Bones
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« Reply #60 on: July 01, 2011, 07:57:06 PM » |
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Slimy and slippery, Snails are such fun. Slowly they move, They can't even run! Leaving their trail Behind as they go. You can see where they've been And how very slow. On their back is a shell, It's really their home. It's ever so small, But it goes where they roam. On stalks are their eyes, That wave all around. One can point up, And one to the ground! They eat lots of plants, And all of the flowers. Munching away, Especially in showers. Shiny and slippery, Snails are such fun. They eat and they eat, They must weight a ton! - Snails don't hurt you! The first real passive insect in the game.
- They climb on all walls, it is actually really fun to play with.
- Their shells deflect your bullets.
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« Last Edit: July 03, 2011, 11:58:38 AM by Bones »
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Bones
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« Reply #61 on: July 08, 2011, 02:51:06 PM » |
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Attention everyone!I am in some desperate need of funding. http://www.indiegogo.com/Walled-GardenPlease if you can't donate to the project pass the link on to someone who might. Also I've been working on swimming in my game Left and Right now moves towards your mouse_position Up and Down control your altitude in the water.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #62 on: July 08, 2011, 02:52:19 PM » |
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would love to donate but i can barely fund my own game right now; i'll at least tweet your link on my twitter in hopes that someone will like it
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Bones
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« Reply #63 on: July 10, 2011, 12:54:23 PM » |
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Thanks Paul, I can use all the support I can get including referrals. This is going to mean more work but I've decide to try shading most the sprites rather then keeping them silhouettes. I've also decided to record myself doing a little bit of pixel pushing. I may show me designing a new creature from the ground up.
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« Last Edit: July 10, 2011, 09:50:05 PM by Bones »
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Aoiichi
Level 0
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« Reply #64 on: July 10, 2011, 03:51:09 PM » |
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Ah, money, the love and scourge of our lives (or at least mine). I hope your funding works out.
Also, nice job with the shading- I think the silhouettes had a different kind of charm, but the new shaded ones come out on top.
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Bones
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« Reply #65 on: July 11, 2011, 11:11:45 AM » |
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Update July 11thIt's time for celebration I've taken a risky move with the audio system for my background music. Using MCI_commands instead of a confusing DLL made by someone else, game makers default sound system sucks for the fact that it can't play OGG's naturally. MCI_commands only work as long as the person has their correct sound driver installed. I will include a readme file with the game explaining what to do if peoples in-game music does not work. The MCI_command function is a function in Game Maker that allows you to interact with Windows' Multimedia Control Interface ( MCI). load the file MCI_command('OPEN "+chr(34)+file+chr(34)+" Type MPEGVIDEO ALIAS "name_here"') example MCI_command('open "music/gardenofeden.ogg" type MPEGVIDEO ALIAS "eden"');
play the sound MCI_command("play name_here from 0")
pause the sound MCI_command("pause name_here")
resume the sound MCI_command("resume name_here")
Stop the sound MCI_command("stop name_here")
Free the sound from memory MCI_command("close name_here") or MCI_command("close all")
Now for the last two months I've been having issues with the music starting in the creation event of the room or an object. So my issue was if I saved and closed the game, came back and loaded my save file, no music would play because there was no file initialized or ready to play . So to fix this I made an object for when I want to change music for each level I include a load and save object in. The con of this, is that I need to make an object per song but oh well. //create MCI_command('stop all') MCI_command('close "all"')
MCI_command('open "music/gardenofeden.ogg" type MPEGVIDEO ALIAS "eden"'); MCI_command('play "eden" from 0') //end step
if MCI_command('status "eden" mode')!='open' && MCI_command('status "eden" mode')!='playing' { MCI_command('open "music/gardenofeden.ogg" type MPEGVIDEO ALIAS "eden"'); MCI_command('play "eden" from 0')
if instance_exists(obj_treeoflife) { MCI_command('set "eden" speed 1000') } else { MCI_command('set "eden" speed 250') } } Now I have an object that checks the status of the song, if it is loaded && playing. If not it plays the correct song, I also have a variable which is changing the speed of the song so that if something has happened in a level and the songs tempo has changed, and you come back to that same level, the music's speed would not have changed back to regular speed. From what I can see the speeds are based off of 1000 being regular. - 250 = %25 speed
- 500 = %50 speed
- 1000 = %100 speed
- 2000 = %200 speed
I think you get the point, anyways this has been fun to play with and it makes the music a bit more dynamic.
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« Last Edit: July 11, 2011, 01:08:18 PM by Bones »
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BattleBeard
Level 6
please touch me
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« Reply #66 on: July 11, 2011, 11:15:24 AM » |
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Wow, Bones! This looks AMAZING!
