Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411423 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 18, 2024, 07:20:35 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsCommonplace BookTower of Shoth [DEMO]
Pages: 1 2 [3] 4
Print
Author Topic: Tower of Shoth [DEMO]  (Read 28840 times)
Slash - Santiago Zapata
The White Knight
Level 4
*


Java/Javascript Game Dev


View Profile WWW
« Reply #40 on: October 20, 2008, 08:28:34 PM »

I like it! seems you can do great things with GM
Logged

nayon
Level 5
*****


dickfish


View Profile
« Reply #41 on: October 20, 2008, 11:12:06 PM »

@deadeye:

I can try to look into the falling platforms thing, but as you said, no easy solution :D
Yeah I tried to cancel the jump when he touches a platform, but I'll work on it a bit more.

@muku:

It happens when the screen wraps around, if you are just at the right place, it gets stuck. I think I may have a solution to that but it's not gonna be easy :D

@andy0_0black:

Yeah I'm aware of that, will try to look into it.

@Lurk:

Hmm. That's an interesting suggestion but I'm thinking of this as more of a mood piece so I'm not sure.

@isaac:

Bats are decoration. They were in the CPB entry I took it from, so I went what the hell. I wanna keep a bit of an outline but will check the jump speed.

@Terry:

I thought the speed was fine for an expolratory piece, but I'll reconsider it Wink

@Gainsworthy:

Hmmm, spikes, that's a first. I'll check them out.

The rotation works as follows:

It's a normal GM room designed as a normal platformer room. When you go off the right edge, you come back on the left edge. The character is always drawn at the middle, and for each tile the distance in between is calculated, then mapped to an angle. they are drawn in the order of the angle they are, and according to a position specified by the angle. I hope that was explanatory. I'm amazed that I was able to pull this off with nearly constant 30 fps with GML. I optimized it very thoroughly, though.

@Slashie:

Thanks! This is only my second GM game :D
The other one, for reference, is here: http://forums.tigsource.com/index.php?topic=2527.0

---------------------

Thanks everyone for the comments and feedback! I just returned from a blood test, and my left arm hurts, but I will get back into coding because today is valuable time since I don't have school today, so I'll work on the problems mentioned.

Any comments on the level design?
Logged

astrofra
Level 3
***


CG Hoister


View Profile WWW
« Reply #42 on: October 21, 2008, 01:33:32 AM »

I love that prototype.

The level design is interresting,  but some pitfalls cannot be seen before you die on them ... quite annoying Smiley

Moreover, the level is really too dark on my screen(s), I can't see shit Smiley
Logged

nayon
Level 5
*****


dickfish


View Profile
« Reply #43 on: October 21, 2008, 01:52:40 AM »

Didn't you up the brightness? Or was it not enough :D
Logged

astrofra
Level 3
***


CG Hoister


View Profile WWW
« Reply #44 on: October 21, 2008, 01:53:45 AM »

Actually it's an ASUS Laptop, and the LCD brightness settings are already to the max Smiley
Logged

nayon
Level 5
*****


dickfish


View Profile
« Reply #45 on: October 21, 2008, 01:55:57 AM »

I mean the ingame brightness though. Didn't it work :D
Logged

nayon
Level 5
*****


dickfish


View Profile
« Reply #46 on: October 21, 2008, 04:24:43 AM »

New protoype with pushing blocks and second level, now includes ultra-hard-to-get-to red orbs!

