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TIGSource ForumsCommunityDevLogsSubterrane [formerly Mining Game]
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Author Topic: Subterrane [formerly Mining Game]  (Read 66990 times)
zamp
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« Reply #40 on: September 05, 2011, 10:44:53 PM »

If you need help with flash/as3 pm me or contact me/others on irc; irc.efnet.net #actionsript. I'll help whenever I can.
« Last Edit: September 05, 2011, 11:05:32 PM by zamp » Logged
Ashkin
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« Reply #41 on: September 05, 2011, 10:57:52 PM »

If you need help with flash/as3 pm me or contact me/others on irc; irc.efnet.net #actionsript I'll help whenever I can.
Thanks for the suggestion, I'll be sure to pop into the IRC, and I'll contact you if I need help.
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mokesmoe
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« Reply #42 on: September 06, 2011, 12:20:46 AM »

The black instead of red does make it look more cavelike! Looks good!
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Ashkin
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« Reply #43 on: September 07, 2011, 01:08:00 AM »

   LOG 7TH SEPTEMBER 2011 DAY 19
I missed a day, sorry. Haven't got much done, just finished the treasure chests and optimized a little stuff. Next I'll probably fix the crater code, and then maybe a menu!
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droqen
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« Reply #44 on: September 07, 2011, 07:16:58 AM »

I'm just using dropbox and I don't think I have very much control over that.

WRONGGG

Put an html file in your dropbox's public folder.

Watch the magic unfold.

(For example, while I do have a website, I often simply host things on my dropbox. HERE IS ONE SUCH THING. The html syntax is pretty simple, too.)
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Ashkin
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« Reply #45 on: September 07, 2011, 11:38:27 AM »

I'm just using dropbox and I don't think I have very much control over that.

WRONGGG

Put an html file in your dropbox's public folder.

Watch the magic unfold.

(For example, while I do have a website, I often simply host things on my dropbox. HERE IS ONE SUCH THING. The html syntax is pretty simple, too.)
Omigosh thanks Droq <3
Time to learn some html (also gonna steal some from your page)
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Ashkin
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« Reply #46 on: September 08, 2011, 11:54:28 AM »

   LOG 18TH SEPTEMBER 2011 DAY 20
Spent a lot of today working on HTML, got an acceptable looking webpage up for the demo so it doesn't make anyone's eyes bleed quite as much. Also finished crater code, rudimentary high-scoring (with nothing to display it yet though), and started working on the rocket launcher/bazooka/rooty tooty point and shooty/whatever.
Here's a new demo to mostly show off the html page, but you can also take a look around the new caverns, check out the chests, admire the craters, and whatever.
The demos will be located at this page until further notice:
http://dl.dropbox.com/u/3802044/procgen.html
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CK
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« Reply #47 on: September 08, 2011, 06:37:27 PM »

TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! -wait. Where the fuck am I?
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Ashkin
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« Reply #48 on: September 08, 2011, 08:23:45 PM »

TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! TK! -wait. Where the fuck am I?
And then your batteries run out. Evil
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mokesmoe
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« Reply #49 on: September 08, 2011, 08:25:59 PM »

Why are there chests that take away your ability to dig? You can't take away digging in a digging game! That's like not letting Mario jump!
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Ashkin
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« Reply #50 on: September 08, 2011, 09:26:53 PM »

Why are there chests that take away your ability to dig? You can't take away digging in a digging game! That's like not letting Mario jump!
... Actually that's a good point
But it wouldn't take away your ability to blow things up.
Not that that's implemented yet.
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baconman
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« Reply #51 on: September 08, 2011, 11:31:31 PM »

Yeah, the power-downs are pretty brutal. I spent 3 batteries (!!) waiting for my jets to recover, and there was absolutely NOTHING I could do to gain any upwards momentum at all. No jumping. No climbing. No anything. During the crux of the game, where you're aiming to escape, that's pretty crippling.

Not saying it shouldn't be implemented, but have it last about half to a third as long as it does.
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mokesmoe
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« Reply #52 on: September 09, 2011, 12:52:11 AM »

I think they should make abilities worse for a short time instead of disabling them.
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Ashkin
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« Reply #53 on: September 09, 2011, 02:17:49 AM »

Yeah, the power-downs are pretty brutal. I spent 3 batteries (!!) waiting for my jets to recover, and there was absolutely NOTHING I could do to gain any upwards momentum at all. No jumping. No climbing. No anything. During the crux of the game, where you're aiming to escape, that's pretty crippling.

