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142
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Community / Balding's Quest / Re: Balding's Quest: Latest Download (M2 v.1.0.3)
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on: August 28, 2009, 07:13:33 AM
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Little hopping guys that sleep when the level starts is awsome. They could wake up by the thud when you land after a jump, and then run towards you. That way we could create cool puzzles where you have to sneak around the level quietly to get to a place where there's a pit between you and the little flock of sleepers, and then jump to lure them into a fall.
Haha, this is a great idea! A blind enemy would fit the Dungeon theme pretty well, I think.  How do you want the graphics? Just png? Any special colour restrictions or anything?
You could send them as PNG, but they're BMPs in the game. Just use magic pink (255, 0, 255) for the transparency. Look at the sprite sheets for reference: Each frame must be the same size, so give yourself a bit of padding, and it's organized by frames going horizontally, and animations stacked vertically.
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143
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Community / Balding's Quest / Re: Balding's Quest: Latest Download (M2 v.1.0.3)
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on: August 28, 2009, 06:47:58 AM
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PROGRESS UPDATE: An umbrella pick-up you can use to float safely down any distance, weight triggers that toggle switch values (like those red on/off tiles) when there's an object on them, and a locked door that opens with the key. Today I'd like to add bombs, mines, and destroyable tiles (at least). But I don't think the standard cartoon-style bomb would read well on the dark backgrounds. (Unless it were purple or something?) Xion suggested a bundle of TNT or something. If someone could pixel that, that would be great. (It should be less than the size of one tile.) Other pixels that would help: An improved umbrella (that's the extent of my pixel abilities, I'm afraid), an improved look for the shooter (it just needs a tweak, really), and some explosion particles for the bomb. (They should start with a flash, then turn to smoke particles. Or maybe those could be two separate animations. Either way, solid colors would be best, so they could overlap nicely, like the dust. Yarr.) Also! I've been using the goomba sprite Derek made ages ago as the test enemy, but it's high time we start adding BQ-specific baddies. For this update I've been adding foundational game stuff, nothing too special, so I wouldn't need much for the enemies either. Some ideas: A goomba equivalent (of course) with a simple walk animation (should fit nicely inside one tile, so Guy can jump on it), a little robot with a plow that could push Guy and objects around and off ledges and stuff, maybe something that patrols walls and ceilings and shoots (this could be more of a machine), and... I dunno, little hopping guys that could wake up and charge Guy as a group, falling off platforms to their doom. Just thinking out loud here. 
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145
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Community / Townhall / Re: 78641 - A GZ Storm Presentation
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on: August 28, 2009, 03:35:36 AM
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You got frontpaged almost instantly :D that had to have been some sort of manbaby record. And rightfully earned  It was the first thing I saw when I woke up, and it blew my mind. Excellent manbaby post as well.  edit: perhaps the goal is to 'invalidate' all the locations you can go?
That's what I was thinking! I had done mostly all of them, but forgot one the last time I played. Nice going! 
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147
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Community / Townhall / Re: 78641 - A GZ Storm Presentation
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on: August 27, 2009, 03:16:38 PM
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Ooh, weird.  I tried going to floor 78, then 64, then 1 at the FBI building, but nothing happened. I feel like I've done nearly everything in the game... has anyone finished it yet? (Can it be finished?)
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150
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Community / Balding's Quest / Re: Balding's Quest: Latest Download (M2 v.1.0.3)
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on: August 27, 2009, 05:00:51 AM
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Let me know when you've finalized changes to the formats and so forth. I can then update BqEd for you.
Will do. The only change, I think, is an extra value for each tile on the map. Just ignore it when loading and save it as zero.  I took a shot at doing Guy's carry animations. They're mostly just copied off the basic ones, but I think they will look alright with some speed adjustments and whatnot.  Oh, right on, thanks. Xion actually committed to the animations last night, but I will certainly fall back on these.  MINOR PROGRESS UPDATE: I added an umbrella before going to bed last night. It's awesome.