The newly added level is uber-hard, so only the Jumper/Flail people should attempt it. I'm going to include two difficulties with the game, one with milder puzzles and the other with hardcore platforming and frustration :D

Here, have it!

http://www.mediafire.com/?sharekey=7ff5daf835ddfd71d2db6fb9a8902bda

Tell me if you can get to the red orb :D
« Last Edit: October 21, 2008, 12:11:01 PM by NaYoN » Logged

agj
Level 10
*****



View Profile WWW
« Reply #47 on: October 21, 2008, 11:29:19 AM »

Hmm, which is the newer build?
Logged

nayon
Level 5
*****


dickfish


View Profile
« Reply #48 on: October 21, 2008, 11:34:55 AM »

Demo ready!
http://www.mediafire.com/?sharekey=7ff5daf835ddfd71ab1eab3e9fa335ca1e83e1ce06833cef


What's new:

Help page done
Difficulty selection
Pushable blocks can now fall
1 level revamped and 5 all new levels! (completing the easy ones automatically go to hard for now)
Semi double jumping (I love this one)
Checkpoints
Alternate level completion ways
Switches that turn blocks off

And maybe more!

I'd appreciate your feedback on both modes, and I challenge you all to collect all the red orbs!


On a sidenote, I noew look like this after working on this all day with my blood taken and being very sick:



« Last Edit: October 21, 2008, 11:43:46 AM by NaYoN » Logged

nayon
Level 5
*****


dickfish


View Profile
« Reply #49 on: October 21, 2008, 11:35:42 AM »

Hmm, which is the newer build?


newest build always in initial post and newest post :D
Logged

Gnarf
Guest
« Reply #50 on: October 21, 2008, 11:37:31 AM »

I have just discovered that this game's name is not "Tower of Sloth". Oh!
Logged
muku
Level 10
*****


View Profile
« Reply #51 on: October 21, 2008, 11:39:43 AM »

Hmm, which is the newer build?


newest build always in initial post and newest post :D

Following that link, I get a page with 5 files, all called shoth.rar. They do have a date attached, but no time Undecided

And dude, get some rest Grin
Logged
nayon
Level 5
*****


dickfish


View Profile
« Reply #52 on: October 21, 2008, 11:40:10 AM »

Well yes, I'm kind of building a Mythos here and Shoth is a guy in there. While this game is more abstract, I will explore the mythos more in the other game I'm making, "ZoƱormo in Pueblo Del Muerte"

@muku

Lol, will update as shothdemo.rar in a bit
Logged

nayon
Level 5
*****


dickfish


View Profile
« Reply #53 on: October 21, 2008, 11:43:16 AM »

Here!

http://www.mediafire.com/?sharekey=7ff5daf835ddfd71ab1eab3e9fa335ca1e83e1ce06833cef
Logged

muku
Level 10
*****


View Profile
« Reply #54 on: October 21, 2008, 11:46:57 AM »

No more fullscreen? Sad
Logged
nayon
Level 5
*****


dickfish


View Profile
« Reply #55 on: October 21, 2008, 11:49:08 AM »

Well, I keep adding and removing it while debugging, but the latest demo should have it?
Check this link, its fullscreen:

http://www.mediafire.com/?sharekey=7ff5daf835ddfd71ab1eab3e9fa335ca1e83e1ce06833cef
Logged

medieval
Guest
« Reply #56 on: October 21, 2008, 12:31:39 PM »

my graphics card can't handle the surfaces Sad
Logged
nayon
Level 5
*****


dickfish


View Profile
« Reply #57 on: October 21, 2008, 12:34:31 PM »

Can't handle as in? Can I get a screenshot?

What's your system specs?
Logged

medieval
Guest
« Reply #58 on: October 21, 2008, 12:41:38 PM »

error: trying to draw a nonexistent surface

I have a built-in Intel graphics card, with 64 MB I think, but not sure of that either. the rest shouldn't be any problem at all.
Logged
nayon
Level 5
*****


dickfish


View Profile
« Reply #59 on: October 21, 2008, 12:47:47 PM »

Well I think that's probably due to GM being very inefficient and maybe it runs out of video memory... Hmm, maybe after I finish other features I can release a version with a blank tower surface for those without good cards... Or wait, let me try to do it now... No guarantee that it will work though :D
Logged

Pages: 1 2 [3] 4
Print
Jump to:  

Theme orange-lt created by panic