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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Latest Download (Update! M2 v.1.0.6)
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BMcC
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« Reply #100 on: January 06, 2009, 04:38:21 PM »

I thought I'd try and take care of the moving platform thing, Lord Tim, before I posted this to the front page... but I can't reproduce it!

Are you running the game under Windows?
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Lord Tim
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« Reply #101 on: January 06, 2009, 05:41:37 PM »

Yes. Windows Vista 64x.

It looks like this happens only on the right side of the movement, that I've seen, and it doesn't happen very often, but it centers Guy back on the middle of the platform just as it starts moving again.
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BMcC
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« Reply #102 on: January 06, 2009, 05:50:51 PM »

Hrm... interesting...

Yeah, I need to get on that refactoring ASAP.  The moving platform code and the collision code both work perfectly, it's just that I've got this messy flag system in place.  Needs a serious cleaning.  Once it's rewritten (which shouldn't be hard at all), it'll fix the moving platform stuff and allow for objects to, say, push others and not be pushed themselves, just by setting a certain flag on/off.

Not sure what I can do to fix it at the moment, though, other than remove SpaceGarden (which is just my test map/WIP first attempt at a tileset, anyway) from the Map List, so people don't think it's a prime example or anything.
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« Reply #103 on: January 06, 2009, 07:10:17 PM »

Oh well. On a good note, though:

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BMcC
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« Reply #104 on: January 06, 2009, 07:23:23 PM »

Haha, yes!  Great stuff, but it may collapse the universe or something. Grin

EDIT: I posted the game to the front page.  God help us. Tongue
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« Reply #105 on: January 06, 2009, 08:58:11 PM »

I feel stupid asking this, but I got stuck in the menu, lol.
How do I get the game started? There's only the door to "about", "animation", "load map" and "exit". Am I suppose to type something in the load map screen? I read the instruction, but I don't any help.

Man, everything looks so beautiful, it's killing me that I can't play!
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« Reply #106 on: January 06, 2009, 09:07:05 PM »

I feel stupid asking this, but I got stuck in the menu, lol.
How do I get the game started? There's only the door to "about", "animation", "load map" and "exit". Am I suppose to type something in the load map screen? I read the instruction, but I don't any help.

Man, everything looks so beautiful, it's killing me that I can't play!

Hit F5, you should get a shortcut menu for loading maps.
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BMcC
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« Reply #107 on: January 06, 2009, 09:23:24 PM »

Haha, rayteoactive, that's so in the instructions file. Tongue
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« Reply #108 on: January 06, 2009, 09:42:18 PM »

BMcC: Yay, you fixed the crashy bug that I was seeing under Linux (which I also saw under Win2k, after I *finally* got it reinstalled last night)!

Now, I am seeing some Lua errors in the console when running under Linux, and when these errors appear, the frame rate drops through the floor. I am testing on older hardware (P3 900). Let me see if I can run down the errors:

* When I jump, or climb on a ladder (and the framerate drops so low I can't see him jump at all):
-- Scripts/Guy.lua:1127: attempt to compare number with function

* When I enter the "Load Map" door, or any door for that matter:
-- Scripts/HomeDoor.lua:82: attempt to call global 'sentObjectFocus' (a nil value)

* In the WarehouseExampleX maps, I can't see the laser beams! Sad

* Moving the cursor around in the animation editor is extremely slow, but there are no errors.

No fatal problems though! And what I can reasonably play at this point looks super slick. Hand Thumbs Up Left


« Last Edit: January 06, 2009, 10:06:11 PM by Madgarden » Logged
BMcC
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« Reply #109 on: January 06, 2009, 10:41:53 PM »

Well, I really can't do much for playing it on Linux -- it's only been compiled for Windows so far.  Most of the problems would be solved by a proper port, I'm sure.

The LUA stuff is interesting, though...  For example, "sentObjectFocus" should be "setObjectFocus."  (A typo!)  What are you using to see these errors?

The laser beam thing is likely related to the big bug I fixed.  I noticed some weirdness with it, something in loading the effects.  I'll find it soon, at least by the time I refactor.  Glad it's somewhat working on Linux, though.  (That's more than I could ask for!)

Thanks for the info.  If you find any more LUA errors, please tell me.  I'll refactor, bug fix, and optimize this thing pretty soon. Smiley
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« Reply #110 on: January 06, 2009, 10:48:51 PM »

I'm really loving this so far. It's almost like what LittleBigPlanet might have been, had it been made during the 16bit era! Yet it's still very much its own game.

One suggestion... if you haven't already, try the GBA Klonoa games and draw from that like there's no tomorrow.

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BMcC
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« Reply #111 on: January 06, 2009, 10:56:07 PM »

GBA Klonoa, you say?  I'll definitely check that out, thanks! Hand Thumbs Up Right

I've been meaning to find my List of Games In the Vein of BQ and lift the best elements from all of those for this.  (Like, GameBoy Donkey Kong is clearly a big inspiration, but I've never really played the Mario vs. Donkey Kong games!)

I've heard the LittleBigPlanet comparison a few times, actually.  I've never played LBP, but I guess it's cuz of the user-generated content?  (Aah, buzzwords!)  The thing is, everything in BQ is editable.  Making objects and stuff within the system is good, cuz you've already got a lot to work with, but you could make whatever you want...

