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TIGSource ForumsCommunityDevLogsThe Walled Garden (Inspired by SMB, N+ and Metroid)
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Author Topic: The Walled Garden (Inspired by SMB, N+ and Metroid)  (Read 143132 times)
Bones
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« Reply #200 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.
« Last Edit: June 25, 2012, 08:17:48 AM by Bones » Logged

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ஒழுக்கின்மை (Paul Eres)
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« Reply #201 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
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Bones
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« Reply #202 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.
I've been looking around at inventory examples but I haven't found any that are;
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

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


Anne Bachelier




Telarca@dA


JasonEagle@dA
« Last Edit: June 25, 2012, 12:58:58 PM by Bones » Logged

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Bones
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« Reply #203 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.




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
« Last Edit: October 04, 2012, 12:38:19 PM by Bones » Logged

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CK
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« Reply #204 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.



All seem obvious to me (I think).
Lantern | Pyramideyefuckyou | Twig | Apple
Potion? | Eye or Mine | Burning sand? Pheonix? | Rocfeather
Drugs |
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Franklin's Ghost
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« Reply #205 on: June 26, 2012, 10:54:13 AM »

Nice icons Kiss
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Bones
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« Reply #206 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://gratisvibes.com/post/dark-dark-music/
http://gratisvibes.com/post/the-sky-is-never-dark-anymore/
http://gratisvibes.com/post/rust-to-rust/
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.



It's animation is so realistic I could almost touch it.
« Last Edit: July 06, 2012, 01:00:43 PM by Bones » Logged

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Bones
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« Reply #207 on: July 09, 2012, 10:17:50 AM »

So after four years I have finally designed the FIRST 5 seconds of this game.


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.
« Last Edit: July 09, 2012, 10:27:27 AM by Bones » Logged

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Bones
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« Reply #208 on: July 15, 2012, 07:16:06 PM »



Been working on this piece.
Once it's done it will decide the final quality for all the others.
« Last Edit: July 15, 2012, 10:43:06 PM by Bones » Logged

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tchassin
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« Reply #209 on: July 16, 2012, 11:39:21 AM »

I'm getting a good vibe from the latest update, keep up the good work !
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Bones
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« Reply #210 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...


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Bones
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« Reply #211 on: July 20, 2012, 11:05:46 AM »


Here are 7 of the 12-20 backgrounds I still have to make.
Trying to make it all one big panoramic image.
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CK
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« Reply #212 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.  Hand Thumbs Up LeftWizard
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Scut Fabulous
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« Reply #213 on: July 20, 2012, 03:43:57 PM »

Looking great Bones.  I wish I could do giant pixel canvases at the speed you do.
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Bones
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« Reply #214 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.  Hand Thumbs Up LeftWizard
That's actually another Beksinski homage, I still have a lot to add to it to make it a bit more mine and not a blatant copy of his painting.

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.

- 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.
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alemke
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« Reply #215 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.

- 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?
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Bones
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« Reply #216 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...

Looks a little lame for sand...
« Last Edit: July 24, 2012, 12:08:45 PM by Bones » Logged

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Bones
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« Reply #217 on: July 25, 2012, 07:51:10 AM »


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.
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« Reply #218 on: July 25, 2012, 07:58:01 AM »

yay, bones is back!  Kiss
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Bones
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« Reply #219 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.
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
« Last Edit: July 30, 2012, 11:43:13 PM by Bones » Logged

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