SolarLune
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« Reply #60 on: August 02, 2011, 09:04:07 AM » |
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PCG is like Ogmo Editor (a map-making tool)? How is it (it sounds like you don't like it very much).
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Hangedman
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« Reply #61 on: August 02, 2011, 09:50:48 AM » |
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No um
Making levels by hand (eg in Ogmo as I do) is hard but rewarding but hard PCG (procgen) is a good way to make a lot of levels (and perfectly legitimate I think) quickly, although they can suffer in quality.
a lot of people bitch PCG out as lazy, but I think it just depends on the game
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Hempuliā½
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« Reply #62 on: August 02, 2011, 10:03:24 AM » |
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PCG is lazy these days? I'd create levels 'conventionally' everyday if it was about which way is harder to implement. Looks pretty nice, though!
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Hangedman
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« Reply #63 on: August 03, 2011, 10:42:52 AM » |
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Day 83:screw coding, it's time to ruff some levelarts
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Hangedman
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« Reply #64 on: August 06, 2011, 08:41:52 AM » |
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Days 84-86:
Aside from a little brainstorming and level arting, I haven't been up to much. Work and games and trying to get my headspace right after a half-week in the wilderness
But I'm going to have a new version and hopefully some shiny new graphics to show the Dirty Rectangles folks at the next show+tell, and I'll have some better screenshots to up here too
I'm also thinking as dev progresses I should get my site up and running, so I can actually get a page up for it and etc, but that's a problem for another day!
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Hangedman
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« Reply #65 on: August 09, 2011, 07:07:59 PM » |
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Days 87-89:I've been neglecting the project somewhat the last few days, save a bit more level work and some text tinkering. It's because I've been working on this: the new, hopefully improved, http://hangedmandesign.com/. Now that it's more or less done (and has a page about Vision!) I can get back on track with the project without it hanging over my head.
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sonicblastoise
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« Reply #66 on: August 10, 2011, 08:45:55 AM » |
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Just saw your website after looking at the stickers you've been posting on ninto's dev thread.
Current build is pretty fun. Some small surprises and a really nice framerate. Love all the different animations so far and things feel very fluid.
Arrows keys seem to not be working in this build though :\
Anyway, I'm totally keeping up with this now
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Hangedman
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« Reply #67 on: August 13, 2011, 07:05:48 AM » |
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Day 93:
Levels almost complete! Decided I should focus on one task at a time and it has got me back on the horse.
I'm sorry I haven't had much to post, but it's just more ogmo-ing and fiddling about until I get to the art stage wholesale, and then screenshots ho!
Also someone gifted me Terraria, which really didn't help, but I'll keep at it.
Thanks also for all the feedback I've received on my website. I'll keep tweaking the design and posting new content whenever I can.
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Hangedman
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« Reply #68 on: August 16, 2011, 04:15:16 PM » |
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Day 96:Devlog has reached Level 50%! Your power to create Personas of the Sore Neck Arcana has grown!Levels almost done. Today I hit the code hard, building a little playground level to adjust the jumping. Now there's a proper jump/roll height/death height progression, so I can finally finish the last levels with their tricky jumps and all, and found and fixed a few new bugs. So where's that to-do list again? Also I do not remember typing this: Design Game B Areas Design Game C Areas Add event engine for specific tagged instances, vignettes, special transitions Add pause menu Add options/records menu Draw Game A Areas Draw Game B Areas Draw Game C Areas Draw vignette artwork Rework all maps to have text nodes Enter and format story text Add sound engine to control music fades and play etc Add SFX Add progress markers and text counter Add progress save functionNext after levels are complete
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Hangedman
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« Reply #69 on: August 26, 2011, 03:41:51 PM » |
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Day 106: The combination of Ludum Dare and Deus Ex: Human Revolution has delayed me incessantly. Nevertheless, I will be back on the horse soon enough.
Levels are almost finished, started roughing out the level art, the structure for applying it and parallaxing bg and etc is in place. I'm also going to work on the level flow a bit and implement the sound engine so my music gent can make some more progress.
In the meantime, if you want to feel a bit of what Vision is like, try my LD entry linked in my sig, as it's based on a destroyed and rewritten version of my base platformer code.
I'm going to be working on both concurrently, as I'd like to get a polished version of ITIAMOSIWE out soon.
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oahda
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« Reply #70 on: August 26, 2011, 05:39:49 PM » |
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This was nice! Very smooth animations and a good set of moves. I think the height one needs to fall in order to day could be increased, though. I couldn't even reach that final text node all the way to the right on the bottom floor because I just died when I jumped down there!
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Hangedman
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« Reply #71 on: August 27, 2011, 08:24:48 AM » |
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So here we go again! I've had a ton of input on the controls and physics and etc, and so I thought I should push my fixes live and let people have a look at them. This is the final final public test build! It contains 3 levels, and allows you to play 1 of 3 character strengths through those levels. The character looks the same, but the 3 options on the title screen increase your jumping/rolling/death height (which are actually 3 separate stories, with 3 different characters, each with their own levels and paths to take.) http://dl.dropbox.com/u/7216965/vision/vtest8.swf
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mokesmoe
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« Reply #72 on: August 27, 2011, 09:32:37 AM » |
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Is 12 nodes counting the first unnumbered node? Because the highest node I found was 11.
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Hangedman
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« Reply #73 on: August 27, 2011, 09:48:36 AM » |
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Nope :D There are 1-12, plus the instructions. But don't worry too much about it. In-game, there will likely be background details which suggest the nodes, rather than just being random spaces: items in corners, junk, aerials, etc. EDIT: SOD IT ALL there are only 1-11, because the twelfth wasn't properly numbered
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Hangedman
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« Reply #74 on: August 29, 2011, 07:25:25 PM » |
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Day 109:
My arms hurt.
Also I am levels make and design scribbles do and elbow deep in annoying event code.
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Hangedman
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« Reply #75 on: September 12, 2011, 03:41:49 PM » |
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Day 123:
Six weeks remain before the IGF deadline, and I'm at a standstill. Much to do, much to code, not sure where to begin, lost a lot of steam. Also started my new school program, which won't help.
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Hangedman
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« Reply #76 on: September 12, 2011, 05:42:04 PM » |
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Okay get work done kids
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Hangedman
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« Reply #77 on: September 14, 2011, 08:07:18 AM » |
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33 DAYS REMAIN Dreamed about my finished title screen, with a fade in and a pan down. Re-energized. Finished the levels, tinkered with a few mechanic ideas. Next is to implement rudimentary AI for patrols, and add the event system for big events. And then, art art art text text text. I can do this. With TIGS' help. I really need a bit of help on this hair in the wind from some pixelly people. It's supposed to be simple and one colour, and preferably just 4 sprites, but it's really just rough right now. Not sure if I need to make it fancy and spend lots of time on it, or not. Also should I make hair move in front of the face or etc or something? I don't mean for it to look like a mullet [0,1,2,3,2,1] PS Trying to find references for waving hair is annoying
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« Last Edit: September 14, 2011, 08:14:43 AM by Hangedman »
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sugarbeard
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« Reply #79 on: September 16, 2011, 05:35:37 AM » |
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Nailed it!
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