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141
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Developer / Technical / Re: The happy programmer room
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on: June 19, 2009, 03:20:08 PM
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I figured out a solution to the problem I've been having with my After-Images engine(mostly involving diagonal movement)
I also got a fancy boomerang style attack going.
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142
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Community / Creative / Re: Today I created...
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on: June 19, 2009, 11:30:20 AM
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A massive set of upgrades for my game. I overhauled my after-images engine (finally solving the biggest problem I've had so far), added a new enemy with a really fancy attack, threw together two new tiles by recoloring an old one, and modifying it, and gave a boss a new attack.
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147
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Developer / Playtesting / Re: Dadaists Gone Wild
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on: June 18, 2009, 10:14:33 AM
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Absolutely Insane.
The last couple parts seem really unforgiving, especially the invisible platforms. Also, the double jump seems really small.
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148
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Developer / Playtesting / Re: G-E-N-E-R-I-C platformer
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on: June 18, 2009, 09:46:42 AM
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I think I found the score problem:
*entered level, hit block with Goomba then killed it* *Messed up and reset* *Hit block again.* *Score didn't change* *Reset* *Score dropped to one lower than it was when I started*
This repeated infinitely, may actually lead to negative score, given time.
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152
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Developer / Design / Re: Unique Gameplay Mechanics
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on: June 17, 2009, 01:41:52 PM
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If you're talking about indie games, difficulty selectors.
Otherwise, lack of death is a good one. (See PREY)
Removing death can be tricky, as it often removes difficulty. It worked pretty well in, say, Braid, but Braid was a puzzle game, not skill based. That's the major thing there, I think. If a game is skill based and you want it to be challenging, making death have no effect probably isn't the best plan. Also, I've never seen a topic end up quite like this did.
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154
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Player / Games / Re: Braid PC Version (feel free to post your custom levels)
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on: June 16, 2009, 02:36:02 PM
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I find it hilarious that the two most bullshit stars are the easiest to get, namely the one that you can lock yourself out of, and the one that takes forever.
That said, once you know what you have to do, all of the stars are trivially easy. I love the one in world five.(hardly spoilers. There's basically one in every world, plus two worlds have 2 each.)
Spoilers(Highlight to read): Oddly, the earlier complaint about the enemies jumping off your head being required? You need to abuse it for 2 stars. One requires you to juggle an enemy off your head soemthing like 8 times in world 5, and another requires you to bounce a time proof enemy off your head 3 times in a row while going reversing time. These are my two favorite stars.
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155
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Community / DevLogs / Re: Devlog for: Platformer Beta (Newest post: June 6nd)
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on: June 10, 2009, 03:53:12 PM
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Newest Release: 0.4My current Version ~0.6 Nearing a new release. Finally.So I hacked together a very faulty but functioning fail safe for players reaching rooms that don't exist. It basically amounts to warping you to the starting room if the room doesn't exist. The starting room has been altered so that it simply takes you to the main menu if and only if there are no existing player objects, which if you reach it via the fail safe method, there will be. Aside from this, I have made countless minor changes, including: Minor alterations to the save feature. A new upgrade. Most notably, you can now hyperdash diagonally. I made it so that the higher leveled(and faster moving) projectiles home in on the same level as the basic one, which was more accurate due to it's lower speed. So, tonight I will be adding a boss to Deep Down(which I seem to have taken to calling Deep Side...), although there are no real plans just yet as to how I will go about it. Another minor addition is an upgraded form of the floating block enemy found in Dark Tower, which has a ridiculous and over the top color scheme, but is more dangerous. It fires 3 sword shotgun pattern, and upon death fires swords in all directions, which is dangerous indeed. Anyway, I think I'll release a new version by this weekend, hopefully somewhere around V0.7. Once I reach 0.9, I'll probably start looking for Audio help. Once I finish, I guess I'll have to begin a new project. Maybe I'll actually make a plot for this game, while I'm at it, although it's unlikely. No images this time, sorry. Not much I could post, except maybe rooms and the new enemy.
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156
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Developer / Playtesting / Re: Metroidvania Platformer Beta V0.4 (New May 31th)
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on: June 07, 2009, 06:58:13 AM
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There's a very specific reason for this. The game loads a new map based upon an X variable and a Y variable. if the room isn't found, it just loops you around and changes the variables anyway. Because of this, if it does eventually find a room with the matching co-ordinates, you'll end up there.
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158
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Community / DevLogs / Re: Devlog for: Platformer Beta (Newest post: June 4nd)
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on: June 06, 2009, 07:31:32 PM
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Newest Release: 0.4My current Version ~0.52 The Shining-est Boss on EarthI just finished the boss of Far Mount today, and I have to say, I really like it so far. It changes colors as you damage it, and it also cracks, as demonstrated here: http://img266.imageshack.us/img266/8379/boss4fight.gifhttp://img198.imageshack.us/img198/8616/boss4fight2.gifhttp://img198.imageshack.us/img198/5471/boss4fight3.gifhttp://img198.imageshack.us/img198/8411/boss4fight4.gifSo, It has 3 attacks, which I tried to catch in the above images, but wasn't very successful, and can't really be explained that way anyway. The first, it sprays gems all over the place, they do okay damage, but dodging is very difficult. The second, it sprays more damaging gems in a direction away from you, and they then fire at you after a delay, all reaching your previous location at the same time. the final one, and the one I find the least interesting, is simply a machine gun fire attack. I added it because I found the boss just a bit too easy to defeat. It added a nice bit of balance. On the coding side of things, I found myself trying a lot of experimentation. The spray thing was basic in principal, but an interesting idea. The "Fires away from the player, then towards them" shots are soemthing I've wanted to try for a long time, but haven't found a place to. I also made the projectiles that the boss shoots have one of 4/5 possible shapes, making it look less bland. I also resprited the temporary platforms the player can create using the mouse, making them semi-ethereal. To-Do: I guess this just leaves Deep Side. After that, I have to either wrap things up or making some new entrances. I also need more tilesets, possibly better enemy and boss spriting. If possible, I could look into music/sound, the latter of which is crucial to immersion.
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160
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Community / DevLogs / Re: Devlog for: Platformer Beta (Newest post: June 3nd)
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on: June 04, 2009, 04:27:21 PM
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Newest Release: 0.4My current Version ~0.48 Post 3: Fixes and After ImagesToday was a pretty small day as far as my game goes.I added to one of my tilesets a bit, and made a bunch of player optimizations. the only ones that will come out on your side are all hyperdashing related. Firstly: I've added after-images:  Secondly, I've changed the length and speed quite a bit. It takes much longer, but moves much more slowly, ultimately making you move farther. However, you can release the button to end the dash, giving the play a much higher level of control. I may add a separate button, allowing you to go to the "Choose a new direction" mode instead of just stopping. Maybe I could do it differently,if anyone has any suggestions. My next course of action is probably going to be the boss of Far Mount. I have a sprite made, but It'll probably, like all other things, be improved upon at a later date.  It's going to hopefully have some new and interesting attacks, and I might have it have a weakness like the first boss did. Unlike the other 3, which are all "Shoot boss until it is dead". I might give it earthquake attacks. That's all for today. And don't be afraid to respond.
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