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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 121943 times)
Rojom
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« Reply #500 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 Hand Money Right

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!
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« Reply #501 on: August 11, 2015, 09:42:15 PM »

As long as the gameplay looks good, that's all I need to know.  Cool
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.

« Last Edit: August 11, 2015, 10:42:33 PM by Bones » Logged

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« Reply #502 on: August 15, 2015, 07:27:52 AM »


Having fun with warps.
I made warps now find the nearest instance so I can have more than two in a level. Hand Pencil Smiley
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« Reply #503 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.


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.

« Last Edit: November 19, 2015, 01:43:29 PM by Bones » Logged

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« Reply #504 on: February 06, 2016, 08:14:05 PM »

Back to work... Yet again...  Tired


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


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
  • Blows around small enemies
  • Creates bubbles under water
  • Blows out fire?
  • Jet Pack?
  • Pushes blocks
WATR
  • Puts out fire
  • Creates ice
  • Slides along ground
  • Erodes rock
FIRE
  • Lights fires (Trees, Candles, ?)
  • Emits light
ERTH
  • Creates a solid block
  • Throws stones
« Last Edit: February 07, 2016, 07:05:12 AM by Bones » Logged

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« Reply #505 on: February 07, 2016, 09:26:54 AM »


WIND prototype.


WATR Prototype


FIRE prototype
« Last Edit: February 07, 2016, 05:32:02 PM by Bones » Logged

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« Reply #506 on: February 09, 2016, 04:07:00 PM »



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.
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« Reply #507 on: February 09, 2016, 05:55:29 PM »


Okay the ERTH prototype just became overpowered.
I am going to need to nerf it by making the rock break when the weapon overheats.
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« Reply #508 on: February 11, 2016, 03:47:39 PM »



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. Tongue
« Last Edit: February 11, 2016, 03:53:21 PM by Bones » Logged

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« Reply #509 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
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« Reply #510 on: February 11, 2016, 06:07:41 PM »

Omg it's back
I missed this project so much
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Bones
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« Reply #511 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.


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.


Trying some more stormy type tones.
« Last Edit: February 12, 2016, 02:46:10 PM by Bones » Logged

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« Reply #512 on: February 12, 2016, 08:12:35 PM »

I've been watching but all I'm good at is lurking without hands-on feedback.
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« Reply #513 on: February 15, 2016, 12:29:25 AM »

Linkshot you've been a long time lurker and TWG supporter. Thanks for that.  My Word!
I always appreciate anyone going above and beyond to suggest ideas, but it's not required. Your presence in watching is enough.


Ice maker v1
It looks a little cheesy though, will likely put a limit on it.





Working on some new mushrooms.
« Last Edit: February 24, 2016, 01:29:32 PM by Bones » Logged

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« Reply #514 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.
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« Reply #515 on: February 26, 2016, 01:45:42 PM »

Working on Water realm stuff.



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« Reply #516 on: March 01, 2016, 03:49:15 PM »


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.
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« Reply #517 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.
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« Reply #518 on: March 23, 2016, 12:36:18 PM »



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.

« Last Edit: March 24, 2016, 12:58:58 PM by Bones » Logged

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« Reply #519 on: April 26, 2016, 07:52:58 AM »



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.
« Last Edit: April 26, 2016, 08:02:30 AM by Bones » Logged

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