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: happymonster on February 03, 2013, 12:36:58 PM Looks cool! :)
Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: namragog on February 03, 2013, 12:48:33 PM Very, very nice~
Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on February 04, 2013, 03:48:20 PM The firesword at the moment when rotating becomes rather temperamental when moving about.
I'm going to make it's behavior a bit more suitable, perhaps make it a bit smarter. There were issues with the collision it was like this [-o----] and the o was the part that did the collision. By creating this new object to do come collisions for me, hopefully I can get the sword to work a bit better. http://www.youtube.com/watch?v=RWbXT5Wx9II (http://www.youtube.com/watch?v=RWbXT5Wx9II) [ooooo] Now I can do something like this, at the moment it is [o o o] but it is easy enough to modify and make the circles smaller and more of them to be in a straight line. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on February 05, 2013, 02:02:35 PM Decided to make the in-game quotes easier to to read by giving them a background.
I don't currently like how the curl looks on the scroll. (http://s3.postimage.org/93p89ikfn/scroll.png) Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Linkshot on February 05, 2013, 10:25:48 PM That is Mario 1-2 you silly goof.
Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on February 05, 2013, 11:09:54 PM Whoops your right, total error in details on my part. :facepalm:
I can always edit the image so no one will ever be the wiser. :whome: (http://s12.postimage.org/ljcclgr4d/1_1.png) Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: ஒழுக்கின்மை (Paul Eres) on February 06, 2013, 12:30:19 AM watching a few of the most recent videos (but not having read most of this thread, or tried the demo) a few questions:
- is the gun that destroys stuff going to be limited somehow in the game? like with limited ammo or something? because otherwise i can see any level being too easy since you can just blase your way through anything - if you do damage to an area, and leave and return, is the damage repaired, or is it still there? - do the procedural trees that grow up from the ground do anything, or are they just for cosmetic purposes? anyway, been looking forward to this game for a while. (i'd rather wait and play the full game before trying out the demo though, so as to get the full experience all at once.) Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: namragog on February 06, 2013, 05:09:15 AM Decided to make the in-game quotes easier to to read by giving them a background. I don't currently like how the curl looks on the scroll. (http://s3.postimage.org/93p89ikfn/scroll.png) Why is the in-game image different than the one on the left? The left one is much better. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on February 06, 2013, 08:00:49 PM - is the gun that destroys stuff going to be limited somehow in the game? like with limited ammo or something? because otherwise i can see any level being too easy since you can just blase your way through anything There is a limit in the ammo.The gun it's self has an overheat and can only be shot for so long. I'm trying to make many of the bosses fights indirect so you aren't just shooting it for a while till it dies. I certainly wont make it easy for the player to directly shoot all enemies. The gun was really only intended for destruction of terrain. Which I'm trying to create a more focused game design based upon while also including the enemies I've created. - if you do damage to an area, and leave and return, is the damage repaired, or is it still there? At the moment the damage is still there when the player returns to old levels.I'm not too sure the tree's will stay if you close the game and return, but the terrain will likely stay broken. - do the procedural trees that grow up from the ground do anything, or are they just for cosmetic purposes? At the moment they are strictly aesthetic, although I was considering adding some bird objects that interact with the tree.I just spent an hour or so figuring out how to create fruit objects on the branches, was harder than it should have been. I was planning on creating a couple tree types so the fruit will change depending on the tree. Or I could just have one fruit that simply heals the player when you use it in the inventory. anyway, been looking forward to this game for a while. (i'd rather wait and play the full game before trying out the demo though, so as to get the full experience all at once.) Thanks, I've been doing my best to not let the story devour the game, which is what has been happening.I don't think it's a bad thing, but it's slowing down the creation process cause I just keep finding new stuff and want to add it right away. I know a few people who wont play it until it's done, likely the best choice. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on February 19, 2013, 07:45:10 AM http://www.youtube.com/watch?v=ItziNSatj8w (http://www.youtube.com/watch?v=ItziNSatj8w)
This might be an extremely rare item that may be fun to play with. (http://s12.postimage.org/4i8yrb3w9/buddha.png)(http://s7.postimage.org/ohb29waqf/buddha.png) (https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/10890_513777661994643_1514437599_n.png) I've been productive this week, made 2-3 levels. Been looking at my old videos for some inspiration. I'll hopefully release a new demo in the next month or so. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on February 20, 2013, 07:32:11 AM Updates
(http://s17.postimage.org/ltzhlr4y7/oxygenbar.png) Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Panurge on February 20, 2013, 07:55:32 AM I love the concept and the whole aesthetic of this. So many interesting ideas and details (one I've just noticed is the 'eden' in your logo - nice touch!).
Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: sonjool on February 20, 2013, 09:38:18 AM Decided to make the in-game quotes easier to to read by giving them a background. I don't currently like how the curl looks on the scroll. (http://s3.postimage.org/93p89ikfn/scroll.png) It might be because the curl is very round whereas the main body of the scroll is very rectangular with a slight curve. Try incorporating that kind of shape language to the curl part by making it resonate the main shape of the scroll better. Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on February 27, 2013, 04:18:16 PM (I've just noticed is the 'eden' in your logo - nice touch!). "Eden" in the title was totally coincidental.Here is a new destruction tile I'm working with. (http://s10.postimage.org/nu1rt1o0p/new32x32.png) (http://s8.postimage.org/5mdw9rtnp/newdestructable.png) (http://s10.postimage.org/k74fthluh/colours.png) Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on March 04, 2013, 07:13:06 AM (http://s8.postimage.org/5by41oipx/decor.png)
Started working on these decorative dollar bill things seen on the great seal. Can't quite get them exactly how they appear on the bill, but close enough. (http://s14.postimage.org/peijpzpyp/decor.png) Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: Bones on March 11, 2013, 12:00:57 PM (http://s15.postimage.org/jvy6zjgzb/marchup.png)
Got some more pixel pushing done this morning. Here is a list of updates I've made in this past month.
Title: Re: The Walled Garden Post by: Bones on May 16, 2013, 11:51:06 AM Not much progress lately I'm sad to report.
I'm at a fork in the road where I have to choose if I start to develop the game in GM:Studio for the mac release and better level editor. Or do I do I continue to work on the GMK that I have been working on for 4 years while I've been learning Game Maker. The existing GMK has become messy, I've forgotten what some things do, and often look at it unsure where to start. I now know more about game maker than I did when I started. The con to GM:Studio is it's often unstable and crashes on me. The con to staying with GM 8 is no mac release and crappy level editor. Pro to GM:Studio mac release + and zoom function in level editor and the GM8 version still exists to work from. Pro to GM8 I don't have to rewrite anything and just keep working on it how it is in the flawed and broken shambles it is. Also lack of responses from anyone has left me without much motivation to do either. As I have been the last one to post here in the last couple months... Many of my friends have been preparing me for the first re-write of the project. I assume it's natural for many large projects to need to do so after a certain amount of time. Fez got restarted like three times I think, so I'd only be working on second version. Luckily not many of the levels are too intensely developed for it to be hard to recreate them in the new version again once it's all working and in order. Title: Re: The Walled Garden Post by: JLJac on May 16, 2013, 12:35:47 PM It's a difficult problem. I guess it comes down to what kind of person you are - if you are A: the type who likes a proper marriage to a project and can work on it for ever, or if you B: have new ideas all the time and the difficulty is finishing anything.
If you're an A, it might be worth it, because you want to create one game, and make it perfect, and you know that you are commited enough to continue. I've no idea what it looks like in an A's head, but I can imagine that they would be dissapointed to release something flawed, making it worth it to work even longer in order to get it right. If you're a B, like me, it's under no circumstances worth it to restart! B comes up with four new ideas every day, it's finishing them that's difficult. So to the B ideas are not a valuable resource, but work is. Which makes it a bad bargain to trade away many hours of work in order to save an idea. As I totally dig the style of your game, I'd prefer that you'd just wrap it up and finish already! :) Title: Re: The Walled Garden Post by: Panurge on May 16, 2013, 12:44:43 PM Wisdom I love the look of this game. It's interesting and original and there seems to be a refreshing amount of substance behind its style. Onwards! Title: Re: The Walled Garden Post by: happymonster on May 16, 2013, 02:01:57 PM I like the graphics and the idea also. The problem here is the number of Devlogs mean a Diary can be top of the boards in the morning and on page 2 or 3 by the evening.. :(
Title: Re: The Walled Garden Post by: Bones on May 16, 2013, 05:16:06 PM I am mostly a hardcore A, but I am also B as I've made 18 game prototypes while making this game as I needed to learn game maker.
I did however get the video games desktop icon tattooed on my body so... Not to mention this game has become a snowball of ideas and content, it would be nice to like sort out all the mess and clutter. I'm ADHD and can become very obsessive as the content of this game should show. :P I think I'm going to try a month of Game Maker: Studio and try making the new prototype and see if I can at least get the Platforming engine re-written. Everything else exists already, it's easy enough to port over but if I tried to just convert the GM8 file into GM:Studio it would take way more time likely sorting out what is wrong. Rather than just start from scratch in the new platform. I feel the game has to be what I feel it needs to be, any less and I would feel like I let you all down. I'm motivated to get this game done as long as I don't die accidentally first. I do live chaotically and not at all within my limits. Trying to sort out my life as a full-time starving artist in my city. While also finding time to work on the game. ^^; It'll happen. If the Game Maker: Studio shows no promise for me, I will just keep on making it in the original GMK. Title: Re: The Walled Garden Post by: ஒழுக்கின்மை (Paul Eres) on May 16, 2013, 06:28:50 PM they are improving studio all the time, so if it's crashing for you, make sure to report those crashes in the gm studio bug tracker, and they'll fix them
i am still working in gm7 for saturated dreamers though. it's just too much of a hassle to port it to new versions each time one comes out, especially because it'd involve a lot of changes to the graphics and code. i plan on porting it to studio for the mac port *after* it's released also: remember that you *can't* port it to mac even with studio unless you own a mac and a software license for that mac (which costs 99$). that's a big drawback Title: Re: The Walled Garden Post by: JLJac on May 17, 2013, 02:22:08 AM Hehe well the tattoo stays where you put it, so I guess you're the commitment kind of guy.
