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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 121939 times)
ஒழுக்கின்மை
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« Reply #520 on: May 16, 2016, 01:51:00 PM »

those cloud sprites are pretty good, though the pipes feel too much like mario (but people said that about flappy bird's pipes too)
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« Reply #521 on: May 17, 2016, 11:58:57 AM »

those cloud sprites are pretty good, though the pipes feel too much like mario (but people said that about flappy bird's pipes too)

It is a direct rip and reskin of the original pipe after all.
I tried to make them look like this




I could probably push it further from looking like mario pipe. However this game is a direct homage to Mario.
So I'm not too picky about it at this point.
« Last Edit: May 17, 2016, 02:33:28 PM by Bones » Logged

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« Reply #522 on: May 17, 2016, 12:25:18 PM »

Still cool!
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« Reply #523 on: May 17, 2016, 04:02:52 PM »


It is a direct rip and reskin of the original pipe after all.


is that legal?
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« Reply #524 on: May 17, 2016, 09:55:31 PM »


It is a direct rip and reskin of the original pipe after all.


is that legal?
The sprite has been edited. Yes. 100% legal at that point.
The colour isn't the same and the shading is different as well. The only thing they share is proportions and a visual likeness.
Considering it's parody I can always add a parody disclaimer to absolve myself of any legal snags if that's the case.

I could just go with the pipe design on the far bottom right in this sheet.
Just didn't like it as much as the other one.


In actual news I'm working on the Six of Cups.



I will pick one or a few of these and hopefully will be able to depict it in game form.
Essentially it's a level that promotes non-violent actions.

experiencing good will
    acting kindly or charitably
    doing a good turn for another
    sharing what you have
    having a noble impulse
    receiving a gift
    feeling blessed
    being well-intentioned

enjoying innocence
    feeling simple contentment
    surrounding yourself with goodness
    being blissfully unaware
    having a clear conscience
    shunning corruption
    being acquitted
    appreciating simple joys

focusing on childhood
    being with a child or young person
    feeling carefree
    being taken care of
    feeling nostalgic
    indulging in play
    enjoying youthful activities
    having a baby
« Last Edit: May 18, 2016, 11:27:05 AM by Bones » Logged

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« Reply #525 on: August 15, 2016, 12:56:28 PM »

Can't believe I've been at this for 7 years now.  Cool

  • 75% done the demo's 50+ levels
  • Most graphics are all still place holder...  Tired

Added an aim limiter, you can no longer aim behind yourself.


Updating all the particle effects.

OLD



All still WIP

OLD


« Last Edit: August 15, 2016, 02:22:45 PM by Bones » Logged

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« Reply #526 on: August 18, 2016, 09:33:28 AM »

Updating all the particle effects.

New fire effect is looking great, seems to have a slightly irregular output direction/speed, which makes it more believable, even aside from the fancy animation. I'm always excited to see updates for this project. Hand Thumbs Up Right
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« Reply #527 on: August 18, 2016, 10:15:42 AM »

Wow, just realized that this project's coming up on its sixth anniversary. Congrats man; seriously admire the dedication.
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« Reply #528 on: December 21, 2017, 09:26:32 AM »

Hey everybody!

Wow.. I haven't posted in 120 days.
130+ days since I've worked on the game physically.

Never for a second think that this game project is over with, it's one of the only constants in my life.  Cool

Earlier this week I brushed the dust off the Ol' Walled Garden. Started realizing it felt empty.
There wasn't enough variety in the movement from the creatures, there wasn't enough of them.

I had forgotten that the key aspect of TWG was the creatures, and the way they interacted around one other.
This game is obviously heavily inspired by Mario Bros.
So obviously the Turtle is a main creature within my Game.
Turtles all the way down




Every game needs it's basic movers. Each one needs variation to create a good sense of change.
People keep ragging on me about how many things I've taken away from Mario Bros.
Turtles are an important symbol in mythology, it supports the world on it's back.


So you must understand that the three main creatures in my game are Snakes, Turtles and Elephants.

With the introduction of the Frog jumping on the Turtle shells randomly, it really opened up a lot of emergence to occur. Things started happening that I couldn't predict would happen within the game. Sure I set it up to occur, but the game decided when or if it would happen or not.


Realizing I could take this interaction and spread it to different creatures.
I came back to our old friend the DrillPig.
Drill pig is basically a small blind elephant/pig.

It should have a short temper, and be like a bull in a china shop when it's not happy.


  • Gave DrillPigs the ability to effect turtles
  • Gave Drill Pigs a rage mode
  • Rage mode now has a stampede dust effect
  • DrillPig is the only thing in-game that can destroy a turtle

My girlfriend suggested yesterday that I make a little mouse.
So that is exactly what I did by reusing the code from the my unused Monopods

(Unsure if monopods will make the final cut)

A quick little creature that doesn't need to have much of an effect to cause some big changes.

For example let's say we make it so the DrillPigs really don't like Mice near them.
Suddenly you're not the only one causing a ruckus.


The Rat/Mouse could also be used for puzzles like in Krusty's Funhouse.
It makes a great little lemming type creature.




Added some basic spiders to add some more basic vertical up and down enemies.
« Last Edit: December 21, 2017, 09:42:05 AM by Bones » Logged

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« Reply #529 on: January 22, 2018, 01:40:59 PM »

Missed this post due to the holidays, glad to hear progress is still being made. Glad to learn more about the creatures as well. This is a really interesting interaction:
For example let's say we make it so the DrillPigs really don't like Mice near them.
Suddenly you're not the only one causing a ruckus.


That said, I do wonder how much you can actually take from Mario game design wise. Enemy interaction in that game is in large part about positioning and timing. Mario forces you to get up close because (certain powerups aside) you have little/no way to interact with enemies from a distance, but with Walled Garden adding in guns and thus the ability to interact from a distance, most of that goes away. This especially struck me with the spider enemies--unless they are invulnerable to your weapons or drop from off the top of the screen, I don't see how they'd really pose a threat. This image:
Added some basic spiders to add some more basic vertical up and down enemies.

just leaves me with the question "Why not just shoot them?" while interactions like this:

seem like a more natural fit for a ranged player.

Of course, having not played the game, I could be totally off base here. It just seems like a lot of the interactions you've developed recently are ones that happen at close range.
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« Reply #530 on: September 15, 2020, 09:51:17 PM »

Wow it's been more than 2 years since I've work on this game.  Facepalm
Spent the passed month or so working on it, re-thinking what to do.

Life happens. At this point, so many amazing games have been released. Doubt very much there is any interest in this project.
At this point I'm probably going to release the game for free. The game is going to put into an arcade cabinet that will travel around the country/world.

But, considering it's 2020 and I started this game project in 2009. Be damned if I'm going to let 11 years of my life be a complete waste.









No more GUN! & Aesthetic Update

Gotta reinstall the program I was using to make gameplay gifs. But these youtube videos should do fine. Two of them are 45 minutes long.

EDIT: OHHH WHAT!? TIG Source you added embedded youtube support? Not even facebook can do that (for some dumb reason)

By the way, I missed you all. <3
« Last Edit: September 15, 2020, 09:56:20 PM by Bones » Logged

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