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TIGSource ForumsCommunityDevLogsPlanet Toad: Intergalactic Jumping Extraordinaire
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Author Topic: Planet Toad: Intergalactic Jumping Extraordinaire  (Read 5622 times)
Canned Turkey
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« Reply #20 on: August 19, 2015, 03:14:01 PM »

REDACTED

FUTURE READER:
This was a post with a picture of a whale saying "oh whale" in response to me trashing this game.
The game is no longer trashed, and such flagrant disregard for finishing a game is abhorrent behavior.
« Last Edit: January 28, 2016, 10:24:37 PM by Canned Turkey » Logged
Canned Turkey
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« Reply #21 on: January 23, 2016, 02:48:17 PM »

Back in business baby.
Hand Thumbs Up Right
« Last Edit: January 23, 2016, 03:05:39 PM by Canned Turkey » Logged
Canned Turkey
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« Reply #22 on: January 23, 2016, 09:01:25 PM »

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Kitkat
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« Reply #23 on: January 24, 2016, 09:09:25 AM »

So glad this is back!!
Super cute and charming and looks like it's a lot of fun to play.

And that music sample sounds lovely and seems to fit the game perfectly. ♥
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Canned Turkey
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« Reply #24 on: January 24, 2016, 02:27:29 PM »

Thanks!
The music is indeed lovely, it's made by the awesome rj.
Right now he's running a fundraiser so he can keep making music for a living, if you want to support him, go over to his site and donate!
spellmynamewithabang.com
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Canned Turkey
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« Reply #25 on: January 24, 2016, 10:04:14 PM »

Implemented devmode.
Now creating levels won't take a geological era.

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Canned Turkey
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« Reply #26 on: January 26, 2016, 03:06:19 PM »

Messing around in an empty test room.
Flyable ufos are not flyable yet, but the self destruct button works.

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Canned Turkey
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« Reply #27 on: January 26, 2016, 07:09:19 PM »

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lobstersteve
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« Reply #28 on: January 28, 2016, 02:20:00 AM »

I'll keep an eye on that frog  Blink
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Canned Turkey
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« Reply #29 on: January 29, 2016, 05:38:24 PM »

Thanks steve  Hand Thumbs Up Right

No updates yesterday or today because I was working on exporting to android.
It works great on both devices I tested on, so expect an android version on release.   Gomez

I'll have something fresh and exciting to show for screenshot Saturday, don't you worry.
« Last Edit: January 29, 2016, 08:01:35 PM by Canned Turkey » Logged
Canned Turkey
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« Reply #30 on: January 29, 2016, 07:31:10 PM »





My dad wanted to take a video of the game on his phone, so here's that.
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Canned Turkey
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« Reply #31 on: January 29, 2016, 08:05:33 PM »

Tired

Apparently GMstudio professional edition can't export to anything except windows, although android testing works.

And all the export modules are somewhere around $100 each.

So I'll need to start an indiegogo or something, seeing as I'm broke and too young to get a job.
Yay.
« Last Edit: February 04, 2016, 11:00:08 AM by Canned Turkey » Logged
Canned Turkey
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« Reply #32 on: January 30, 2016, 06:30:08 PM »



Possible background for world 2.
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Canned Turkey
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« Reply #33 on: February 04, 2016, 10:56:05 AM »

Working on design stuff.
I'm tying to get all the mechanics planned out before I implement too much, so I can make things without having to go back and remake them to work with everything else.

Since all I've done recently has just been making a poorly formatted text document, here's a picture of me working.

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Canned Turkey
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« Reply #34 on: February 10, 2016, 06:09:11 PM »

Finalized background for world 2:



The anti-aliasing on the asteroids took longer than I care to admit Embarrassed

As well as that, I worked on getting the flyable ufos working.
This is actually the mechanic that will only be playable in the final world, but it's so cool I just wanted to make it first.

Something interesting about using one button to control 2D movement is that there's a lot of ways to do it.
For the ufos, there's two methods of movement I'm still torn between. See if you can spot the difference.





Using the first method has more control, but will take more getting used to.
I think I'll go with that one unless you guys feel like it's confusing.
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Bones
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« Reply #35 on: February 11, 2016, 10:59:26 PM »

This reminds me of a tower climbing game with spinning gears and side walls that I used to play the hell out of when I was younger.

The first method of flying UFO looks nice, with method two having the arrow spin only one direction seems a bit weird.
You also have to wait for the arrow to finish a full rotation around. Until you can make a move, where as method one seems quicker.
Compared to having the arrow direction switch up every time you move it gives it a bit of strategy and some meta to it.

I like the stars you can jump off, the projectile trail was a nice touch.

Here is a couple ideas off the top off my head I can contribute.
Maybe some random comets that could strike planets and perhaps send your space frog flying into space?
Does the black hole have gravitational pull to it at all? It could pull comets towards planets.
A moving fly that could act as a 1UP?
UFO landing lilypads?

Looking forward to seeing what else you come up with, keep up the good work.  Toast Right
« Last Edit: February 11, 2016, 11:15:29 PM by Bones » Logged

Sit down and relax,
Keeping focus on your breath,
This may take a while.

Canned Turkey
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« Reply #36 on: February 19, 2016, 05:56:28 PM »

Thanks for taking the time to post all that bones Coffee
I'll definitely think about your suggestions.

Alright, well what I worked on all this past week was backgrounds.
Seven of 'em, one for every world.
Probably not final, although I do like how they look.

WORLD 1


WORLD 2


WORLD 3


WORLD 4


WORLD 5


WORLD 6


WORLD 7
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Canned Turkey
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« Reply #37 on: April 01, 2016, 02:21:09 PM »

This is canceled because I have no initiative

EDIT:

Hahaha april fools okay moving on.

This game is going to be finished.
RJ! has made some sweet music, and in his infinite awesomeness lets me use it on the condition that it's legally his to sell
on his site, and that this game is finished. So on top of my own motivation, I'm obligated to finish  Embarrassed
But that's a good thing! I've found life is easier when you promise you'll do stuff, because then you kinda have to.
Design-wise, this game is 100% down to the enemies and stuff.
So all I need to do is grind away at boring old programming and slightly boring old art.
Expect a post with actual content soon(ish I hope), the current semester is going over the hump of hard stuff, so
I'm going to have a lot more free time in the coming months.
« Last Edit: April 02, 2016, 11:39:08 AM by Canned Turkey » Logged
rj
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« Reply #38 on: June 15, 2016, 03:19:58 AM »

this exists still. i'm getting the ost together (preview soon?) and working on some design shit. turkeycan's last build (that i played) was solid as a rock in space but still has some cracks we both gotta figure out before building the Meat.

build that meat

the big issue from last build, and i might as well say this out Loud, is one of control. it's a one-button, but this leads to some really annoying slow downtime when you miss the window of opportunity for a jump and have to wait for the next one. i was thinking we should add directional movement or a fast forward button. thoughts, all?

mind you i was busy for a few so idk actually if we fixed that yet. i'm garbage
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Canned Turkey
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« Reply #39 on: June 15, 2016, 09:59:25 AM »

Sorry for the downtime y'all. School is hard and finals kind of took my entire month.
That's over with now.
Control is definitely the biggest issue, that and meat, but the grind is always a bitch to small teams.
Direction movement might just be added. I think this game is too swag'n to fall prey to tunnel-vision, if one button isn't enough than it isn't enough.
More news and fancy GIFs to come in time.
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