When it comes to the way you live your life, this is obviously not at all my thing to get involved in as a random guy on the internet, but have you thought about changing your approach? Instead of living chaotically and on the verge of starvation, you could perhaps pick up a job. Granted, it will rob you of 8 productive hours every day. But a job provides you with two things, structure and food - and in the end it might be that getting up in the morning and not starving increases your productivity so much that your monthly output is greater compared to your current life style. Just give it a thought. I feel the game has to be what I feel it needs to be, any less and I would feel like I let you all down. Well, you probably know about the Allegory of the Cave - the perfect form of your game only exists in your head, and what you can create will always just be a shadow on the Cave wall. No matter how good you make it, you can only approximate the ideal. It might take twice as long to reach 99.5% of perfection than it takes to reach 98%, and you'll never reach 100% - ask Tarn Adams. So you might as well relax and not think about this too much. I don't know about GM, but if you're just updating to a new version of the same software, maybe some code can be moved over straight? Also, it will of course be much quicker to write everything the second time. Just be sure to not get stuck in an infinite rewrite loop: (http://www.derekyu.com/tumblr/finishgame04.jpg) Title: Re: The Walled Garden Post by: Bones on May 17, 2013, 03:08:52 AM also: remember that you *can't* port it to mac even with studio unless you own a mac and a software license for that mac (which costs 99$). that's a big drawback I don't have a mac but I have lots of access to them.And I did do an indie-gogo campaign that earned me $750 over two years. I still have some of this saved up for just that purchase. Well, you probably know about the Allegory of the Cave - the perfect form of your game only exists in your head, and what you can create will always just be a shadow on the Cave wall. I actually wrote an extensive paper on Plato's Allegory of the Cave and compared it to Galaxy Quest for Art Humanities. :PThis makes a lot of sense actually, it's like how an experience curve works in RPGs. (http://www.rpg.net/news+reviews/columns/RFF_04b_gra01.gif) It's as if after so long of looking at something you begin staring at this huge grey wall. And you can't see the flaws, and so you spend so much time just looking for what you should even be working on. And this reflecting on what to even work on takes time. Then you need the time to actually work on what you've reflected on and then time to reflect on what you have made. I can certainly say without a doubt that this game is obviously over ambitious for me to even take on by myself. :P I have people willing to offer help but my problem is I'm so unorganized and unstructured in my game design process that it's kind of just a trial and error approach. So I don't even know where I would put them to work. As for living within my means, this is something I need to do. But I can't find myself working with my hands if it isn't creatively productive or like mentally interesting. I get that in the reality of things it's what a grown up does, but I've worked jobs - I'm sick of jobs. I just quit my job three weeks ago and opened up a Gallery for the week on the main avenue of my city. So I'm focused and becoming more proficiently directed towards making a living as an artist and still being able to do what I love with the time I have to work on it. Title: Re: The Walled Garden Post by: JLJac on May 17, 2013, 09:20:42 AM This makes a lot of sense actually, it's like how an experience curve works in RPGs. (http://www.rpg.net/news+reviews/columns/RFF_04b_gra01.gif) I guess it's a little bit like approaching the speed of light; put in a certain amount of energy, and you get to 50%. Put in as much energy again, and you get to 75%. Put in as much energy again, and you get to 87,5%. And give it as much again, you get to 93,75%. To actually get there, it takes an infinite effort :P It's as if after so long of looking at something you begin staring at this huge grey wall. And you can't see the flaws, and so you spend so much time just looking for what you should even be working on. I've run into this problem as well. Luckily, there's a very simple solution for it - make a to-do list. As you encounter things that are not finished, put them on the list. Small and big, my list has things like "move the button ten pixels to the right" next to "rewrite the collision engine". When you don't know what to do, go to the list and pick something you feel like doing. Title: Re: The Walled Garden Post by: Bones on May 21, 2013, 01:00:26 PM Went to a local chiptune show on Saturday and got some extensive play testing done from multiple random participants.
Gave me some great feedback, I made a lot of notes. For the most part everything was coming natural to them. The only problem most people found with my demo is that there is an item called "Knowledge" and separate items called "Atoms" When you right-click the Atoms a menu shows up that says "use your knowledge" But this was me attempting to tell the player they have to use their knowledge... :facepalm: Most people just sat there clicking the atoms or dragging around the knowledge to the atoms. They didn't really think of right-clicking the knowledge item and creating a gun with it. The obvious choice is to just make the choice in the Atom's actually do the same thing as the knowledge thus removing any sort of mistake on any party. Title: Re: The Walled Garden Post by: Bones on July 30, 2013, 12:13:01 PM Hey everyone, this project is still going!
During the Alberta Floods (http://en.wikipedia.org/wiki/2013_Alberta_floods) my laptop was stolen among many other things. Dropbox doesn't seem to have the backup - Ironically when I originally released the Solstice Demo on IndieDB 25 people downloaded a version that contains the source code. So 25 people have a source code GMK that I no longer seem to have access to. But it's no big loss just a years worth of work. It's okay, now I can really focus on how to make everything run properly. The game has come back on track - I'm working pretty efficiently considering my extended break from programming. Stay tuned. Title: Re: The Walled Garden Post by: ஒழுக்கின்மை (Paul Eres) on July 30, 2013, 01:11:23 PM sorry to hear, but on the plus side it's probably less than a year because the second time you do something it's like half as easy as the first time since you already did it once
Title: Re: The Walled Garden Post by: Conker534 on July 30, 2013, 01:24:13 PM Thats so sad, sorry to hear that. But like paul said you're going to be able to catch up real fast because you've already done it once, and at least now you can make changes or fix something that may have not been fixable before hand.
Title: Re: The Walled Garden Post by: Belimoth on July 30, 2013, 02:14:03 PM That's rough dude! I'm glad you're sticking with it.
Title: Re: The Walled Garden Post by: gimymblert on July 30, 2013, 03:49:29 PM I share the feeling, hope it does not bother you too long
Title: Re: The Walled Garden Post by: mokesmoe on July 31, 2013, 02:08:29 AM If the level editor is a problem, you should try 8.1, which has a better level editor than 8. (zooming and scrolling) I believe the 8 license carries over to 8.1.
I remember hearing complaints about 8.1, but I think they were about the free version and I haven't had any problems personally. 8.1 doesn't overwrite 8 so you can still go back anyways. (You can't load an 8.1 file in 8 though.) Title: Re: The Walled Garden Post by: ஒழுக்கின்மை (Paul Eres) on July 31, 2013, 02:19:50 AM the problems of 8.1, if i recall, were much greater than just problems with the free version of it. you'd have to ask teegee for details though; he's always recommended that people stick with 8 rather than 8.1 for their serious games
Title: Re: The Walled Garden Post by: Bones on July 31, 2013, 09:44:47 PM sorry to hear, but on the plus side it's probably less than a year because the second time you do something it's like half as easy as the first time since you already did it once This is seriously true.I have already re-implemented the inventory system and astral projection. I've decided to re-make all the levels with less objects so it uses less memory. I'm also noticing so many inefficient habits I picked up over the years. Have a lot to clean up and organize, but it's coming together quickly. Just making sure I use the Game Maker manual more and read up on anything I'm not sure of. I will likely stay with GM8 as I know it pretty well. I can live with the level editor, I've organized my objects in a more efficient manner. Title: Re: The Walled Garden Post by: Conker534 on July 31, 2013, 10:04:07 PM yay!
Title: Re: The Walled Garden Post by: gimymblert on July 31, 2013, 10:09:34 PM boost powa!
Title: Re: The Walled Garden Post by: DantronLesotho on August 01, 2013, 09:47:52 AM Glad to hear it's back on track; I was/am looking forward to this one.
Title: Re: The Walled Garden (2012 Winter Solstice Demo RELEASED!) Post by: habadash on August 01, 2013, 10:29:46 AM (http://s3.postimage.org/93p89ikfn/scroll.png) This game is looking friggin' sweet. Where did you find that font? Title: Re: The Walled Garden Post by: brettchalupa on March 19, 2014, 11:26:37 AM bones, are you still working on this?
Title: Re: The Walled Garden Post by: Bones on April 06, 2014, 09:26:06 PM Hey Brett I sure am.
Managed to open the beast up a few days ago. plus side it's probably less than a year because the second time you do something it's like half as easy as the first time since you already did it once I wish this were true for what I just spent a while trying to fix. The player was not drawing correctly on Jump_through platforms for a few months. I couldn't wrap my head around it worked just fine before my laptop was stolen. Was holding off on level design until I got those working again as they were pretty crucial actually. Now to figure out what I should work on next. Am attempting to severely pull back my over ambitious scope so I can get back to the basics of the game and focus on the story telling. Title: Re: The Walled Garden Post by: 08--n7.r6-79.84 on April 06, 2014, 09:41:27 PM I remember this game. c: When I came to tigsource, my introduction with forum began from this devlog.
Title: Re: The Walled Garden Post by: Bones on April 07, 2014, 08:25:21 AM Hey Winged Doom, glad I could help bring TIGs to you.
I see your working on a new bad ass project, looks sweet. Update: I have just added some rocks, changed their original properties a bit. You can push individual rocks. Grenades will blow them up into smaller rocks that have no collision with the player, but shooting them will also break them it just takes 10 or so bullets. (http://postimg.com/146000/pushrocks-145957.jpg) Title: Re: The Walled Garden Post by: Bones on April 18, 2014, 04:00:42 PM A gif is way better than a screenshot.
Tricky little bastard bats. (http://i.imgur.com/mLwQHM9.gif) Title: Re: The Walled Garden Post by: PowRTocH on April 18, 2014, 05:02:45 PM :handthumbsupL: :handthumbsupR:
Title: Re: The Walled Garden Post by: Bones on April 21, 2014, 09:49:31 PM Moar gifs of stuff I have been working on.
Teleporter (http://i.imgur.com/OicxksR.gif) Drill specific block (http://i.imgur.com/nGCUEnY.gif) Title: Re: The Walled Garden Post by: Bones on April 22, 2014, 12:27:25 PM (http://oi57.tinypic.com/11h6xjs.jpg) Drillbox
Changed the sprite, decided it needed some contrast. The drillbox can only be broken by an enemy with a drill. (http://oi61.tinypic.com/np52lt.jpg) Pages from Eve's Diary. I have added a collectable item where you can read each page of the Diary as you collect them. You can also go back and read each page again if you need to. (http://i.imgur.com/zmbV5W6.gif) Title: Re: The Walled Garden Post by: Bones on April 24, 2014, 05:41:00 AM (http://i60.tinypic.com/33xbv9g.jpg)
Yoshi Island 5-1 (http://i.imgur.com/Fa3mOON.gif) Title: Re: The Walled Garden Post by: Bones on April 27, 2014, 09:00:44 PM Lightning clouds?
Working on taming this lightning. (http://i.imgur.com/obaTcvs.gif) Whoops too much. (http://i.imgur.com/dgL5y1K.gif) Think I've got it under control now. (http://i.imgur.com/5xsHpfh.gif) Title: Re: The Walled Garden Post by: Bones on April 28, 2014, 07:48:03 AM Animated sprite instead of lightning fork?
(http://i.imgur.com/wd2VjTi.gif) Title: Re: The Walled Garden Post by: Momeka_ on April 29, 2014, 12:44:01 AM The animated sprites looks way better.
Title: Re: The Walled Garden Post by: Bones on April 29, 2014, 09:13:12 AM Thanks Momeka, I added a couple extra frames at the end to give the lightning some more umphf.
Working on pixeling this beast this morning. (http://i60.tinypic.com/27ybwue.png)(http://i59.tinypic.com/6ola2t.png) (http://i60.tinypic.com/zu1dat.jpg) Title: Re: The Walled Garden Post by: Bones on April 29, 2014, 11:55:39 AM Also got ice working pretty well.
