Show Posts
|
|
Pages: 1 ... 5 6 [7] 8
|
|
121
|
Community / DevLogs / Re: Brick Blazer (was Codename BnB)
|
on: January 01, 2015, 03:15:09 PM
|
Given the complaints about my color schemes, the pain of adjusting them in graphics editors (in my case, Gimp), and the coolness of letting folks select a scheme for their own levels, I put some effort into color scheme editing in the game itself:  And here's a muted version of my previous color scheme. Something like this might end up the default:  More work is needed on this front, but it's a start.
|
|
|
|
|
123
|
Community / DevLogs / Re: Lode Runner: The Mad Monks' Rewrite
|
on: December 24, 2014, 06:42:58 AM
|
|
Hmm. Guess I'm not the only one working on an LR clone in here right now. I'm restricting myself to my own old art, though. So some differences in that and other things. I'll keep some eye on what you're up to, I guess. Anyway, looks awesome, and good luck with it!
Are you reusing the Presage art? (And I never played that version of LR, I have to say.)
|
|
|
|
|
124
|
Community / DevLogs / Re: Kerfuffle
|
on: December 23, 2014, 01:19:04 PM
|
Reminds me a bit of square dudes I've used the past and considered returning to in the future. My old guys didn't tumble. Only jump. But I've pondered the idea of tumbling for future games. Anyway, looks really fun here in this game you're making, and I hope if I return to such ideas ever that they don't end up too similar to what you (or others) might have done along these lines. 
|
|
|
|
|
125
|
Community / DevLogs / Re: Trial by Viking
|
on: December 23, 2014, 12:52:55 PM
|
|
I don't know Crocomire, but giant enemies are awesome. I do agree with some folks that the main character seems a touch more cartoony than the rest of the world.
|
|
|
|
|
127
|
Community / DevLogs / Re: The Eye
|
on: December 20, 2014, 10:33:19 AM
|
|
Congrats! I liked the look so I tried it out. It does look nice in action, too. My biggest problem with gameplay is that the anger bar goes down so slowly. So I spend all my time trying to wear the cloak. And the pace is sort of slow, too. But maybe there are techniques to develop if I'd spend more time on it.
|
|
|
|
|
129
|
Community / DevLogs / Re: Brick Blazer (was Codename BnB)
|
on: December 18, 2014, 07:20:05 AM
|
|
My current plan is to make the UI more modern. As in, the meta stuff is flat, white, and smooth, and the game/content is pixely and colorful (even if I end up toning down the colors a little). You saw in my old screens that I had some pixely UI planned long ago (since I was on 320x200 after all), but I'm afraid that pixely UI will actually add noise and detract from the pixely content.
You seem to have concerns the other way. I'll stick to my current plans for now, but if it stays not working for you, let me know. I at least should be aware of perspectives on the matter, and thanks much for the feedback on it.
|
|
|
|
|
131
|
Community / DevLogs / Re: Brick Blazer (was Codename BnB)
|
on: December 18, 2014, 06:51:12 AM
|
In recent times, I've put the editor closer to final layout, added undo/redo, and supported multiple levels:  I also finalized on the name Brick Blazer and bought the domain name. I've got a dev blog there for now. I still need to change default colors and other priorities include adding select-and-move as well as more game features. (Lots of bug fixes and other things to do, too.) Oh yeah, and the font is from Google Fonts, and the monochrome icons are from Flaticon. I'll need to give proper attributions for whatever gets into any releases, of course.
|
|
|
|
|
134
|
Community / DevLogs / Re: Codename BnB
|
on: December 03, 2014, 05:36:12 AM
|
A miniature example of gameplay (a bit choppy in my LICEcap capture):  Note the two different kinds of enemies and other subtle differences from standard Lode Runner. All part of the very old plans.
|
|
|
|
|
137
|
Community / DevLogs / Re: Codename BnB
|
on: November 24, 2014, 10:52:04 AM
|
|
Thanks for the feedback! I'm glad the story works for you. And I sure hope there are more like you, too, so thanks for encouragement!
I originally copied this graphic (and other old files) onto FAT formatted 3 1/2" floppies. Later, I copied them onto CDs, not sure if I'd ever get around to doing anything with them. I've occasionally had them stored on hard drive on various computers through the years. Sadly, I threw out my Amiga 1200 around the year 2000 or a maybe a few years later, I think. I regret that somewhat. I wish I'd at least given it away. There are some folks more die hard than myself.
I also have fairly full graphics for another game I planned from the era, one I actually did start coding at the time. It was a "flamethrower tag" game featuring a couple of high school friends of mine as the main characters. But overall, there's less game concept in that one, so I'm not sure I'll ever get back to it.
And on BnB here, I have to admit I might not include the full features I'd originally planned. From my current perspective on game design, I think some of the ideas might reduce game play quality. (More isn't always better.) But I think I can fit in most of the concepts.
|
|
|
|
|
138
|
Community / DevLogs / Re: Codename BnB
|
on: November 24, 2014, 10:18:55 AM
|
I've made some progress on enemy mechanics and behavior, but instead of posting that, I figure for now I'll just post my original, untouched source image. It gives a fuller idea of the extent of game features planned:  Yes, that's the same colorful, saturated palette already discussed. I probably will end up changing the default to something more palatable, but I'll need to keep the option to use the original, as again, that's the point. Next update will likely have some examples of gameplay, presumably by animated gif and such. Not sure when I'll get to that. Hopefully within 2-3 weeks.
|
|
|
|
|
139
|
Community / DevLogs / Re: Threshold
|
on: November 18, 2014, 07:31:27 AM
|
|
Looks very nice, and I love the dual world idea. I agree with the notion of maybe having aspects to make the transition more complicated than just left/right sometimes.
Maybe the level editor would be easier for users to keep things looking nice if some aspects of it can be rendered procedurally? How manual is the arrangement right now for levels y'all design? I understand the hand designed artwork. I'm just saying maybe there's a mix that could make things easier while retaining the aesthetic.
Also, the Linux download link is off. It says "MonstersLinux.zip" where it should say "ThresholdLinux.zip" (guessed based on the other file names). Downloading right now to try it out!
|
|
|
|
|