(I hope people focus on BQ first, of course!)
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« Reply #112 on: January 06, 2009, 11:09:34 PM »

Yeah, the Klonoa games for GBA are excellent and very puzzly. I love the usage of objects. Basically you can push blocks, throw blocks and enemies to attack, and even throw blocks and enemies downward while in mid-air to give yourself a boost upward! (A lot of fun!) So you can imagine how they can both hinder and help in various situations. Give 'em a try!

As for LittleBigPlanet, yes, it has a VERY deep editor and like BQ you can't always be 100% sure of what things will or won't do as scripting isn't always the same for all objects. You should at least watch some videos of LBP as it might give you some inspiration.

Definitely try Mario vs. Donkey Kong too. That does puzzle platforming SO well. The sequel, MvDK2, is more Lemmings-ish but it has some cool new ideas like walking on some walls and ceilings. I'll try to think of other similar games!
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« Reply #113 on: January 06, 2009, 11:13:11 PM »

Haha, rayteoactive, that's so in the instructions file. Tongue

Haha, I have a feeling that it is, but I don't know why I missed it...twice. Maybe I was blinded by excitement. Despite looking stupid, I'm glad I asked the question. The game play out so well and the visuals are so inspiring. My only complain is that the character runs a bit slow? It's probably just me though. I also realize that I have to hold the up key in order not to fall from a rope...though it's not that uncommon, I guess it didn't quite worked for me.

And lastly, thanks Alec for helping me out. I felt like I was in the dark room and thought I was blind. You came in to switch on the lights, and I was embarrass but eternally grateful at the same time Wink
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« Reply #114 on: January 06, 2009, 11:30:24 PM »

BMcC: It's actually working quite well under Linux, considering the crappiness of this hardware. Smiley But, Allegro is pretty good and robust stuff so I expected as much.

As for the Lua errors, well they were just spit out on the console when I ran BQ. I imagine that if you run BQ from the CMD shell under Windows, you'll get this output also. It's like free logging, almost. Wink
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« Reply #115 on: January 06, 2009, 11:40:15 PM »

I'll try to think of other similar games!

I'm about to possibly overload your action/puzzler palette! I tried to mention only stuff you might have overlooked or never heard of...

NES:
-http://www.mobygames.com/game-group/solomons-key-legacy
-http://en.wikipedia.org/wiki/Gimmick!
-http://en.wikipedia.org/wiki/Nuts_&_Milk
-http://en.wikipedia.org/wiki/Metal_Storm_%28video_game%29
-http://www.retrothing.com/2008/10/retrospective-3.html (Article I wrote mentioning Kickle Cubicle and Metal Storm. KC isn't a platformer but it still might give you some ideas!)

Famicom Disk System:
-https://www.famicomshop.com/node/205 (Does some cool gameplay mechanics based around magnetism)

Super NES:
-http://www.mobygames.com/game/jelly-boy
-http://kingmike.emuxhaven.net/Jelly2/index.htm (Never officially came out but was dumped to a ROM and translated!)
-http://en.wikipedia.org/wiki/Sutte_Hakkun

Various:
-http://www.mobygames.com/game-group/lost-viking-series
-http://www.mobygames.com/game-group/oddworld-series
-http://www.mobygames.com/game/sink-or-swim
-http://en.wikipedia.org/wiki/Doki_Doki_Penguin_Land
-http://en.wikipedia.org/wiki/Toki_Tori

...Wow! Haha, I could actually keep going if you want?
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Annabelle Kennedy
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« Reply #116 on: January 06, 2009, 11:52:46 PM »

I made a tileset sort of tonight..



sorta generic but i wanted an alternative to 'yellow warehouse'

i dont know how id make maps everyone you can use it if you'd like..
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« Reply #117 on: January 07, 2009, 12:00:27 AM »

Mmmm.... Monochrome. Pretty slick.
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« Reply #118 on: January 07, 2009, 01:16:36 AM »

Ooh, nice Annabelle. Like an abandoned base or something.

BMcC: Does BQ have slopes, though?
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« Reply #119 on: January 07, 2009, 01:24:39 AM »

TideGear:  Great stuff!  You should definitely keep going.  I'm more familiar with the older games on there.  (Definitely already drawing inspiration from a number of these.) Wink

Maybe I'll make another thread for BQ inspiration and global object/item/element requests... later.  Tongue

Madgarden:  Aha, okay, I must have set that up when I added Lua and forgot about it.  Tell me if you find any more, a'ight?

rayteoactive:  Hehe, don't worry about it!  Ignore, for the moment, that at the top of the thread I threaten to ban people who ask me things I've already answered in the instructions.  I was just kidding.

...

OR WAS I? Evil

Annabelle Kennedy:
 Looking cool, Annabelle!  Very cool.  Would you like to do more on it, or should I rip it now?

rayteoactive: Oh!  Also, you'll have to get used to Guy's movement speed at first.  Trust me, as more gameplay elements get added it'll make more and more sense. Wink

Xion:  Oh, right!  Actually, no, we ruled them out early on as a design constraint.  But they could be used for background and/or ceiling...
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