(http://i.imgur.com/unQuhcc.gif) Title: Re: The Walled Garden Post by: Bones on May 05, 2014, 06:11:54 PM (http://lh6.ggpht.com/-Rvg3Ctr8D-U/TPuqag7EjlI/AAAAAAAAEy0/DNB6W9kkpN8/s800/From%252520Red%252520Lion%252520A%252520Wind%252520Marked%252520With%252520The%252520Saturn%252520Symbol%252520Blows%252520Out%252520Of%252520A%252520Cloud%252520-%252520Hermetic%25)
(http://i.imgur.com/sxkbG1L.gif) I was worried that these clouds with faces might seem out of place. But now that I see them in game, I feel they work well. Title: Re: The Walled Garden Post by: Bones on May 08, 2014, 08:43:27 AM (http://i.imgur.com/b2HG9lE.gif)
Added these little guys inspired by the mole's in megaman. They can also drop from the ceiling. I also made it so the Lantern can be turned on or off in the dark. Some enemies react to the lantern being on or off. Title: Re: The Walled Garden Post by: Bones on May 09, 2014, 08:58:21 AM (http://i.imgur.com/H8AvoJy.gif)
Added invincibility frames. There are so many good games being worked on these days, I can understand how interest in such a long dev cycle could be very small these days. Title: Re: The Walled Garden Post by: JLJac on May 09, 2014, 11:39:27 AM I've gotta say I'm a long term follower of this and I'm deeply in love with the concept. However I feel like much of the stuff you've implemented recently feels a bit too conventional compared to the weird, dark theological theme you have for the concept as a whole.
Like, conventional platforming hazards such as ice, megaman-inspired jumping enemies etc feels a bit too light-hearted compared to the tone of the main story. Aren't there other things you could implement that are more connected to the mood of the game? Like, have the atmosphere of the story be reflected in the mechanics rather than implementing standard platforming hazards? I remember the gun that broke blocks and also made trees grow, that was awesome! Like, an allegory that destruction is creation and life is destruction... Mechanics as metaphor (https://www.youtube.com/watch?v=4QwcI4iQt2Y) stuff! I want original stuff from your brain, not floor spikes, jumpy enemies and achievements that I can see in so many other places! Title: Re: The Walled Garden Post by: Bones on May 09, 2014, 06:37:07 PM I feel like much of the stuff you've implemented recently feels a bit too conventional compared to the weird, dark theological theme you have for the concept as a whole. This is kind of what I was worried about.I want original stuff from your brain, not floor spikes, jumpy enemies and achievements that I can see in so many other places! Warps, lightning clouds, bats, spikes and ice are all pretty common things in every game. So certainly this phase of updates are pretty standard, I just wanted to make sure people knew the project wasn't dead. I was hoping the air blowing clouds would be a good start back on the track I was where I was appropriating existing mythologies and concepts from days of old. I have added a few story based things I just don't want to post them for the sake of not spoiling it. Such as mushrooms in my game do something helpful, but I don't quite want to spoil what that is. The idea is that you go from Physical plane to the Astral Plane to the Atomic Plane. I'm still working on the physical plane, the Astral Plane will have a lot to do with this image. (http://3.bp.blogspot.com/-vFE98OvL1cE/TaH7O5Lt_II/AAAAAAAABek/JrXoFiI0F_c/s320/out-of-the-astral-plane.jpg) As this will be the moment the player kind of realizes what this game is about. I'm thinking when I make the astral plane that I include a few floating variables that show the players status like, vertical speed and stuff. But I'm unsure about that idea. The Atomic plane will probably be where the game gets harder in it's platforming, likely where the spikes will come into play. Same with homing missile turrets and such. But again, those are standard game things. I remember the gun that broke blocks and also made trees grow, that was awesome! Like, an allegory that destruction is creation and life is destruction... I still have all that... I've just never made levels before really.So my level design is pretty poor for ideas with the terrain destruction. Right now it serves as something that slows the player down really, my original reason for the terrain destruction was for a run and gun game where you had to destroy it to make a new path for yourself to avoid enemies/change the level to your liking. The levels have a lot less destruction than they did before ever since I created an indestructible solid... Thanks for the support and honesty. I've been really trying to come up with my own stuff, but I realized a lot of the enemies simply existed because I made sprites for them. They didn't actually serve the game so I've been trying to figure out how to make the enemies and the levels exist together as a whole. Title: Re: The Walled Garden Post by: Bones on May 16, 2014, 09:33:42 AM So I've run into a bit of a snag attempting to create player lives.
Basically the idea was to have an inventory item for the lives of the player. I had it working for the most part removing the inventory item and restarting the room. My first problem was that the rooms are set to persistent, but I quickly learned that can be changed on the fly My second problem was this scenario: The player collects a coin in the level and then dies. The coin is still in the inventory when the room is restarted because the inventory is persistent. The original coin has also respawned due to the level being reset. So my first idea was to make it so the game autosaves when a room starts. Then upon player death instead of restarting the room I simply load the save file. Problem with this is when the game loads the save file, it's not deleting the inventory item for player lives because the save file initially had that extra life... Any ideas for solutions to this problem? Title: Re: The Walled Garden Post by: Bones on May 18, 2014, 05:34:01 AM My decision was to not restart the room upon player death, do not remove items from inventory.
Respawn, remove life item. That will be all. Implemented a smart camera based on this video (https://www.youtube.com/watch?v=TCIMPYM0AQg#t=98) which explains indepth the logic behind the camera in Super Mario World. (http://i.imgur.com/x0vb3F4.gif) Here you can see the horizontal border allowing the player to freely move left and right 32 pixels before the camera moves. I also have platform snap on so the camera will scroll to the player when they have landed on a platform. Trying to work on some more art these days. (http://i.imgur.com/Mw0Hqbf.png) Title: Re: The Walled Garden Post by: Derqs on May 18, 2014, 06:17:47 AM amazing artstyle!
Title: Re: The Walled Garden Post by: SamLouix on May 18, 2014, 06:19:28 AM Your game looks great, I like the art style. If you're still in need of a musician I might be interested - I messaged you :)
Title: Re: The Walled Garden Post by: Bones on May 19, 2014, 10:46:31 PM Thanks guys glad you like what you see.
I'm trying to get back in to the groove of things both programming and pixelart wise. (http://i.imgur.com/9oQHuyA.gif) Wanted to add some more interactions for the gun. (http://i.imgur.com/wQlr63n.gif) Title: Re: The Walled Garden Post by: Bones on May 20, 2014, 06:26:21 AM (http://i.imgur.com/Wbh2ggQ.gif)
Working on a new fire particle animation. Not sure about the blend mode version, it looks nice but the sprite loses a lot of detail. Title: Re: The Walled Garden Post by: Bones on May 21, 2014, 09:08:03 AM (http://i.imgur.com/Qjt5suR.png)
Most all of these items are in-game and working. I've finally added pick-ups that will heal the player, give him extra lives, or protect him from a hit. (http://i.imgur.com/7QoDgJ0.png) Tried adding a visual display for the controls, does it work? (http://oi59.tinypic.com/153bf5h.jpg) Title: Re: The Walled Garden Post by: Bones on May 22, 2014, 09:54:27 AM Sorry for being so gif heavy lately, it's rather addicting...
Background is temporary (couldn't think of a good cave texture) Add some Boo-like ghosts. (http://i.imgur.com/rmgv1uI.gif) A ghost is created when ever you are killed. The only way to kill a ghost is with Bone Grenades Which you create by collecting your Skulls upon death. (http://i.imgur.com/rL3TfFC.gif) Title: Re: The Walled Garden Post by: Linkshot on May 22, 2014, 11:44:54 AM Hm, not sure I agree with making the game harder the more you fail. Maybe the ghosts would just taunt you based on what killed you.
Title: Re: The Walled Garden Post by: Bones on May 22, 2014, 06:27:11 PM Perhaps I could put a maximum cap on the amount of ghosts there can be in a level?
Title: Re: The Walled Garden Post by: Linkshot on May 22, 2014, 06:31:07 PM Well, I just mention it because, generally, if you're dying a lot, the last thing you need is more things that will kill you. I do like the idea of your past attempts taunting you, especially given the theme.
Title: Re: The Walled Garden Post by: Bones on May 22, 2014, 07:48:44 PM (http://i.imgur.com/sIbTNS5.gif)
Here is a work in progress boss. It will swoop down and also drop grenades on the player. Also I was having an issue where the player couldn't move when he was reacting to being struck. So I removed that problem and it's pretty easy for the player to get away from like 25-50 ghosts it seems. Title: Re: The Walled Garden Post by: Bones on May 26, 2014, 02:38:21 PM (http://i.imgur.com/X2I3cnB.gif)
Made a respawn animation for after player death. (http://i.imgur.com/5oDSqnt.png) Also worked on some small 16x16 flowers. Title: Re: The Walled Garden Post by: chuksxy on May 26, 2014, 06:26:22 PM Amazing, simply amazing. :beg:
Title: Re: The Walled Garden Post by: Franklin's Ghost on May 30, 2014, 07:43:22 PM Liking the respawn animation.
Title: Re: The Walled Garden Post by: emacs on May 31, 2014, 11:31:09 AM This is looking really nice, glad to see development on it has picked back up again. :) :handthumbsupR:
Title: Re: The Walled Garden Post by: Bones on June 02, 2014, 06:53:08 PM Thanks fellas I was worried for a while that I may have started something I couldn't finish.
But a finished product is nearly designed and most of it has been made a reality. :) (http://i.imgur.com/hgolsQa.gif) Based on the Flammarion Engraving. (http://blogs.northcountrypublicradio.org/brainclouds/files/2011/02/flammarion-c1.jpg) And combined with the concept of Yggdrasil the Tree of Life. (http://www.viking-mythology.com/img/Yggdrasil_The_Tree_of_Life_Ratatosk_Nidhug.jpg) Title: Re: The Walled Garden Post by: gimymblert on June 05, 2014, 07:12:19 PM GOD!!!! Graphic's 'wesome 'gain!
Title: Re: The Walled Garden Post by: Lazycow on June 07, 2014, 05:01:45 AM Thumbs up for that circle cloud area! :handthumbsupL: :handthumbsupR:
Paintings of the hills look somewhat raw, still wip? Title: Re: The Walled Garden Post by: Bones on June 08, 2014, 05:36:04 AM @Jimbert I try my best to please. :gentleman:
@LC Yeah the hill among many other backgrounds are all still very work in progress. As such I am trying to figure out what kind of background to put in this level. (http://i.imgur.com/JAQzuar.png) (http://i2.wp.com/vigilantcitizen.com/wp-content/uploads/2012/06/masonic-symbols-6-e1340033183561.jpg?resize=300%2C296) (http://www.enterprisemission.com/images/tower3.jpg) Title: Re: The Walled Garden Post by: Bones on June 11, 2014, 12:51:07 PM (http://i.imgur.com/2VB4iyX.png)
Finally got around to redesigning Eve. I think this gives her a lot more character than her previous sprites. Today's update: -Added moving platforms. -Added sand blocks that break upon the player touching them. -Made 4-5 new levels. Title: Re: The Walled Garden Post by: Bones on June 12, 2014, 05:43:44 AM (http://i.imgur.com/cNZBagi.gif)
Here is a gif showing some of the things I was working on yesterday. (http://i.imgur.com/9yv84Pz.gif) Something I was working on this morning, noticing some drawing depth issues. Other than that it works fine. Title: Re: The Walled Garden Post by: gimymblert on June 16, 2014, 10:13:44 PM blond and curvy does not mean more character, it's just more conventional : P Is there no old antic art to take awesome inspirations from like other awesome interpretations
Title: Re: The Walled Garden Post by: Bones on June 17, 2014, 12:54:49 PM I meant character as in the sprite no longer appears rather stiff like the main character is.