Not saying it shouldn't be implemented, but have it last about half to a third as long as it does.
I talked to a friend about the curses, and he thinks some of them are unfair. I'm removing the -bomb and -ammo ones completely because they're just BORING, and I'll probably rework the jetpack one in some way, maybe reducing the player to just a jump so you have to dig upwards in some jagged stairs or jump from rock to rock.
I think they should make abilities worse for a short time instead of disabling them.
I would do that with the jetpack, except the stone downgrade already worsens the ability.

Right now I'm working on bazookas. Making things blow up is fun, but I've got to make it feel right. Explosion, screen shake, flash, particles, recoil, etc. More fun that way (again, thanks to my friend for the suggestions.)

Also, I totally forgot to mention that I owe bunches to Noel Berry for the idea that this whole thing started from, being the theory of cave generation through diggers. Thanks Noel! <3
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Ashkin
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« Reply #54 on: September 10, 2011, 01:21:57 AM »

Forget daily logs, I'm too lazy for that.
Working on the bazooka. You can try it out along with a new movement system at the usual URL.
The bazooka has infinite ammo right now, so have fun with that. I'd like some feedback on the new movement- is it too fast/slippery for you, or do you like it more than the old one?
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Ashkin
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« Reply #55 on: September 10, 2011, 09:11:21 PM »

Got some boring ol' clouds in today (tried to implement this idea but I don't really have enough experience to do that so I just have some boring static clouds.
Also worked more on the bazooka. Smokiness 'n' stuff.
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Ashkin
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« Reply #56 on: September 10, 2011, 10:03:14 PM »

Oh dear.
I've been trying to get the game to reset, but since I'm using a whole truckload of static variables, I can't exactly wipe the state completely and start anew, so I'm trying to reset everything completely and I am getting a bunch of WEIRD ERRORS.
This is rather crippling.
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BlueSweatshirt
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« Reply #57 on: September 10, 2011, 10:13:46 PM »

Keep going!  Grin

This game is awesome and I'd love to see more.

The movement is kinda spazzy and I wish there was more friction, but that's just me. I also wish the game was scaled up more so I didn't have to lean into the screen.

Awesome atmosphere, though, and the game is quite slick.

I also couldn't figure out how to use the B'zooka.
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Ashkin
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« Reply #58 on: September 10, 2011, 10:28:18 PM »

Keep going!  Grin

This game is awesome and I'd love to see more.

The movement is kinda spazzy and I wish there was more friction, but that's just me. I also wish the game was scaled up more so I didn't have to lean into the screen.

Awesome atmosphere, though, and the game is quite slick.

I also couldn't figure out how to use the B'zooka.
... Wait
Did nobody actually try clicking to use the bazooka
Goshdarnit people
Also the slippery movement right now is more of a test thingy, I'm going to take it back out I think.

Anyways, this static variable thing is pretty crippling. I'm going to have to rebuild a lot of things, because I was basically using static vars to access things from outside of a class, so I need to rewrite it to pass the variables through the constructors of the external objects.
OH BOY
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baconman
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« Reply #59 on: September 10, 2011, 10:49:34 PM »

Well, it's a bit of a cop-out, but you could have the "restart" button simply be a page refresh command, or the dreaded "GOTO 0" (nobody uses GOTO any more!).

I like where the momentum thing is going, keep the top speed where it is, but reduce the acceleration rate by about half. It is a little unwieldly how it is now. It may be a possible bug source, but digging to the left builds momentum like that, but digging to the right or vertically does not.

I also like the effect the bazooka has on some objects in the game. It may give you some negatory feedback, but I think you should keep that it, it'll make players think before they tank.

Is it just me, or has battery time been extended? (It could've been a successful item pick-up, too. It's kinda hard to see.) Either way, it certainly fits the frame of gameplay time better. And oh yeah, nice page layout improvement.
« Last Edit: September 10, 2011, 11:01:00 PM by baconman » Logged

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