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152
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Community / Balding's Quest / Re: Balding's Quest: Latest Download (M2 v.1.0.3)
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on: August 26, 2009, 03:13:54 PM
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I can't really do icy tiles well... But here's I made 2 days ago!  Hey, cool, thanks! Definitely good enough.  I'm not very good at this stuff, but I gave the conveyor belt a go:  Ah, thank you, but I actually wound up piecing together the conveyors myself! (Sorry!) PROGRESS! Pictured above: Working conveyor belts, poorly drawn disappearing ground tiles, red on/off toggle tiles, path-following platforms, keys that can be picked up and tossed around, projectile-shooting shooters, and switches, which hopefully you've seen. Not pictured: Pretty big improvements to the collision detection and attack system, and further improvement to Guy's movement. It's now more forgiving and handles some pretty crazy scenarios, which map makers should probably avoid anyway, but you never know! It's actually starting to feel like a game.  The level of simulation here is getting crazy. I'm a bit amazed it somehow works so tightly. Next up: More traps and tiles and objects. And portals. I'd also like to add the magnet and hairdryer by the end of the week, but there's a pixel drought. (Annabelle made a gun animation that could definitely be adapted to this purpose...) Where's Xion when you need him? 
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Community / Balding's Quest / Re: Balding's Quest: Latest Download (M2 v.1.0.3)
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on: August 26, 2009, 04:42:06 AM
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Aye, that would be really cool! I'm working on adding a handful of gameplay elements. That should be the next step after this update -- adding more enemies, traps, objects, and interactive stuff. That way map makers who don't want to get into scripting will have a lot to work with. After that a competition could work really well! PROGRESS UPDATE: I spent most of yesterday noodling with collision code. Fixed a quirk I guess I introduced when I was testing out angled terrain and stuff. Anyway, Guy can throw around objects now. Pretty neat.  I've only got a little bit more to add for this update, but I really need pixels. Bad.
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154
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Community / Balding's Quest / Re: Balding's Quest: Milestone 3 Development
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on: August 26, 2009, 04:37:27 AM
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Hehe, awesome! I'm glad you were able to get something working so easily. I tried to make the scripting language as simple as possible, but I guess it's still a bit intimidating for people. (I really need to write more documentation, argh.)
Very soon I'll put out an update with more script functions and various improvements. For instance, "Accel" isn't used anymore. I found it was redundant and actually a bit broken. So it's all add/set/get Vel. Makes movement logic a lot cleaner.
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155
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Community / Indie Brawl / Re: Indie Brawl: Music (7 Tracks (cube sector, new))
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on: August 26, 2009, 03:54:15 AM
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Haha, so, like... when I said I was going to do another remix, I actually started one for World of Goo. And now that has been scooped up as well! I need to get better at this.  Hey, TwiTerror -- I'm usually recording hiphop and rock and roll and stuff. Would you mind sending me soundfonts for big, cinematic-sounding music? I'd really appreciate it!
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158
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Community / Balding's Quest / Re: Balding's Quest: Latest Download (M2 v.1.0.3)
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on: August 24, 2009, 05:13:41 PM
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Update: Did a lot of coding today, and now I'm turning off the computer for the night. At this rate I should be able to get the stuff for this update done by the end of the week. But I was so absorbed I forgot to make the to do list! So here's some stuff off the top of my head, if anyone can be bothered to do some art:
Tiles That Need Pixels - A spike (or something) trap that springs after Guy has stood on it for a moment. - A weight trigger for pushing boxes onto - A conveyor belt, with the direction indicated - Icy tiles
These could (should?) all be animated. And 8x8 px wide. Some (like the ice) could also stand to have corner, edge, and interior tiles, if you get what I mean.
Animations That Also Need Pixeling - Guy picking up pickupables - Guy standing, walking, jumping, and falling while holding a pickup (I suppose over his head? Could simply modify the existing animations.) - Guy throwing said pickup (Maybe all cartoon-like, with his feet coming off the ground? That could work on the ground and in the air.)
These would all help a lot!
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