She has a unique pose and a unique silhouette now. (http://i.imgur.com/2VB4iyX.png) (http://i01.i.aliimg.com/wsphoto/v0/794963863/Classic-Adam-and-font-b-Eve-b-font-Garden-of-font-b-Eden-b-font-manmade.jpg) There is not much in terms of eve concepts, all of them have long hair. And longer hair just looks weird on this particular sprite as it just covers up many of the details I added to the body. Title: Re: The Walled Garden Post by: gimymblert on June 17, 2014, 06:12:31 PM Nah do what you want, just challenging you a bit : P
BTW eve is black she came from africa where all human came from hahahah Just keep doing awesome! Title: Re: The Walled Garden Post by: Bones on June 18, 2014, 09:32:15 AM Wasn't expecting a new page I'd better post some new things.
(http://i.imgur.com/4fVV8cY.gif) (http://i.imgur.com/eGDXicF.png) I've been walking a thin line with the Mushroom Kingdom... ^^; The "pipes" are wells or fountains. (http://1.bp.blogspot.com/_JmOhe-3opIc/TRF70j5LScI/AAAAAAAAALE/yLFRWzwACfE/s400/mylius-1622%2Bsuper%2Bmario.jpg) (http://i.imgur.com/LUYeSV1.png) (http://i.imgur.com/wgTztFb.png) BTW eve is black she came from africa where all human came from hahahah (http://i59.tinypic.com/a1q2ah.png) She needs an afro then. (http://i.imgur.com/6aOrUJ7.png) Flower boss? Title: Re: The Walled Garden Post by: gimymblert on June 18, 2014, 09:40:03 AM hahahahaha cool!
Title: Re: The Walled Garden Post by: Bones on June 19, 2014, 08:51:35 AM There are roughly 30+ complete levels made for the first chapter now.
The first chapter has four elemental realms, each realm will have about 10 levels each plus some side bonus rooms. Each of the four elemental realm will have a boss obviously. Currently working on designing the Air Realm. (http://i.imgur.com/y5BoV8L.jpg) (http://i.imgur.com/56khSsk.gif) Title: Re: The Walled Garden Post by: Bones on June 21, 2014, 05:23:54 AM (http://learntarot.com/bigjpgs/maj19.jpg)
It's the first day of the Summer Solstice! I released a demo during last years Winter Solstice, so I feel like I should release another this weekend. I've got work until 4pm, but hopefully I can spend tonight fixing up the demo so it's ready to play by midnight or at least tomorrow/Monday at the latest. Title: Re: The Walled Garden (Updated 1st page) Post by: Bones on July 01, 2014, 02:45:15 PM Sorry for the lack of a demo, the Air and Water realms are mostly complete.
I have been working on the Fire and Earth realms, after I'm happy with those two realms I will release a demo. How bout them apples? (http://i.imgur.com/vcevBUu.gif) I wanna be the guy reference also a reference to Newton.
(http://i.imgur.com/MtpNHNa.gif) (http://i.imgur.com/F4bOA1l.gif) Title: Re: The Walled Garden (Updated 1st page) Post by: Lazycow on July 05, 2014, 01:25:43 AM The colorful pixels come up nicely. Finally something of the bones-style I know from the past. (that's a good thing) ;D Small quirk: Doesn't the fireball looks down too early? (when it is still moving up) Don't like the main character very much, though. Hey, didn't you want to replace him with a female one? Maybe it's about time...
Title: Re: The Walled Garden (Updated 1st page) Post by: Bones on July 08, 2014, 06:26:03 AM Thanks for the compliment on the colours.
Yeah I had noticed the fireballs, they were linked up to their states but I had to add vspeed in there to insure it was going down before it flips. I wasn't intending to replace the main character, Eve is an unreachable character who you are attempting to save. I want Atom's appearance to be rather ambiguous and without much character details. (http://i.imgur.com/zXlo7A7.png) This is about the only time you see a close up of Atom. Also there was an odd similarity in the main character and this wandering figure found in a Beksinski painting. (http://i.imgur.com/5BXHCdd.png) Been trying to work on the entire Graphic User Interface. (http://i.imgur.com/SRrrt8Z.png) Title: Re: The Walled Garden (Updated 1st page) Post by: Bones on July 08, 2014, 10:43:53 AM Decided to make a brick object that can break upon impact of certain things.
And a cannon that can shoot large cannon balls with gravity. (http://i.imgur.com/7N64eIQ.gif) Plinko anyone? Title: Re: The Walled Garden (Updated 1st page) Post by: gimymblert on July 13, 2014, 09:49:04 AM (http://i.imgur.com/zXlo7A7.png)
Tell maslow to bring the concept of chakra, atom want it back BTW I hope you think of the "azerty" of us :beg: can't play tons of awesome game because wasd failure Title: Re: The Walled Garden (Updated 1st page) Post by: Bones on July 14, 2014, 08:06:56 PM Thanks for the reminder when I get around to the options menu I will be sure to add that as a toggle-able thingy.
TWG's indieDB page has been getting traffic from an unknown site for the last couple days. Which leads me to believe someone posted an article about it somewhere, but "The Walled garden" is a hard subject to google without finding actual walled garden discussions. +10 awesome points to who ever can find the unknown source. Title: Re: The Walled Garden (Updated 1st page) Post by: Bones on July 15, 2014, 08:00:49 PM (http://i.imgur.com/wFrRRKA.gif)
How about some Frogs that jump when you jump sometimes, and also sometimes when you don't. Unpredictable bastards. Also shows off the new scanline/white noise damage effect. Title: Re: The Walled Garden (Updated 1st page) Post by: Bones on July 16, 2014, 12:39:22 PM (http://i.imgur.com/hJ5E7s7.gif)
Amphibious enemies! Title: Re: The Walled Garden (Updated 1st page) Post by: Bones on July 17, 2014, 02:49:45 PM Pipe dreams
(http://i.imgur.com/EAp3px0.gif) Cannon pipe launcher (http://i.imgur.com/ucAUaNn.gif) Multi-directional and Multi-channel pipes. (http://i.imgur.com/oBRkZaE.png) Here is how the pipes works behind the scenes. Title: Re: The Walled Garden (Updated 1st page) Post by: lai-studioguts on July 17, 2014, 05:05:20 PM Yes!!! Games with rich story and mystery! Love the inspirations for this game!
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 22, 2014, 08:21:48 AM Thanks Lai, I had noticed you were a Miyazaki fan as well. :beer:
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: jctwood on July 22, 2014, 08:33:35 AM This looks more brilliant every time I re-enter this thread. I look forward to seeing more in the future.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 22, 2014, 09:00:11 AM Thanks JctWood, I will be sure to keep working hard and keeping everyone posted.
The update for today got page bumped, so I figured I would move it to this page. Update: Been busy working on some aesthetics this weekend. (http://i.imgur.com/WQAdGdT.png) (http://i.imgur.com/DG9WWf8.png) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 23, 2014, 06:37:27 AM Update:
Made 2-3 new levels, and polished up some of the existing ones. Feeling more confident in the demo release it will contain roughly 20-25 levels! (http://oi57.tinypic.com/2912fl4.jpg) Been working on more organic tiles. (http://i.imgur.com/UARA49D.png) Here is a small example of how to pixel art. The tile isn't completely done but you get the idea. (http://i.imgur.com/3pjrYVg.gif) Working on the collision with flying fishs, they are supposed to help you out of the water. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Fuzzy on July 23, 2014, 07:09:44 AM Looks really good, I would like to see how this game turns out.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 23, 2014, 12:32:28 PM (http://i.imgur.com/gg2qHPq.gif)
Swordfish enemy inspired by Engaurde the Swordfish from Donkey Kong Country. A mountable water-type enemy allows you to move fast under water and damage enemies. Added some vertical motion. (http://i.imgur.com/MmLE8bN.gif) Image_angle rotation (http://i.imgur.com/v35kVk3.gif) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: lai-studioguts on July 23, 2014, 02:40:09 PM Update: Made 2-3 new levels, and polished up some of the existing ones. Feeling more confident in the demo release it will contain roughly 20-25 levels! (http://oi57.tinypic.com/2912fl4.jpg) Been working on more organic tiles. (http://i.imgur.com/UARA49D.png) Here is a small example of how to pixel art. The tile isn't completely done but you get the idea. (http://i.imgur.com/3pjrYVg.gif) Working on the collision with flying fishs, they are supposed to help you out of the water. Love the feel of the first pic! Question --what is the orb at the upper left? Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 23, 2014, 03:04:22 PM (http://s12.postimage.org/ve2j1i05p/hud1.png)
The orb your asking about is the players HUD. Not shown in this image is the white circle around it all which is the players oxygen. Inside the dome (http://i.imgur.com/hgolsQa.gif) has even more feel. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 23, 2014, 07:27:10 PM This was too awesome to not post an update.
(http://i.imgur.com/9EZ4mrQ.gif) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: illugion on July 23, 2014, 08:34:37 PM I would play an entire game based on riding that swordfish, seems really fun hahah
Liked that collision with the flying fishes too, this is something really unusual and unique! The inventory seems to be kinda complicated to use, will you need to open it really often? Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 23, 2014, 10:29:23 PM Yeah it's actually really fun it feels a lot like reverse gravity Flappybird mixed with like a Jet Ski.
It will be hard to not want to put it everywhere in the game. As for the inventory it isn't that complicated right click an item to bring up an option menu left click to select from the options. But doing dry runs with my friends and strangers the first issue I noticed was they couldn't figure out the inventory for themselves. They would always try and drag the items around to try and use them (which does nothing considering removing it). For some reason right-click which is like the default for bringing up a menu on a computer isn't the first thing people think of clicking. Since the interaction is very much just like the default computer rightclick with option select. I was trying to avoid text tutorials or really text telling the player what to do. However it feels like it is unavoidable at this point. So I restricted the player in the second level they can't continue forward until they make their gun and learn the inventory. Obviously they are going to hit the ? box if they are stuck. If they don't have enough atoms it will tell them they have to collect 20 atoms,when they get 20 it will show the following message. When you collect 20 atoms an arrow shows up next to the inventory when it is visible instructing the player to right click a specific item. (http://i.imgur.com/WQAdGdT.png) Hopefully doing this once will be enough to fully teach how the inventory works without having to repeat myself. However it could be handy to do a follow up tutorial just to confirm they learned from the first one. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Zack Bell on July 23, 2014, 10:54:14 PM Ok, that GIF where you hop out of one pool, over a gap, and into a another water area... That's rad. :coffee:
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Momeka_ on July 24, 2014, 12:55:39 AM Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 24, 2014, 08:36:55 AM Ok, that GIF where you hop out of one pool, over a gap, and into a another water area... That's rad. :coffee: Yeah it was originally just a plain old gap but then my friend suggested removing the middle pool and things became epic.Updates: Swordfish
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 24, 2014, 06:32:33 PM (http://i.imgur.com/0MWrHwM.png)
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 24, 2014, 09:37:58 PM NEW!Rooster/Raptor
(http://oi62.tinypic.com/xfvs42.jpg) Trying to pick/design a sprite for a Yoshi type creature that could flutter jump and also a slow fall/multi-jump. I wanted it to be more raptor like, but I am pretty partial to the Rooster design. (http://i.imgur.com/YlCKCmQ.png) Still not a fan of the plumage, might end up keeping the Lizard/bird hyrbid look. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 25, 2014, 07:38:57 AM NEW!Rooster/Raptor interactions
(http://i.imgur.com/nu8P2om.gif) Has been difficult getting the rooster to work, it likes to clip with the terrain a lot. Obviously still prototype stage, it exists and that's all that is important. Rooster features
Edit: Whoops I paged the sprite design. (http://oi62.tinypic.com/xfvs42.jpg) Trying to pick/design a sprite for a Yoshi type creature that could flutter jump and also a slow fall/multi-jump. I wanted it to be more raptor like, but I am pretty partial to the Rooster design. (http://i.imgur.com/YlCKCmQ.png) Still not a fan of the plumage, might end up keeping the Lizard/bird hyrbid look. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Franklin's Ghost on July 27, 2014, 01:36:21 AM Liking the new Rooster/Raptor design and also prefer the version without the plumage. Seems like you're progressing with new features quite quickly at the moment.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 27, 2014, 05:32:52 AM Thanks for the input Franklin, I appreciate the feedback about the sprite.