I'd donate, but I'm poor. :<
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jotapeh
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« Reply #67 on: July 11, 2011, 11:37:19 AM » |
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been watching this game for a while, donated 'cause you know, i can.
i have a mac tho so i'll just sit and watch the videos and cross my fingers that someday you port it.
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Bones
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« Reply #68 on: July 11, 2011, 09:59:38 PM » |
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Holy smokes close call today. As I said my MCI_command system is a risky choice. The first person I gave to test the music was having issues with the music not playing at all. I have sorted out that issue and have included a readme file explaining how to fix it. 4.Soundcard/Codec Setup !Important please read if you have audio issues! ----------------- The first time that The Walled Garden.EXE is run if you notice that there is no music playing then please immediatly take the following steps First step is to see if you have the proper CODEC The OGG Vorbis Codec is required to play If you do not have it please visit this URL >>>>>>>>>>>>>>>>>>>>>>> http://www.vorbis.com/<<<<<<<<<<<<<<<<<<<<<<< And download the codec file ASAP So far that was "B" bug #1 of today. "C" bug is for some reason speeding up the music or slowing it down was causing a stutter playback so that's not good I may not be able to play with the speed of the music as I thought I could... hmm It may be because the device isn't enabled.
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Bones
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« Reply #69 on: July 13, 2011, 04:54:51 PM » |
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New waterfalls + continuous sound emitters. Click image to see video and hear the emitter. You can also join the fan page on facebook.
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« Last Edit: July 13, 2011, 06:22:09 PM by Bones »
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Bones
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« Reply #70 on: July 22, 2011, 08:18:56 PM » |
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I found out a major leak in the frame loss I was experiencing. My water was built of 8x8 tiles, so the instance count went over 1500 easily. It's now for the most part 1-2 screen filling objects now. I've also made some flowers that stick their tounges out and pull you into them. The animation was just slowed down so you could see it. Here's showing them in-game.
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« Last Edit: July 23, 2011, 11:33:38 AM by Bones »
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QOG
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« Reply #71 on: July 23, 2011, 03:58:18 PM » |
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a major leak in the frame loss ... water
Anyway, this looks really awesome, I would give you money but I have none.
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Bones
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« Reply #72 on: July 24, 2011, 02:50:32 PM » |
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Hehe, water leak. From wikipedia: Monopods (also sciapods, skiapods, skiapodes, Monocoli) are mythological dwarf-like creatures with a single, large foot extending from one thick leg centered in the middle of their body. The name Skiapodes is derived from σκιαποδες - "shadow feet" in Greek, monocoli from μονοκωλοι - 'one legged' in Greek.
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« Last Edit: July 24, 2011, 02:57:40 PM by Bones »
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PowRTocH
Guest
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« Reply #73 on: July 24, 2011, 03:07:29 PM » |
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I think the question on everybody's mind is: Can you tip them?
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droqen
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« Reply #74 on: July 24, 2011, 03:13:44 PM » |
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You better be able to knock them over and watch them struggle to get back up again :D
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Bones
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« Reply #75 on: July 24, 2011, 03:52:20 PM » |
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Well that picture is actually showing a monopod using it's foot as a form of shade from the sun. Though I'm not sure how you would tip it over, do you mean like shooting it while in the air? Or do you mean legitimately tipping it over by running into them?
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PowRTocH
Guest
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« Reply #76 on: July 24, 2011, 05:19:44 PM » |
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Not sure, more like bumping into them I guess, though I was actually thinking of something like they have rudimentary physics where they lean forward and hop and that can lead to funny stuff/belly flops when they jump off high ledges. But that might be more retarded than the mood of the game allows.
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Happy Shabby Games
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« Reply #77 on: July 24, 2011, 05:29:35 PM » |
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I've heard of these guys before from a podcast. They are pretty creepy. I watched the video and they lean forward too much imo. His center of gravity is always in front of him and it seems kind of awkward. Maybe add some frames where he balances himself before the next jump? Other than that, things look pretty sweet man.
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Bones
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« Reply #78 on: July 25, 2011, 07:35:40 PM » |
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The reason they have to always hop around is because their center of gravity is so infront of them. It's unnatural and awkward but that's why I like it. Btw, they were said to not have the greatest of balance and were . Monopod tipping is the funnest thing to do since Drillpig bareback riding. Here is some old concept art from 2010 that I forgot I never posted. You can see I had originally planned for the character to be much more slender and white. I also had thought about him hanging onto aerial creatures as well as being able to punt things away from him. Also I've got a nice little lantern effect going on now as well. Though it may be a little dark and a bit too small.
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« Last Edit: July 25, 2011, 09:17:14 PM by Bones »
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Bones
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« Reply #79 on: July 26, 2011, 06:44:28 PM » |
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Because most everyone loves achievements. I have found an achievement example and have implemented it successfully. The colors of the menu are likely to change since it's un-changed but I have implemented a couple achievements already.
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