Yeah I can certainly say that over the four years of development of this game I have been learning learning Game Maker. Now I feel like I've got a good grasp of things, obviously I can learn more advanced stuff but it's becoming easier to visualize something and then execute it in a few tries. Luckily I already had a mount system integrated since the first year into development, so essentially I just re-purposed the mount code and made some new movements for the mounts. I was a bit worried that adding too many new features within such a short amount of time doesn't leave much room for getting that mechanic 100% solid and getting some levels designed for it. (http://i.imgur.com/3JISCaI.gif) So here is an example of how the Chicken could be used in terms of designing levels for him to jump in. This raised ground is just high enough for the chicken to make it up there. Level design wise however, what if the player decides to kill the chicken? Then all of a sudden they can't reach that high point. So I would have to make two ways to complete this area, perhaps adding a pipe cannon to one of the pipes to give the player the ability to make it up without the bird. (http://i.imgur.com/864YPls.png) Thought about maybe making this the first enemy with a spawn. It becomes a baby and hops around until it eats a Worm or an Apple or a Worm in an Apple. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 29, 2014, 04:54:23 PM Every wonder how a Cockatrice (http://en.wikipedia.org/wiki/Cockatrice) is born?
Quote According to Alexander Neckam's De naturis rerum (ca 1180), the cockatrice was supposed to be born from an egg laid by a chicken and incubated by a toad; a snake might be substituted in re-tellings. Cockatrice became seen as synonymous with basilisk when the basiliscus in Bartholomeus Anglicus' De proprietatibus rerum (ca 1260) was translated by John Trevisa as cockatrice (1397).[4] A basilisk, however, is usually depicted without wings. (http://www.rastrickict.co.uk/pra5688/Sources/Dragon%20Footprints%20and%20Eggs/Cockatrice%20Dragon%20Egg.png) Okay... So what I get from that. (http://i.imgur.com/xpTb4wF.gif) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 30, 2014, 06:01:31 PM Worked on some new Bees today.
(http://i.imgur.com/qrLEV.gif) Inspired by Frog sord I decided to give the hive some AI.
Then I realized the bee does a lot more than sting people. It also pollinates flowers and gets honey for it's hive. So now when they aren't chasing you they seek out the nearest flower and get some nectar to return to their hive. (http://i.imgur.com/1nrJDjx.gif) Any ideas for flower dynamics? A way the bees could somehow spread flowers around perhaps if a flower has been pollinated enough it creates a flower next to it. At the moment they find the nearest flower and then go back to their hive, they are supposed to go from flower to flower but I can't figure out a good way to do such. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 31, 2014, 09:05:17 AM (http://i.imgur.com/DVtJ3Fs.gif)
Turtle and turtle shell
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 01, 2014, 08:06:36 AM (http://i.imgur.com/88sqfDy.gif)
Working on getting the shell to act more dynamically.
Should the shell take out other turtles? Or should they curl up into their shell as a defense? Should the shell have less friction so it doesn't stop as quickly as it does now? Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 03, 2014, 02:12:10 PM Nearly 10 posts in a row... Always fun to develop a game by myself with no feedback on anything I'm working on.
(http://i.imgur.com/nkC6yUb.gif) Update Bees have gotten more added to them. They now have a priority based system. 0 - Wander 1 - Flower 2 - Agrro 3 - Home/Hive Which allows for them to wander about randomly before they decide to find a flower. However if they are too far from any flowers their priority changes to flower and they go find the closest one. The Hive now spends honey on creating new bees, so it has a bit of an RTS to it's self. The Bees return with 2 honey allowing for exponential growth even if they are beeing killed off. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Savick on August 03, 2014, 02:19:56 PM May I ask why you're directly copying super mario brothers related gameplay mechanics and not thinking of original ones? Or ones that are adaptations of those mechanics? It's one thing to pay homage to a game you like, but making the same game down to exact details like this isn't going to get your anywhere.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 03, 2014, 02:41:46 PM !Great question ALERT!
Hopefully my answer is more of an explanation than me attempting to sidestep the fact that I am making a philosophical Mario The reason why mario has influence on this game is because my Grandmother gave me Mario Bros as a child. It was my first interaction with video games and is therefor very important to me as a game developer as it's the entire reason I do what I do with pixels and video games. I don't feel like I am directly copying - I'm adjusting. By taking all of my favorite games, combining all the things I liked about them and fixing the things I didn't like about those things. And do new things that the Mario team never touched on. Such as: Koopa's never got to come back out of their shell and the shell never had friction. By adding friction to the shells, their mechanic has already changed drastically they no longer become this scary constantly moving object. Then they can stop and get out of their shells and stop being a threat. Other enemies who can jump such as the Monopod or the Frog can both jump off a turtle shell. It's basic mechanic has been copied but it's new interactions make it feel different. None of the enemies act exactly like any of the enemies in Mario. They are similar in concept, and their execution feels familiar but the game does feel like it's own entity, it doesn't feel like it's a Mario Clone. I want people to feel like they have played the game before by having these familiar mechanics, combined with the systems of interactions I have in place. I want a lot of the interactions to happen between the creatures without Atom interfering. As far as I know, that doesn't happen very often in any games let alone Mario. Enemies don't usually passively have any effect on each other. The only enemy that interacted with other enemies was the Koopa shell after it was hit by Mario. In my game, there are many more creature interactions than simply hitting them with a shell. Hope that answers your question. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Linkshot on August 03, 2014, 08:16:30 PM (Koopas have been emerging from their shells since Super Mario World, as well as being able to jump back into them)
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 04, 2014, 07:14:17 AM This is true, however if a turtle was forced out of it's shell - that would kill them.
So turtles in my game are timid, and they hide in their shells whenever in danger. They don't come out unless it is safe. They can not be killed by any normal means, they are indestructible unless hit by a DrillPig drill from the side, or a Thwomp brick from above or it falls down a hole and goes out of screen. I made it so when a turtle is hit by a shell, they go into their shell and stay put. Causing the other shell to bounce back off. Meaning other turtles shells can't kill them. (http://i.imgur.com/HIGGhkN.gif) This is also the first game I've ever made - so I feel like I am allowed to make a mario clone that is better than just a mario clone. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: QOG on August 04, 2014, 08:48:01 AM There may be a lot of mechanics from SMB, but they're being taken a bit further. Plus there's bees and suchforth that are more unique. I think the art and ideas make it quite unique even if it does play with some familiar mechanics. Looking forward to playing it someday. :eyebrows:
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 04, 2014, 03:32:53 PM Update
Straight from the horses mouth. New horse concept
(http://i.imgur.com/DkwiTlL.png) One mouth or Two mouths? (http://fc04.deviantart.net/fs71/f/2012/083/c/0/zombie_mario_by_dlincoln83-d4trbwz.jpg) Eat your heart out mario. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 05, 2014, 07:29:37 AM So this weekend I was working with a friend on trying to flesh out the demo levels and start introducing all the new features I have added.
The first 4 levels have always remained the same. Fall of Man -> East Eden -> Yggdrasil -> Malkuth Temple From Malkuth Temple you are given four options for each elemental realm. AIR, WATER, FIRE, EARTH Each of these realms will have basically 10 levels. The demo will contain 5 of those levels. AIR realm demo is now conceptually completed. Here is a list of the introduced mechanics and enemies 1. Newton's Tree
2. Skyland
3. Three of Swords
4. Rooster Tale
5. Towers of Light and Dark
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 05, 2014, 08:55:21 AM Update
(http://i.imgur.com/Llk7dpf.gif) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 06, 2014, 09:06:31 AM Today's Update
I also tried adding a sliding action. (http://i.imgur.com/c7wGB52.gif) Sliding seems like it could be fun to play with. But the player gets stuck in the terrain if they come out of the slide from under it. There is also the potential they could slide into a walled area and get stuck in a corner. |___________ (player)->> | So there could be a problem with implementing such a mechanic. However it feels much more Run and Gun which is what I am going for. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: QOG on August 06, 2014, 10:13:46 AM Most platformers with sliding treat sliding as a crouched state and then allow the player to walk (slowly) in that crouched state, thus preventing the player from getting stuck. Not sure if that's what you're going for. I guess the bigger question is how you want sliding to be used.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 06, 2014, 04:50:24 PM Sliding would only occur when moving.
Pressing down while not moving causes the player to sit down and meditate, there is no crouch. Was going for a run and gun/endless runner feel with the slide. Could be used for scrolling levels ect. If I can't get it working well I'll probably just scrap it. Decided to scrap it. It was a nice idea but it just doesn't work in the way the game works. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: absenter on August 06, 2014, 06:33:08 PM Wow, I just noticed this game now? This looks awesome.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 08, 2014, 09:27:37 PM Hey thanks Dinosword guy.
So I've come to a strange fork in the road called Music Design and deciding how I am going to do the music for the game. I have some existing music but it feels too disjointed from the project at this point. The songs aren't evoking the theme or mood of the level like they should be. My original "plan" was to try and get 60-80 songs for 110 levels from a ton of different musicians. That would mean you would only hear a song once and only once for the whole game. Attempting to organize that many tracks for each level with multiple musicians seems rather hard/slightly impossible to get it to work. The other option is to work with a solo musician or 2-3 musicians in creating a solid cohesive OST. But that probably means I would have to pay for the musicians... So here is my study on how other games did their OST. Let's start off with the classics. Mario Bros. 3
Zelda II
Super Metroid
So this seems like a pretty basic set up for a sound track and seriously less complicated. 3-4 game theme tracks that can repeat throughout the game (slow tempo, mid, faster tempo, double time), a world themed track that could cover multiple sets of levels and game status based tracks with some unique tracks to separate them all. Seems like this allows the music to have more quality rather than have a huge quantity of different sounding music. Which could allow for more catchy tunes and less background noise. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on November 12, 2014, 08:29:27 AM It's been a while...
I'm back and alive, for now. Currently getting back into the groove of things. I added a few small player based effects such as cloud puffs and little stars when he bonks his head or jumps on things. At the moment my main focus is trying to make the player inventory more intuitive and user-friendly. (http://i.imgur.com/IvN5l20.png) Having this big red arrow seemed like a good idea, but through a few play tests. It was easy to see that it went unnoticed. I've decided to remove the ability to organize your inventory with left-click. Instead left-click will now do what right-click did. Except there will now be an option to "Organize" or "Arrange" from the item option menu. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on November 17, 2014, 09:34:55 AM There may be a solution to the inventory problem.
Perhaps as long as the information is displayed upon mouse hover the player will see it? (http://i.imgur.com/IMG9l07.png) I originally had the inventory button information displayed where the item info is displayed. But it would dissappear when the player put their mouse over the inventory. So essentially they were unable to see the information I was providing to them. Hopefully this new visual cue will be enough to teach them the inventory system. In other news... I have a good portion of levels prototyped, it comes down to putting everything in place. Have to stop making new things and get everything that exists to be represented in the right levels. (http://i.imgur.com/fr06N5M.png) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on November 17, 2014, 11:29:53 AM (http://i.imgur.com/XhSBzUZ.png)
Tried adding some extra information when the inventory is closed. I don't particularly like it... I want to avoid using direct text whenever possible. The tutorial text on the right stops displaying after you have opened and closed the inventory about 5 times. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Linkshot on November 17, 2014, 12:09:55 PM You could make opening the inventory a puzzle of itself. "To retrieve your belongings, look into yourself. Who are you? You are the key."
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on November 19, 2014, 08:04:22 AM I added some more behaviors to the Rooster/Cockatrice.
They end up getting stuck in holes. So I decided to give them some attributes from our old friend the monopod. Now it will attempt to jump on it's own rather than not at all. It still needs some tweaks but it's fun to play with. Also because it is practically a giant chicken, I have decided to make it automatically run from you. The player will be able to lure the Rooster with Apples. (http://i.imgur.com/11JnZGT.gif) I forgot how much fun it is to make animated gifs of my game as I'm working on it. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on November 20, 2014, 09:17:32 AM :noir:
November 20th Worked on some standard things. Buttons are in. Cannons shoot fists, deadly fists. (http://i.imgur.com/iR22eEP.gif) Now if only there was a way to combine the buttons with the cannons... (http://i.imgur.com/gp63KZ2.gif) Bullets + Buttons = Good fun Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: QOG on November 20, 2014, 05:09:10 PM Looking nice as usual. I like the way you can use the fists to jump higher. I think the effect of the player landing should be different though--right now it seems like tapping them reminds them that gravity exists. Having them explode or somesuch might work better, as well as explain why the propel the player upward.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on June 27, 2015, 09:40:31 PM (http://31.media.tumblr.com/2959990c2aa46f10240672046b19750e/tumblr_mtl5meZ5tE1s3iup1o1_500.gif)
Sorry about the lack of updates lately. I became homeless shortly after December and have been working towards stability before I could begin my creative process over again. I have been well since February and am getting back into my usual self. I'm here to announce that I have made a dedication to work on the Walled Garden every Wednesday. So expect to see some more updates. I need to re-implement a few of the rooster behaviors I had added and get the fists and buttons working again to get caught back up from a fallback I had with a corrupted HD. My biggest struggle has been creating the first chapter. I haven't been able to decide if AIR should be the first realm the player visits. It seems like a very difficult realm to start off with level design wise. Pitfalls seem too punishing to a new player. The idea is very megaman/metroidvaniaesque... You get an item from the AIR realm, is needed for WATER realm, WATER realm item is needed for FIRE realm and FIRE realm item is needed in EARTH realm. I've been trying to rack my head around any other possibilities - But they just don't play out as nicely. Fire and Water are pretty hostile realms, Air is only difficult because of precision platforming. Earth kind of captures all of the other three elements. So are there any good ways to have AIR not be based around bottomless levels? Level design has never been my strong point thus the slow development at this last 40% of game design. I also feel like I've moved away from the gun so much and need to bring it's "importance" back into the game. Going to make a lot more enemies become afraid when the gun is fired, might implement mario spawning from outside of camera view as well to certain creatures. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: happymonster on June 28, 2015, 12:57:38 AM Sorry to hear about your personal situation, hope things get better for you soon!
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Lazycow on July 03, 2015, 09:44:24 PM Yeah, I was hoping that you continue with this project! :handthumbsupR: Focusing on stability is a good thing - ideally, you start that process when all features are implemented and after that you do the level design. Well... eh, yes, in an ideal game dev process... ::)
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 14, 2015, 08:08:34 AM (http://i58.tinypic.com/eao1s8.png)
Worked a bit more on the aesthetic of the first mini bosses, your own heart. (http://www.tarotjourney.net/decks/small/alchemical/52.jpg) Four air levels are complete for the most part now. Level 1 - Newton's Tree Focuses on Sir Isaac Newton's Third Law. Quote For every action, there is an equal and opposite reaction. The level includes the following things - Clouds disappear when being stepped on - Bubbles pop when jumped on and give the player lift - Jumping on enemies heads gives the player lift - Bouncy blocks that are basically indestructible bubbles - A unique object that presents a choice of action (http://i57.tinypic.com/dctrwx.png) Level 2 - Helping Hands This level adds a bit of precision to the players platforming. The main focus of this level is teaching the player how the Helping Hands work. The level includes the following things - Helping hands are grab-able objects that the player can grab onto - Reiterations of the last two objects Clouds and Bubbles with a bit more difficulty (http://i58.tinypic.com/v6qmn6.png) Level 3 - 3 of Swords This is the first air level where the player is in danger and contains a miniboss. (http://i59.tinypic.com/2ezo6qs.png) Level 4 - Hermit's Repose This level is a level of in-action. It attempts to make the player sit down in-game and meditate. In an attempt to not reveal too much to the player I wanted to avoid teaching them they could meditate, but the Four of Swords is a tarot card of inner reflection and taking a break. So this seemed like the most suitable level to teach that aspect of the game. (http://i62.tinypic.com/jsj1a8.png) Level 5 is still in production, it's theme is relativity. Which has been a difficult level for me to try and create. I thought about creating a bird that turns into a fish when it goes into water to reference MC. Escher, or I could create some melting clocks for Dali. Any ideas? (http://i58.tinypic.com/o720s4.png) The Five of Swords sees you engaging in conflict, so perhaps a scrolling level may be suitable? Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 15, 2015, 09:44:08 PM With this week's Walled Garden Wednesday coming to an end time to make another update.
Level 5 - Relativity The level includes the following things - Scrolling Camera - Magic Rainbow Bridge (http://i59.tinypic.com/15wyl40.png) The scrolling camera was having difficulties when the player died and resetting. Managed to get it so the scrolling will start at the checkpoint if they player dies afterwards. Hopefully I can keep up this momentum and polish off the Air realm by the end of the week. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 20, 2015, 04:39:36 PM Level 5 is now mostly complete, just have to add the finishing touches and tweaks to it.
Got the scrolling camera working perfectly, although have yet to add player death when off screen. (http://i57.tinypic.com/2itlnyt.png) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 26, 2015, 09:49:17 AM The 6 of Swords is about taking a trip and experiencing a change of scene. As well as reflecting and recovering from depression - feeling hope again.
(http://i59.tinypic.com/295wt8j.png) I'm thinking a rowing level with Sylphs that can blow the boat backwards. (http://learntarot.com/bigjpgs/swords06.jpg) Will probably have to animate a custom sprite for the player while on this boat. The idea is that the player wont be able to jump out but will instead row with an oar against the wind. (http://i.imgur.com/wI9BatL.gif) The colours of the gif appear to be weird but it shows enough of the idea to get the point across. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 28, 2015, 10:41:49 AM (http://i.imgur.com/hxaQKtZ.gif)
Working on a Tornado object for the next level. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 29, 2015, 02:51:42 PM (http://i.imgur.com/UmpK6ng.gif)
Tornado now follows closest butterfly, and vice versa the butterflies will follow nearest tornado. I've given the butterfly random movement so it will now fly in all directions at random. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: gimymblert on July 30, 2015, 03:57:09 PM ChaOSMOSe
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Box99 on July 30, 2015, 06:41:15 PM You should really just work on a new game.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Rojom on July 30, 2015, 06:58:19 PM Is this the final look of this game? I'm not sure if I'm the only one who feels this way, but the art direction does not seem coherent at all. Many assets are single colored or cel-shaded and simple, while other sprites are intricate and shaded with a nice gradient. The gameplay mechanics seem solid, but the visuals are simply unpleasant to look at right now.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 31, 2015, 10:53:43 PM You should really just work on a new game. Thanks for the constructive criticism. I'll take it to the bank. :gentleman: :handmoneyR: Is this the final look of this game? I'm not sure if I'm the only one who feels this way, but the art direction does not seem coherent at all. Many assets are single colored or cel-shaded and simple, while other sprites are intricate and shaded with a nice gradient. The gameplay mechanics seem solid, but the visuals are simply unpleasant to look at right now. Much of the art is work in progress or place holder, it gets the job done so I can move forward. Need to continue to focus on the levels and the rest will come in time. It's tough to keep coherence of style when you've developed this long - Eventually it will all get a visual overhaul at my own pace. Remember people - I'm first and foremost making this game so that I can enjoy it while learning game design as a whole. If other people can play it and enjoy it, that's cool too. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: happymonster on July 31, 2015, 10:56:30 PM I like it :)
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on July 31, 2015, 11:25:12 PM Thanks for some positivity happymonster, here is a sprite dump.
(http://i.imgur.com/FPGPruN.png) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: happymonster on July 31, 2015, 11:44:53 PM Nice!
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Franklin's Ghost on August 01, 2015, 01:59:03 AM Sprites are looking great and liking the variety in design.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 01, 2015, 11:44:41 AM (http://i.imgur.com/jXD14rj.png)
Going to try and get the gryphon to take flight today. (http://i.imgur.com/29xF8RD.gif) (colours are screwy again don't know why) Flappy bird! There are now 3 mounts in game - Cockatrice (Double-Jump) - Swordfish (Water based) - Gryphon (Flying) Each one could allow you to get to particular areas of each level. Currently wondering if while grabbing onto something. If the mount should be released, or you just don't grab it while mounted. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 05, 2015, 01:27:51 PM (http://i.imgur.com/aI8xEVZ.gif)
I wasn't kidding about a FlappyGryphon level. However the player is limber enough to actually do this level without a Gryphon. I'm thinking that hitting the roof or a wall would be bad, but the gryphon could totally land on the ground. (http://i.imgur.com/L6liGrI.gif) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Rojom on August 06, 2015, 08:42:13 PM You should really just work on a new game. Thanks for the constructive criticism. I'll take it to the bank. :gentleman: :handmoneyR: Is this the final look of this game? I'm not sure if I'm the only one who feels this way, but the art direction does not seem coherent at all. Many assets are single colored or cel-shaded and simple, while other sprites are intricate and shaded with a nice gradient. The gameplay mechanics seem solid, but the visuals are simply unpleasant to look at right now. Much of the art is work in progress or place holder, it gets the job done so I can move forward. Need to continue to focus on the levels and the rest will come in time. It's tough to keep coherence of style when you've developed this long - Eventually it will all get a visual overhaul at my own pace. Remember people - I'm first and foremost making this game so that I can enjoy it while learning game design as a whole. If other people can play it and enjoy it, that's cool too. Right, again the gameplay looks good. There is a certain charm to the art you have going on, though. Anyways, keep it up! Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 11, 2015, 09:42:15 PM As long as the gameplay looks good, that's all I need to know. 8)
I'm an artist not a programmer at heart, so if it all works I'm doing something right. I made some alterations to the scrolling camera level. A speed multiplier is now applied based on the players relative x position. So if they are cruising at a good rate through the level, the camera will speed up to catch them and vice versa if they get too close to the following edge. This certainly makes it easier for speed running and makes the scrolling level a little lenient for people struggling to keep up. Which all in all doesn't seem like a bad thing, gives the player a bit more time to investigate a couple things. I've also begun polishing up the next realm which is Water. Pipes now seem to be fully functional to an extent, which I'll take it as it is. Can't seem to fix one problem so I made a "solution" around it. Main focus of the first level for water is introducing the player's oxygen level. With pipes being the secondary theme of the level to assist traversing through water quickly. (http://i.imgur.com/ghM4IKw.gif) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on August 15, 2015, 07:27:52 AM (http://i.imgur.com/V5iXRzY.gif)
Having fun with warps. I made warps now find the nearest instance so I can have more than two in a level. :handpencil: :) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on November 19, 2015, 01:24:08 PM Back to work... Laptop failure - 4 months later...
Finally got a reserve laptop working until I purchase a new fancy one. (http://i.imgur.com/tbM97xF.png) 8 of Swords challenge. This is the "damned if you do, damned if you don't" level. It may be small but, there is no walking out of this one unscathed. (https://upload.wikimedia.org/wikipedia/en/a/a7/Swords08.jpg) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 06, 2016, 08:14:05 PM Back to work... Yet again... :tired:
(http://i.imgur.com/3UfT9C4.gif) I had to re-make the gryphon from scratch. Thankfully I had posted the original frames on the thread. <3 Added a walking animation for when it lands. Comparison to old version (http://i.imgur.com/aI8xEVZ.gif) It appears like the rotation here is slowed down in the old version, have to see if I can replicate that. New Elemental based Weapon ideas WIND
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 07, 2016, 09:26:54 AM (http://i.imgur.com/tzIHI2V.gif)
WIND prototype. (http://i.imgur.com/GWT1gZJ.gif) WATR Prototype (http://i.imgur.com/JbJa6Nl.gif) FIRE prototype Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 09, 2016, 04:07:00 PM (http://i.imgur.com/2iDL3cL.gif)
Originally had made it so the ERTH prototype was shooting stones. However the stones have no collision to walk on and it just looked like a poop gun. So I present, the stone shield. A new defense against range enemies and things that may hurt to fall on your head. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 09, 2016, 05:55:29 PM (http://i.imgur.com/LPNF50A.gif)
Okay the ERTH prototype just became overpowered. I am going to need to nerf it by making the rock break when the weapon overheats. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 11, 2016, 03:47:39 PM (http://i.imgur.com/7LZGpEA.gif)
Gave the wind weapon the old lift that the machine gun had with triple shot. Actually works pretty nicely now. Don't know why I keep posting here, I'm all alone these days. Edit: Thanks Canned Turkey, I appreciate the support. It's been a while since I've seen anyone in here. :P Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Canned Turkey on February 11, 2016, 03:50:11 PM This game doesn't get nearly as much attention it deserves.
It looks beautiful in a create and interesting way. Keep up the amazing work, there's a niche for stuff like this and I'm a part of it :coffee: Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: FK in the Coffee on February 11, 2016, 06:07:41 PM Omg it's back
I missed this project so much Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 12, 2016, 02:13:46 PM ACTUAL PROGRESS!
I was having problems getting this to set up and feel like a mini boss room. The swords would just automatically go for the heart instead of getting set up and waiting to strike. First time using paths with an enemy in the game. (http://i.imgur.com/yVUVJOq.gif) Is the 30 second position set up is enough to establish that it is a danger? Hopefully a curious player should learn that the swords are reflected by bullets. (http://i.imgur.com/nRPBvGQ.png) Trying some more stormy type tones. Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Linkshot on February 12, 2016, 08:12:35 PM I've been watching but all I'm good at is lurking without hands-on feedback.
Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 15, 2016, 12:29:25 AM Linkshot you've been a long time lurker and TWG supporter. Thanks for that. :monoclepop:
I always appreciate anyone going above and beyond to suggest ideas, but it's not required. Your presence in watching is enough. (http://i.imgur.com/jXaXPkz.gif) Ice maker v1 It looks a little cheesy though, will likely put a limit on it. (http://i.imgur.com/vxxiXK8.png) (http://i.imgur.com/HWh64I2.gif) Working on some new mushrooms. (http://i.imgur.com/gblwSkJ.png)(http://i.imgur.com/vmrWWIy.png) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 24, 2016, 01:31:40 PM Just when I had given up on the WATR gun being useful for platforming.
I went to the Fire world and it turns out, I had already pre-made this years ago when I made the obj_waterblob. Cool beans. (http://i.imgur.com/Srqq0Qc.gif) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on February 26, 2016, 01:45:42 PM Working on Water realm stuff.
(http://i.imgur.com/kKNBHWF.gif) (http://i.imgur.com/t64CJtf.gif) Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: Bones on March 01, 2016, 03:49:15 PM (http://i.imgur.com/j0Gej2u.gif)
Worked on the tongue some more. It can pull the player back to the mouth and will also stop pulling if a collision with a wall is made. It also snaps back to the mouth and can grab the player on the way back. Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 03, 2016, 11:25:39 AM Since learning how to move the player with remote objects, I decided to try creating a heavy object which the player is tethered to.
Got it working pretty quickly actually. The environment will offer certain things that will be able to break the large stone. (http://i.imgur.com/M6B4STP.gif) Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 23, 2016, 12:36:18 PM (http://media.indiedb.com/cache/images/games/1/20/19313/thumb_620x2000/hermesroom.png)
So after a long decision I've decided to add enemy respawning to the game. I realized that there are elements and situations that require particular enemies; If the player killed all of those enemies off they would no longer be able to do those actions. It works the same way as Mario the enemies return to their starting position after going out of frame. The elemental guns are working out great the Air jetpack is very useful in the water realm for getting out of water. It feels like there is finally an objective to the game it feels good to be on track. (http://i.imgur.com/YrPiKAr.gif) Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on April 26, 2016, 07:52:58 AM (http://i.imgur.com/fYTFJyX.gif)
Bees become aggro when attacked directly, however with the new elemental weapons in place things become interesting. Wind can now push Bees away from you - it can also knock down bee hives passively. Water will make Bees neutral if they are sprayed; They will not enter a ody of water as well. Queen Bee drops Royal Jelly item. Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: ஒழுக்கின்மை (Paul Eres) on May 16, 2016, 01:51:00 PM those cloud sprites are pretty good, though the pipes feel too much like mario (but people said that about flappy bird's pipes too)
Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: gimymblert on May 17, 2016, 12:25:18 PM Still cool!
Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: TheArtistJiii on May 17, 2016, 04:02:52 PM It is a direct rip and reskin of the original pipe after all. is that legal? Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on August 15, 2016, 12:56:28 PM Can't believe I've been at this for 7 years now. 8)
Added an aim limiter, you can no longer aim behind yourself. (http://i.imgur.com/OA5a0Sq.gif) Updating all the particle effects. (http://i.imgur.com/RIkht6J.gif) OLD (http://i.imgur.com/JbJa6Nl.gif) All still WIP (http://i.imgur.com/d0A3LQR.gif) OLD (http://i.imgur.com/tzIHI2V.gif) (http://i.imgur.com/GWT1gZJ.gif) Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: QOG on August 18, 2016, 09:33:28 AM Updating all the particle effects. New fire effect is looking great, seems to have a slightly irregular output direction/speed, which makes it more believable, even aside from the fancy animation. I'm always excited to see updates for this project. :handthumbsupR:(http://i.imgur.com/RIkht6J.gif) Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: FK in the Coffee on August 18, 2016, 10:15:42 AM Wow, just realized that this project's coming up on its sixth anniversary. Congrats man; seriously admire the dedication.
Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on December 21, 2017, 09:26:32 AM Hey everybody!
Wow.. I haven't posted in 120 days. 130+ days since I've worked on the game physically. Never for a second think that this game project is over with, it's one of the only constants in my life. 8) Earlier this week I brushed the dust off the Ol' Walled Garden. Started realizing it felt empty. There wasn't enough variety in the movement from the creatures, there wasn't enough of them. I had forgotten that the key aspect of TWG was the creatures, and the way they interacted around one other. This game is obviously heavily inspired by Mario Bros. So obviously the Turtle is a main creature within my Game. Turtles all the way down (https://en.wikipedia.org/wiki/Turtles_all_the_way_down) (https://i.imgur.com/zjZoc1G.jpg) (http://i.imgur.com/88sqfDy.gif) Every game needs it's basic movers. Each one needs variation to create a good sense of change. People keep ragging on me about how many things I've taken away from Mario Bros. Turtles are an important symbol in mythology, it supports the world on it's back. (https://cdn.shopify.com/s/files/1/2259/4385/files/cut4_1024x1024.jpg?v=1502729806) So you must understand that the three main creatures in my game are Snakes, Turtles and Elephants. With the introduction of the Frog jumping on the Turtle shells randomly, it really opened up a lot of emergence to occur. Things started happening that I couldn't predict would happen within the game. Sure I set it up to occur, but the game decided when or if it would happen or not. (http://i.imgur.com/DVtJ3Fs.gif) Realizing I could take this interaction and spread it to different creatures. I came back to our old friend the DrillPig. Drill pig is basically a small blind elephant/pig. It should have a short temper, and be like a bull in a china shop when it's not happy. (https://i.imgur.com/W9aETls.gif)
My girlfriend suggested yesterday that I make a little mouse. So that is exactly what I did by reusing the code from the my unused Monopods Monopods (https://www.youtube.com/watch?v=APXcSzr17gg) (Unsure if monopods will make the final cut) (https://i.imgur.com/rNAJYaz.gif) A quick little creature that doesn't need to have much of an effect to cause some big changes. For example let's say we make it so the DrillPigs really don't like Mice near them. Suddenly you're not the only one causing a ruckus. (https://i.imgur.com/z901gED.gif) The Rat/Mouse could also be used for puzzles like in Krusty's Funhouse. It makes a great little lemming type creature. (http://img1.game-oldies.com/sites/default/files/snaps/nintendo-super-nes/krustys-super-fun-house-usa-rev-1.png) (https://i.kinja-img.com/gawker-media/image/upload/s--vIYp688r--/c_fit,fl_progressive,q_80,w_320/alz6scd1nmwszzkjlhfd.jpg) Added some basic spiders to add some more basic vertical up and down enemies. (https://i.imgur.com/gE4Fjk9.gif) Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: QOG on January 22, 2018, 01:40:59 PM Missed this post due to the holidays, glad to hear progress is still being made. Glad to learn more about the creatures as well. This is a really interesting interaction:
For example let's say we make it so the DrillPigs really don't like Mice near them. Suddenly you're not the only one causing a ruckus. (https://i.imgur.com/z901gED.gif) That said, I do wonder how much you can actually take from Mario game design wise. Enemy interaction in that game is in large part about positioning and timing. Mario forces you to get up close because (certain powerups aside) you have little/no way to interact with enemies from a distance, but with Walled Garden adding in guns and thus the ability to interact from a distance, most of that goes away. This especially struck me with the spider enemies--unless they are invulnerable to your weapons or drop from off the top of the screen, I don't see how they'd really pose a threat. This image: Added some basic spiders to add some more basic vertical up and down enemies. just leaves me with the question "Why not just shoot them?" while interactions like this:(https://i.imgur.com/gE4Fjk9.gif) (http://i.imgur.com/fYTFJyX.gif) seem like a more natural fit for a ranged player. Of course, having not played the game, I could be totally off base here. It just seems like a lot of the interactions you've developed recently are ones that happen at close range. Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on September 15, 2020, 09:51:17 PM Wow it's been more than 2 years since I've work on this game. :facepalm:
Spent the passed month or so working on it, re-thinking what to do. Life happens. At this point, so many amazing games have been released. Doubt very much there is any interest in this project. At this point I'm probably going to release the game for free. The game is going to put into an arcade cabinet that will travel around the country/world. But, considering it's 2020 and I started this game project in 2009. Be damned if I'm going to let 11 years of my life be a complete waste. September 4th 2020 - Live Stream (http://www.youtube.com/watch?v=QIGL3O4Ad4E&t=1364s") September 14th 2020 - Live Stream (http://www.youtube.com/watch?v=AC-bt2ngClg&t=213s") No more GUN! & Aesthetic Update (http://www.youtube.com/watch?v=LemFwR-KRKM&t=5s") Gotta reinstall the program I was using to make gameplay gifs. But these youtube videos should do fine. Two of them are 45 minutes long. EDIT: OHHH WHAT!? TIG Source you added embedded youtube support? Not even facebook can do that (for some dumb reason) By the way, I missed you all. <3 Title: Re: The Walled Garden (Inspired by SMB, Zelda II and Metroid) Post by: droqen on September 23, 2020, 07:06:57 AM (http://i.imgur.com/j0Gej2u.gif) Worked on the tongue some more. It can pull the player back to the mouth and will also stop pulling if a collision with a wall is made. It also snaps back to the mouth and can grab the player on the way back. Wow, this animation is brutal >:D I still remember this project, Bones! Stunned it's still going on! I've always loved all the wild little overlapping natural systems and wondered how it would all come together once done. So I was watching this video - https://www.youtube.com/watch?v=AC-bt2ngClg&t=213s%22 - you make a comment about how someone was saying spiders are 'pointless', I assume in reference to QOG's post from 2018? I think it's quite easy to, as a designer/developer, program interactions and think it's enough to present a living world, but the thing I'm learning to live with is just how efficiency-minded players are if they're given a goal. So shortly after in the video you had a snake eating a spider, but you really had to go out of your way to set up the circumstances for that to happen, and you really didn't get much out of it as a problem-solver. I wanted to say 'as a player', right, but I think there are definitely people who like to play around with systems like this and get enjoyment out of it, so it's more about the specific mode that a player is in. Someone who's trying to play your game like a problem to solve (which, I posit, is most players of games most of the time, especially before you've won their hearts over) isn't going to put in the work to cause interesting interactions unless you make it some combination of useful and inexpensive. I think this problem is a lot bigger than the knowledge problem (players also don't know what to try) because if experimentation is seen as some combination of useful and inexpensive, problem-solving players will do it! You might find this talk useful, because I think you have a lot of really cool interactions. Like a lot of them. Possibly too many to put into a single game at this point, hehe. But you seem to be having trouble stringing them together into one big cool long experience. Here is my favourite game design talk of all time: Design Tips for Long Form Games (https://www.youtube.com/watch?v=cTmKp0Tjiw4) edit:: also, i acknowledge that you may be targeting the mode of players that is not the Problem-Solver. i tried that for a while. i found it it pretty brutal, because of how strong the problem-solving drive is; it's hard to induce people to play with systems without some goal, some reason to explore the system. anyway, i called these things 'playables': games designed with no explicit instructions, progression, or goals. i'll link a few: https://droqen.itch.io/drones-oubliette-4 https://droqen.itch.io/being-jeweled https://droqen.itch.io/simple-tour https://droqen.itch.io/weakspot ultimately i found myself drawn back to designing for problem-solving space. and when you're designing for problem-solving space, all that matters is what helps you solve the problem. "players will optimize the fun out" if you let them, so the cool/fun stuff also needs to be the stuff that helps you solve the problem. it has to be in the player's path. anyway watch the video, it's good. Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 19, 2024, 11:52:30 PM *Thanks so much for the reply droqen! I absorbed a lot of that information and am now focused and ready to go again.
Don't ever count me out folks. >:D I'm back! and this time I have the assistance of artificial intelligence (GPT & Gemini) to help me code more advance functions. Brace yourself, gonna catch you up to what's going on. So here's the bad news. We're starting over again. :tired: Not from 100% scratch, we still have all our existing code and graphics. However I'm focused on coding a better engine with less bugs, and with a better understanding of how everything works. As the original source code was a Frankenstein of Game Maker Examples found over the course of 10+ years. With 15+ years of knowledge of strictly Game Maker 8, I am starting fresh in Game Maker Studio. Consider everything up until now just practice for this new iteration of the game with a strict focus on Economy and Gameplay Loops, with a stronger more robust engine with better detailed comments so I can actually remember what my code does. :screamy: But I digress, you came here for progress! Would also like to announce that I as of today 78 days sober. :coffee: Day 01 (Basic engine - Basic Enemy Logic) Following Zack Bell's Platformer tutorial from 2024 (https://zackbellgames.wordpress.com/2014/10/28/devlog-creating-a-platformer/). (https://i.imgur.com/vQpVmBY.gif) Day 02 (Knockback calculation based on weight) (https://i.imgur.com/SPoxqYe.gif) Day 03 (Jump Thru Platforms & Jumping AI) Courtesy of Zack Bell's Tutorial (https://zackbellgames.wordpress.com/2014/11/03/devlog-creating-a-platformer-pt-3/) (https://i.imgur.com/3s1LLLI.gif) Day 04 (Implement UI, Simple Inventory & oParItem + Coins) (https://i.imgur.com/aQB0hH1.png) (https://i.imgur.com/Fz27oik.png) (https://i.imgur.com/Qknd460.gif) [Today] Day 05 (Procedural Trees) (https://i.imgur.com/lhk9gaA.png) (https://i.imgur.com/J0zma2C.png) If I can make these from the ground up, I may be able to make them actually functionable as game mechanics and not just aesthetic, I'd like to add apples or fruit growing on them. (https://i.imgur.com/YED9dKv.gif) (https://i.imgur.com/VaJ8ngn.gif) (https://i.imgur.com/tD33zu1.gif) (https://i.imgur.com/LarpLAD.png) (https://i.imgur.com/DW7f57a.png) (https://i.imgur.com/cWfBmy2.png) Thanks for coming to my TED Talk. That's all for now, it's late almost 2am. Want to thank everyone who's watched this thread for the last 14+ years. Wasn't going to post any progress in this DevLog as it's so old, but figured why make a new thread for a new version of the game. This isn't the first time I've started over since 2010. Sorry if my old dusty project doesn't interest anyone anymore. As there are so many AMAZING games being made every other day by so many amazing developers. Time to figure out what worked for some of those ones. :handpencil: :handjoystick: Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Schrompf on March 21, 2024, 04:34:28 AM I like the trees :)
Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 21, 2024, 12:42:47 PM I like the trees :) Thanks, I'm quiet happy with how they have turned out. While they aren't as pretty as TheSnidr's trees (https://www.youtube.com/watch?v=98HAIwJRxyU) I'm happy to have more understanding of how they work, which allows me to tweak and modify them a lot easier. I've created a save and load system with a very vanilla start menu. This saves the gameState of the trees, although for some reason the inventory keeps resetting when I continue... BUT! Trees are saved and even reload the same after you close the exe and come back. Which is great considering the trees are temporary surfaces/sprites. So closing the game means they no longer exist. So I have to save their variables, and then redraw the trees when the game is reloaded. (https://i.imgur.com/3kFkiHs.gif) This is something the original game engine never had. The trees would disappear when you came back to the level. I'm considering adding "aging" to the trees, so they can grow and get bigger in scale if watered or when you return to a level, they could increase in size as if time passed while you were gone. Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Ramos on March 22, 2024, 04:27:15 AM + 100 points, your game design definitely looks made with "out of the box" mindset, very original and Has a nice personality
:gentleman: Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 23, 2024, 07:52:11 PM + 100 points, your game design definitely looks made with "out of the box" mindset, very original and Has a nice personality Hey thanks, I'll take all the points I can get.:gentleman: (https://i.imgur.com/QgFwMJI.gif) Long are gone of the old black trees. Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 24, 2024, 01:10:15 AM Time to do this one right.
CHECKLIST Core Gameplay Mechanics
Core Game Objects or Rooms
Environmental and Level Design
Economy and Resource Management
Testing and Balancing
Art, Music, and Narrative
Trees (3/4 DONE) :smb03: :smb03: :smb03: :smb02: :smb00: Grass (not started) :smb02: :smb02: :smb02: :smb02: Earth (not started) :smb02: :smb02: :smb02: :smb02: Water (1/4 DONE) :smb03: :smb02: :smb02: :smb02: Fire (empty) :smb02: :smb02: :smb02: :smb02: Sun (1/4 DONE) :smb03: :smb02: :smb02: :smb02: Stars (not started) :smb02: :smb02: :smb02: :smb02: Moon (1/4 DONE) :smb03: :smb02: :smb02: :smb02: Clouds (not started) :smb02: :smb02: :smb02: :smb02: Air (not started) :smb02: :smb02: :smb02: :smb02: Rain (not started) :smb02: :smb02: :smb02: :smb02: Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 24, 2024, 11:20:36 PM (https://i.imgur.com/EttZ6J4.gif)
Water (2/4 DONE) :smb03: :smb03: :smb02: :smb02: :smb00: Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 25, 2024, 02:45:26 PM Clouds (2/4 DONE) :smb03: :smb03: :smb02: :smb02:
:smb00: (https://i.imgur.com/XDWhTsc.png) (https://i.imgur.com/RIVggKD.gif) (https://i.imgur.com/vuz4ytx.gif) (https://i.imgur.com/tVkTMax.gif) Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: QOG on March 25, 2024, 05:12:32 PM I'm glad to see this project back from the dead.
Title: Re: The Walled Garden (Inspired by SMB, N+ and Metroid) Post by: Bones on March 25, 2024, 10:15:38 PM I'm glad to see this project back from the dead. Good to see you QOG! I noticed TIG is much quieter than it's glory days. Can't believe you've been following this project for 10+ years now. Thanks for sticking around! :gentleman: There are kid's these days that are 10 years old that can program better than I can. (https://i.imgur.com/IDBQ6qh.png) (https://i.imgur.com/DzqxBMs.jpeg) (https://i.imgur.com/qfS8bZp.gif) "What were in those brownies?" (https://i.imgur.com/uaBVnH5.png) Trees (3/4 DONE) :smb03: :smb03: :smb03: :smb02: Grass (not started) :smb02: :smb02: :smb02: :smb02: Earth (not started) :smb02: :smb02: :smb02: :smb02: Water (1/4 DONE) :smb03: :smb02: :smb02: :smb02: Fire (empty) :smb02: :smb02: :smb02: :smb02: Sun (1/4 DONE) :smb03: :smb02: :smb02: :smb02: Stars (not started) :smb02: :smb02: :smb02: :smb02: Moon (1/4 DONE) :smb03: :smb02: :smb02: :smb02: Clouds (1/4 DONE) :smb03: :smb02: :smb02: :smb02: :smb00: Air (not started) :smb02: :smb02: :smb02: :smb02: Rain (not started) :smb02: :smb02: :smb02: :smb02: |